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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

@ -401,11 +401,11 @@ void NewStructures::applyCl( CClient *cl )
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if(id==13) //fort or capitol
if(id== EBuilding::CAPITOL) //fort or capitol
{
town->defInfo = GS(cl)->capitols[town->subID];
}
if(id ==7)
if(id == EBuilding::FORT)
{
town->defInfo = GS(cl)->forts[town->subID];
}