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vcmi/lib/CDefObjInfoHandler.h
Ivan Savenko f7915d9e61 - removed creature-related code from ModHandler
- new towns can be loaded as mods
 - removed separate DefInfos for towns\capitals
 - a bit simpler handling of adventure map def's
2012-11-13 11:52:23 +00:00

64 lines
1.8 KiB
C++

#pragma once
#include "GameConstants.h"
#include "../lib/ConstTransitivePtr.h"
/*
* CDefObjInfoHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CDefEssential;
class DLL_LINKAGE CGDefInfo
{
public:
std::string name;
ui8 visitMap[6];
ui8 blockMap[6];
ui8 coverageMap[6], shadowCoverage[6]; //to determine which tiles are covered by picture of this object
ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
si32 id, subid; //of object described by this defInfo
si32 terrainAllowed, //on which terrain it is possible to place object
terrainMenu; //in which menus in map editor object will be showed
si32 width, height; //tiles
si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
si32 printPriority;
bool isVisitable() const;
bool operator<(const CGDefInfo& por) const
{
if(id!=por.id)
return id<por.id;
else
return subid<por.subid;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & visitMap & blockMap & visitDir & id & subid &terrainAllowed
& terrainMenu & width & height & type & printPriority & coverageMap & shadowCoverage;
}
CGDefInfo();
void fetchInfoFromMSK();
};
class DLL_LINKAGE CDefObjInfoHandler
{
public:
bmap<int, bmap<int, ConstTransitivePtr<CGDefInfo> > > gobjs;
bmap<TFaction, ConstTransitivePtr<CGDefInfo> > capitols;
bmap<TFaction, ConstTransitivePtr<CGDefInfo> > villages;
void load();
~CDefObjInfoHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & gobjs & capitols & villages;
}
};