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vcmi/hch/CTownHandler.h
Michał W. Urbańczyk 22ade5efbe * make compatible with boost 1.36.0 (there was breaking change in boost::function)
* 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
2008-08-20 06:57:53 +00:00

51 lines
1.3 KiB
C++

#ifndef CTOWNHANDLER_H
#define CTOWNHANDLER_H
#include "../global.h"
#include <set>
class CBuilding;
class CSpell;
class CHero;
class CGTownInstance;
class DLL_EXPORT CTown
{
public:
std::string name; //name of type
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
int typeID;
};
struct DLL_EXPORT 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_EXPORT CTownHandler
{
public:
std::vector<CTown> towns;
std::vector<std::string> tcommands, hcommands;
std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
CTownHandler();
~CTownHandler();
void loadNames();
};
#endif //CTOWNHANDLER_H