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vcmi/lib/CBuildingHandler.h
beegee1 7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00

51 lines
1.6 KiB
C++

#pragma once
#include "../lib/ConstTransitivePtr.h"
#include "ResourceSet.h"
/*
* CBuildingHandler.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
*
*/
//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
class DLL_LINKAGE CBuilding //a typical building encountered in every castle ;]
{
public:
si32 tid, bid; //town ID and structure ID
TResources resources;
std::string name;
std::string description;
const std::string &Name() const;
const std::string &Description() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & resources & name & description;
}
CBuilding(int TID = -1, int BID = -1);
};
class DLL_LINKAGE CBuildingHandler
{
public:
std::vector< bmap<int, ConstTransitivePtr<CBuilding> > > buildings; ///< vector by castle ID, second the building ID (in ERM-U format)
bmap<int, std::pair<std::string,std::vector< std::vector< std::vector<int> > > > > hall; //map<castle ID, pair<hall bg name, std::vector< std::vector<building id> >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot
void loadBuildings(); //main loader
~CBuildingHandler(); //d-tor
static int campToERMU(int camp, int townType, std::set<si32> builtBuildings);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & buildings & hall;
}
};