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b3234e8bfa
* New files in lib: ResourceSet.h/.cpp -> containing new structure for managing resources logic * Minor changes and fixes
58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
#ifndef __CBUILDINGHANDLER_H__
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#define __CBUILDINGHANDLER_H__
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#include "../global.h"
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#include <map>
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#include <vector>
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#include <set>
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#include "../lib/ConstTransitivePtr.h"
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#include "ResourceSet.h"
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/*
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* CBuildingHandler.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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//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
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class DLL_EXPORT CBuilding //a typical building encountered in every castle ;]
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{
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public:
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si32 tid, bid; //town ID and structure ID
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TResources resources;
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std::string name;
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std::string description;
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const std::string &Name() const;
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const std::string &Description() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & bid & resources & name & description;
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}
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CBuilding(int TID = -1, int BID = -1);
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};
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class DLL_EXPORT CBuildingHandler
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{
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public:
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std::vector< bmap<int, ConstTransitivePtr<CBuilding> > > buildings; ///< vector by castle ID, second the building ID (in ERM-U format)
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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
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void loadBuildings(); //main loader
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~CBuildingHandler(); //d-tor
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static int campToERMU(int camp, int townType, std::set<si32> builtBuildings);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & buildings & hall;
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}
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};
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#endif // __CBUILDINGHANDLER_H__
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