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ae3fa69134
* changed some CDefHandlers to CDefEssential (the second is less memory consuming) * minor changes
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
#ifndef __CDEFOBJINFOHANDLER_H__
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#define __CDEFOBJINFOHANDLER_H__
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#include <vector>
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#include <map>
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#include "../global.h"
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/*
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* CDefObjInfoHandler.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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class CDefEssential;
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class CLodHandler;
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class DLL_EXPORT CGDefInfo
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{
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public:
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std::string name;
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ui8 visitMap[6];
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ui8 blockMap[6];
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ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
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si32 id, subid; //of object described by this defInfo
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si32 serial;
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si32 terrainAllowed, //on which terrain it is possible to place object
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terrainMenu; //in which menus in map editor object will be showed
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si32 width, height; //tiles
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si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
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CDefEssential * handler;
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si32 printPriority;
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bool isVisitable();
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bool operator<(const CGDefInfo& por)
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{
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if(id!=por.id)
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return id<por.id;
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else
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return subid<por.subid;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & serial & visitMap & blockMap & visitDir & id & subid &terrainAllowed
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& terrainMenu & width & height & type & printPriority;
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}
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CGDefInfo();
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};
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class DLL_EXPORT CDefObjInfoHandler
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{
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public:
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std::map<int,std::map<int,CGDefInfo*> > gobjs;
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std::map<int,CGDefInfo*> castles;
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void load();
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~CDefObjInfoHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & gobjs;
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if(!h.saving) //recrete castles map
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for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
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for(std::map<int,CGDefInfo*>::iterator j=i->second.begin(); j!=i->second.end(); j++)
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if(j->second->id == TOWNI_TYPE)
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castles[j->second->subid]=j->second;
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}
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};
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#endif // __CDEFOBJINFOHANDLER_H__
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