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22ade5efbe
* randomizing spells in towns * fixed reading forbidden structures * support for heroes starting in town garrisons * hopefully fixed problems with wrong town defs (village/fort/capitol) * moved CSpellHandler.* to VCMI_Lib (project files must be updated) * redone reading spell info * added missing features to the fort screen * minor improvements * partially done mage guild screen
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#ifndef CTOWNHANDLER_H
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#define CTOWNHANDLER_H
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#include "../global.h"
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#include <set>
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class CBuilding;
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class CSpell;
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class CHero;
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class CGTownInstance;
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class DLL_EXPORT CTown
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{
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public:
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std::string name; //name of type
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std::vector<std::string> names; //names of the town instances
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std::vector<int> basicCreatures; //level (from 0) -> ID
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std::vector<int> upgradedCreatures; //level (from 0) -> ID
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std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
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ui32 mageLevel; //max available mage guild level
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int bonus; //pic number
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int typeID;
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};
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struct DLL_EXPORT Structure
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{
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int ID;
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int3 pos;
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std::string defName, borderName, areaName, name;
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int townID, group;
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bool operator<(const Structure & p2) const
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{
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if(pos.z != p2.pos.z)
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return (pos.z) < (p2.pos.z);
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else
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return (ID) < (p2.ID);
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}
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};
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class DLL_EXPORT CTownHandler
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{
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public:
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std::vector<CTown> towns;
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std::vector<std::string> tcommands, hcommands;
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std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
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std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
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CTownHandler();
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~CTownHandler();
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void loadNames();
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};
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#endif //CTOWNHANDLER_H
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