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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
113 lines
3.5 KiB
C++
113 lines
3.5 KiB
C++
/*
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* CTown.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../building/TownFortifications.h"
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#include "../../ConstTransitivePtr.h"
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#include "../../Point.h"
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#include "../../constants/EntityIdentifiers.h"
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#include "../../constants/Enumerations.h"
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#include "../../filesystem/ResourcePath.h"
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#include "../../int3.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CBuilding;
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/// This is structure used only by client
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/// Consists of all gui-related data about town structures
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/// Should be moved from lib to client
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struct DLL_LINKAGE CStructure
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{
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CBuilding * building; // base building. If null - this structure will be always present on screen
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CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
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int3 pos;
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AnimationPath defName;
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ImagePath borderName;
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ImagePath areaName;
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std::string identifier;
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bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
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};
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class DLL_LINKAGE CTown
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{
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friend class CTownHandler;
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size_t namesCount = 0;
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public:
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CTown();
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~CTown();
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std::string getBuildingScope() const;
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std::set<si32> getAllBuildings() const;
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const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
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BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
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std::string getRandomNameTextID(size_t index) const;
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size_t getRandomNamesCount() const;
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CFaction * faction;
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/// level -> list of creatures on this tier
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// TODO: replace with pointers to CCreature
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std::vector<std::vector<CreatureID> > creatures;
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std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
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std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
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std::vector<std::string> dwellingNames;
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// should be removed at least from configs in favor of auto-detection
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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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GameResID primaryRes;
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CreatureID warMachineDeprecated;
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/// Base state of fortifications for empty town.
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/// Used to define shooter units and moat spell ID
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TownFortifications fortifications;
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
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// resulting chance = sqrt(town.chance * heroClass.chance)
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ui32 defaultTavernChance;
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// Client-only data. Should be moved away from lib
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struct ClientInfo
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{
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//icons [fort is present?][build limit reached?] -> index of icon in def files
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int icons[2][2];
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std::string iconSmall[2][2]; /// icon names used during loading
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std::string iconLarge[2][2];
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VideoPath tavernVideo;
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std::vector<AudioPath> musicTheme;
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ImagePath townBackground;
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ImagePath guildBackground;
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ImagePath guildWindow;
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AnimationPath buildingsIcons;
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ImagePath hallBackground;
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/// vector[row][column] = list of buildings in this slot
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std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
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/// list of town screen structures.
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/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
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std::vector<ConstTransitivePtr<CStructure> > structures;
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std::string siegePrefix;
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std::vector<Point> siegePositions;
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std::string towerIconSmall;
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std::string towerIconLarge;
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} clientInfo;
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};
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VCMI_LIB_NAMESPACE_END
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