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przy okazji testów usunąłem bugi pojawiające się przy obsłudze map jednopoziomowych
51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
#ifndef CCASTLEHANDLER_H
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#define CCASTLEHANDLER_H
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#include "CBuildingHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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#include "CCreatureHandler.h"
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class CCastleEvent
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{
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public:
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std::string name, message;
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int wood, mercury, ore, sulfur, crystal, gems, gold; //gain / loss of resources
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unsigned char players; //players for whom this event can be applied
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bool forHuman, forComputer;
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int firstShow; //postpone of first encounter time in days
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int forEvery; //every n days this event will occure
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unsigned char bytes[6]; //build specific buildings (raw format, similar to town's)
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int gen[7]; //additional creatures in i-th level dwelling
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};
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class CCastleObjInfo : public CSpecObjInfo //castle class
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{
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public:
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int x, y, z; //posiotion
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std::vector<CBuilding> buildings; //buildings we can build in this castle
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std::vector<bool> isBuild; //isBuild[i] is true, when building buildings[i] has been built
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std::vector<bool> isLocked; //isLocked[i] is true, when building buildings[i] canot be built
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bool unusualBuildins; //if true, intrepret bytes below
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unsigned char buildingSettings[12]; //raw format for two vectors above (greatly depends on town type)
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bool hasFort; //used only if unusualBuildings is false
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CHero * visitingHero;
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CHero * garnisonHero;
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unsigned char bytes[4]; //identifying bytes
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unsigned char player; //255 - nobody, players 0 - 7
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std::string name; //town name
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CCreatureSet garrison;
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std::vector<CSpell *> possibleSpells;
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std::vector<CSpell *> obligatorySpells;
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std::vector<CSpell *> availableSpells;
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std::vector<CCastleEvent> events;
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unsigned char alignment; //what the hell is that??
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};
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#endif //CCASTLEHANDLER_H
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