--- /dev/null
+// Copyright (C) 2000, 2001, 2003 Michael Bartl
+// Copyright (C) 2001, 2003, 2004, 2005 Ulf Lorenz
+// Copyright (C) 2007, 2008, 2009 Ben Asselstine
+//
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation; either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
+// 02110-1301, USA.
+
+#ifndef TEMPLELIST_H
+#define TEMPLELIST_H
+
+#include <sigc++/trackable.h>
+#include "LocationList.h"
+#include "temple.h"
+class Stack;
+class XML_Helper;
+
+//! A list of Temple objects on the game map.
+/**
+ * The templelist keeps track of the temples located on the game map. It
+ * is implemented as a singleton because many classes use it for looking
+ * up temples.
+ */
+class Templelist : public LocationList<Temple*>, public sigc::trackable
+{
+ public:
+ //! The xml tag of this object in a saved-game file.
+ static std::string d_tag;
+
+ // Methods that operate on class data but do not modify the class.
+
+ //! Saves the temple data to an opened saved-game file.
+ bool save(XML_Helper* helper) const;
+
+ //! Find the nearest temple that is not obscured by fog.
+ /**
+ * Scan through all temples, searching for the closest one that is
+ * not covered by fog-of-war on a hidden map.
+ *
+ * @param pos The position to find the nearest temple from.
+ *
+ * @return A pointer to the nearest temple that is not obscured by fog.
+ */
+ Temple* getNearestVisibleTemple(const Vector<int>& pos) const;
+
+ //! Find the nearest temple that is unobscured and is not too far away.
+ /**
+ * Scan through all the temples, searching for the closest one that
+ * is not covered by fog-of-war on a hidden map, but is not farther
+ * away than a given distance.
+ *
+ * @param pos The position to find the nearest temple from.
+ * @param dist The number of tiles away that is deemed "too far".
+ *
+ * @return A pointer to the nearest temple that is not obscured by fog
+ * and is within the prescribed number of tiles. Returns NULL
+ * if no temple could be found.
+ */
+ Temple* getNearestVisibleTemple(const Vector<int>& pos, int dist) const;
+
+ //! Find the nearest temple that the given stack can get blessed at.
+ /**
+ * @param stack The stack that wants to get blessed at a temple.
+ * @param percent_can_be_blessed
+ * Consider temples where the minimum percentage of army
+ * units in the stack that have not been blessed at a
+ * temple.
+ * @return A pointer to the nearest temple that is not obscured by fog
+ * and has more than the given percentage of army units that
+ * can be blessed there. Returns NULL if no temple could be
+ * found.
+ */
+ Temple* getNearestVisibleAndUsefulTemple(Stack *stack, double percent_can_be_blessed) const;
+
+ //! Find the nearest temple that the given stack can get blessed at.
+ /**
+ * @param stack The stack that wants to get blessed at a temple.
+ * @param percent_can_be_blessed
+ * Consider temples where the minimum percentage of army
+ * units in the stack that have not been blessed at a
+ * temple.
+ * @param dist Do not consider temples farther away than dist tiles.
+ *
+ * @return A pointer to the nearest temple that is not obscured by fog
+ * and has more than the given percentage of army units that
+ * can be blessed there, and is within a certain number of
+ * tiles from the stack's position on the map. Returns NULL if
+ * no temple could be found.
+ */
+ Temple* getNearestVisibleAndUsefulTemple(Stack *stack, double percent_can_be_blessed, int dist) const;
+
+
+ // Static Methods
+
+ //! Return the singleton instance. Create a new one if needed.
+ static Templelist* getInstance();
+
+ //! Load the temple list from an opened saved-game file.
+ /**
+ * @param helper The opened saved-game file to load the list of
+ * temples from.
+ *
+ * @return The list of temples.
+ */
+ static Templelist* getInstance(XML_Helper* helper);
+
+ //! Explicitly delete the singleton instance.
+ static void deleteInstance();
+
+ protected:
+ //! Default constructor.
+ Templelist();
+
+ //! Loading constructor.
+ /**
+ * Load the list of temples from an opened saved-game file.
+ *
+ * @param helper The opened saved-game file to load the temples from.
+ */
+ Templelist(XML_Helper* helper);
+
+ private:
+ //! Callback for loading temple objects from opened saved game files.
+ bool load(std::string tag, XML_Helper* helper);
+
+ //! A static pointer for the singleton instance.
+ static Templelist* s_instance;
+};
+
+#endif