#ifndef __CGENERALTEXTHANDLER_H__ #define __CGENERALTEXTHANDLER_H__ #include "../global.h" #include #include /* * CGeneralTextHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ DLL_EXPORT void loadToIt(std::string &dest, const std::string &src, int &iter, int mode); std::string readTo(const std::string &in, int &it, char end); class DLL_EXPORT CGeneralTextHandler //Handles general texts { public: class HeroTexts { public: std::string bonusName, shortBonus, longBonus; //for special abilities std::string biography; //biography, of course }; std::vector hTxts; std::vector allTexts; std::vector arraytxt; std::vector primarySkillNames; std::vector jktexts; std::vector heroscrn; std::vector overview;//text for Kingdom Overview window std::vector colors; //names of player colors ("red",...) std::vector capColors; //names of player colors with first letter capitalized ("Red",...) std::vector turnDurations; //turn durations for pregame (1 Minute ... Unlimited) //artifacts std::vector artifEvents; std::vector artifNames; std::vector artifDescriptions; //towns std::vector tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen std::vector tavernInfo; std::vector > townNames; //[type id] => vec of names of instances std::vector townTypes; //castle, rampart, tower, etc std::map > > buildings; //map[town id][building id] => pair std::vector > zelp; std::string lossCondtions[4]; std::string victoryConditions[14]; //objects std::vector names; //vector of objects; i-th object in vector has subnumber i std::vector creGens; //names of creatures' generators std::vector creGens4; //names of multiple creatures' generators std::vector advobtxt; std::vector xtrainfo; std::vector restypes; //names of resources std::vector terrainNames; std::vector randsign; std::vector > mines; //first - name; second - event description std::vector seerEmpty; std::vector > > quests; //[quest][type][index] //type: quest, progress, complete, rollover, log OR time limit //index: 0-2 seer hut, 3-5 border guard std::vector seerNames; std::vector threat; //power rating for neutral stacks //sec skills std::vector skillName; std::vector > skillInfoTexts; //[id][level] : level 0 - basic; 2 - advanced std::vector levels; //campaigns std::vector campaignMapNames; std::vector < std::vector > campaignRegionNames; std::string getTitle(const std::string & text); std::string getDescr(const std::string & text); void load(); CGeneralTextHandler(); }; #endif // __CGENERALTEXTHANDLER_H__