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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
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@ -329,8 +329,6 @@ CMusicHandler::CMusicHandler():
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const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
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const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
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const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
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const std::string setTowns[] = {"CstleTown", "Rampart", "TowerTown", "InfernoTown",
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"NecroTown", "Dungeon", "Stronghold", "FortressTown", "ElemTown"};
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auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
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{
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@ -340,7 +338,6 @@ CMusicHandler::CMusicHandler():
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fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
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fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
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fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
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fillSet("town-theme", setTowns, ARRAY_COUNT(setTowns));
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}
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void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
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