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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

@ -53,6 +53,7 @@ void CModHandler::loadConfigFromFile (std::string name)
settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
@ -125,11 +126,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
if (!value->isNull())
cre->addBonus(value->Float(), Bonus::CASTS);
value = &node["doubleWide"];
if (!value->isNull())
cre->doubleWide = value->Bool();
else
cre->doubleWide = false;
cre->doubleWide = value->Bool();
value = &node["abilities"];
if (!value->isNull())
@ -191,7 +188,7 @@ void CModHandler::recreateHandlers()
{
//TODO: consider some template magic to unify all handlers?
VLC->arth->artifacts.clear();
VLC->arth->artifacts.clear();
VLC->creh->creatures.clear(); //TODO: what about items from original game?
BOOST_FOREACH (auto mod, activeMods)
@ -213,4 +210,4 @@ void CModHandler::recreateHandlers()
CModHandler::~CModHandler()
{
}
}