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5222be8d94
* new folder structure
41 lines
1.9 KiB
C++
41 lines
1.9 KiB
C++
#ifndef CBUILDINGHANDLER_H
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#define CBUILDINGHANDLER_H
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#include <vector>
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#include <string>
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enum EbuildingType {NEUTRAL=0, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
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class CBuilding //a typical building encountered in every castle ;]
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{
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public:
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std::string name;
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std::string refName; //reference name, for identification
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int wood, mercury, ore, sulfur, crystal, gems, gold;
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std::string description;
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EbuildingType type; //type of building (occures in many castles or is specific for one castle)
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bool isDwelling; //true, if this building is a dwelling
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};
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class CBuildingHandler
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{
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public:
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std::vector<CBuilding> buildings; //vector of buildings
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std::vector<CBuilding> resourceSilos; //vector with resource silos only - for castle profiled descriptions
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std::vector<CBuilding> grails; //vector with grail - type buildings only - for castle profiled descriptions
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std::vector<CBuilding> blacksmiths; //vector with names and descriptions for blacksmith (castle - dependent)
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CBuilding blacksmith; //global name and description for blacksmiths
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CBuilding moat; //description and name of moat
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CBuilding shipyard; //castle - independent name and description of shipyard
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CBuilding shipyardWithShip; //name and description for shipyard with ship
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CBuilding artMerchant; //name and description of artifact merchant
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CBuilding l1horde, l2horde, l3horde, l4horde, l5horde; //castle - independent horde names and descriptions
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CBuilding grail; //castle - independent grail description
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CBuilding resSilo; //castle - independent resource silo name and description
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void loadBuildings(); //main loader, calls loading functions below
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void loadNames(); //loads castle - specufuc names and descriptoins
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void loadNeutNames(); //loads castle independent names and descriptions
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void loadDwellingNames(); //load names for dwellgins
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};
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#endif //CBUILDINGHANDLER_H
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