#pragma once #include "int3.h" /* * CTownHandler.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 * */ class CBuilding; class CSpell; class CHero; class CGTownInstance; class DLL_LINKAGE CTown { std::string name; //name of type public: std::vector<std::string> names; //names of the town instances std::vector<int> basicCreatures; //level (from 0) -> ID std::vector<int> upgradedCreatures; //level (from 0) -> ID std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present) ui32 mageLevel; //max available mage guild level int bonus; //pic number ui16 primaryRes, warMachine; ui8 typeID; const std::vector<std::string> & Names() const; const std::string & Name() const; void Name(const std::string & val) { name = val; } template <typename Handler> void serialize(Handler &h, const int version) { h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus & primaryRes & warMachine & typeID; } }; struct DLL_LINKAGE Structure { int ID; int3 pos; std::string defName, borderName, areaName, name; int townID, group; bool operator<(const Structure & p2) const { if(pos.z != p2.pos.z) return (pos.z) < (p2.pos.z); else return (ID) < (p2.ID); } }; class DLL_LINKAGE CTownHandler { public: std::vector<CTown> towns; std::vector<std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>> std::vector<std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings CTownHandler(); //c-tor ~CTownHandler(); //d-tor void loadStructures(); template <typename Handler> void serialize(Handler &h, const int version) { h & towns & requirements; if(!h.saving) loadStructures(); } };