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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

@ -57,18 +57,14 @@ static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, b
}
if(addAuxiliary)
{
ret.insert(10); //village hall is always present
ret.insert(-1); //houses near v.hall / eyecandies
ret.insert(-2); //terrain eyecandy, if -1 is used
}
ret.insert(EBuilding::VILLAGE_HALL); //village hall is always present
if(ret.find(11)!=ret.end())
ret.insert(27);
if(ret.find(12)!=ret.end())
ret.insert(28);
if(ret.find(13)!=ret.end())
ret.insert(29);
if(ret.find(EBuilding::CITY_HALL)!=ret.end())
ret.insert(EBuilding::EXTRA_CITY_HALL);
if(ret.find(EBuilding::TOWN_HALL)!=ret.end())
ret.insert(EBuilding::EXTRA_TOWN_HALL);
if(ret.find(EBuilding::CAPITOL)!=ret.end())
ret.insert(EBuilding::EXTRA_CAPITOL);
return ret;
}
@ -711,7 +707,7 @@ void Mapa::loadTown( CGObjectInstance * &nobj, const ui8 * bufor, int &i, int su
else //standard buildings
{
if(readChar(bufor,i)) //has fort
nt->builtBuildings.insert(7);
nt->builtBuildings.insert(EBuilding::FORT);
nt->builtBuildings.insert(-50); //means that set of standard building should be included
}