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Next part of town configuration:

- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
This commit is contained in:
Ivan Savenko
2012-09-05 12:49:23 +00:00
parent 44cc848edc
commit 0ca9f64573
36 changed files with 1475 additions and 1471 deletions

View File

@@ -5,6 +5,7 @@
#include "../lib/JsonNode.h"
#include "../lib/Filesystem/CResourceLoader.h"
#include "../lib/map.h"
#include "../lib/CModHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CGeneralTextHandler.h"
@@ -294,7 +295,7 @@ void CTownList::CTownItem::update()
if (!town->hasFort())
iconIndex += GameConstants::F_NUMBER*2;
if(town->builded >= GameConstants::MAX_BUILDING_PER_TURN)
if(town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN)
iconIndex++;
picture->setFrame(iconIndex + 2);