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* a bit better stack reversing

* FoWChange uses unordered_set instead of set
This commit is contained in:
mateuszb
2011-01-20 17:25:15 +00:00
parent 898ad292ea
commit 2451c0dea6
16 changed files with 106 additions and 64 deletions

View File

@ -13,6 +13,7 @@
#endif
#include "../lib/CCreatureSet.h"
#include "../lib/ConstTransitivePtr.h"
#include <boost/unordered_set.hpp>
/*
* CObjectHandler.h, part of VCMI engine
@ -157,7 +158,7 @@ public:
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
int getOwner() const;
void setOwner(int ow);
int getWidth() const; //returns width of object graphic in tiles