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fe5bcc19cf
* redone randomization (mam nadziemę, że będzie toto działać) * no more cheating pathfinder * minor improvements * version changed to 0.52
59 lines
1.2 KiB
C++
59 lines
1.2 KiB
C++
#ifndef CTOWNHANDLER_H
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#define CTOWNHANDLER_H
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#include "CDefHandler.h"
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#include "CCreatureHandler.h"
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#include "SDL.h"
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#include "../int3.h"
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#include <string>
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#include <vector>
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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 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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int bonus; //pic number
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int typeID;
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};
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struct 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 CTownHandler
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{
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CDefHandler * smallIcons;
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public:
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CTownHandler();
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~CTownHandler();
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std::vector<CTown> towns;
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std::vector<std::string> tcommands;
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void loadNames();
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SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //ID=-1 - blank; -2 - border; -3 - random
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static int getTypeByDefName(std::string name);
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std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
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std::vector<CGTownInstance *> townInstances;
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};
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#endif //CTOWNHANDLER_H
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