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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

@ -1,11 +1,5 @@
#pragma once
#ifndef _MSC_VER
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "../lib/VCMI_Lib.h"
#endif
#include "../lib/CCreatureSet.h"
#include "CArtHandler.h"
#include "../lib/ConstTransitivePtr.h"
@ -636,7 +630,9 @@ public:
GrowthInfo getGrowthInfo(int level) const;
bool hasFort() const;
bool hasCapitol() const;
//checks if building is constructed and town has same subID
bool hasBuilt(int buildingID) const;
bool hasBuilt(int buildingID, int townID) const;
int dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
void removeCapitols (ui8 owner) const;