diff --git a/hch/CObjectHandler.cpp b/hch/CObjectHandler.cpp index a6cbf3741..97721469b 100644 --- a/hch/CObjectHandler.cpp +++ b/hch/CObjectHandler.cpp @@ -39,8 +39,8 @@ DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mod extern CLodHandler * bitmaph; extern boost::rand48 ran; std::map > CGKeys::playerKeyMap; -std::map > CGMagi::eyelist; -std::map > banksInfo; //[index][preset], TODO: load it +std::map > CGMagi::eyelist; +std::map > banksInfo; //[index][preset], TODO: load it struct BankConfig { @@ -48,10 +48,10 @@ struct BankConfig //std::string name; ui8 chance; ui8 upgradeChance; - std::vector< std::pair > guards; + std::vector< std::pair > guards; ui32 combatValue; std::map resources; - std::vector< std::pair > creatures; + std::vector< std::pair > creatures; std::map artifacts; ui32 value; ui32 rewardDifficulty; //? @@ -3582,7 +3582,7 @@ void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const break; case 4: { - std::vector< std::pair >::const_iterator it; + std::vector< std::pair >::const_iterator it; for (it = bc->guards.begin(); it != bc->guards.end(); it++) ourArmy.setCreature (ourArmy.slots.size() + 1, it->first, it->second ); } @@ -3644,7 +3644,7 @@ void CBank::endBattle (const BattleResult *result) cb->giveHeroArtifact (*it, cb->getSelectedHero() ,-2); } CCreatureSet ourArmy; - for (std::vector< std::pair >::iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++) + for (std::vector< std::pair >::iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++) { int slot = ourArmy.getSlotFor (it->second); ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature @@ -3965,4 +3965,4 @@ void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const ow.window = OpenWindow::SHIPYARD_WINDOW; cb->sendAndApply(&ow); } -} \ No newline at end of file +} diff --git a/hch/CObjectHandler.h b/hch/CObjectHandler.h index 7d2112291..68201549c 100644 --- a/hch/CObjectHandler.h +++ b/hch/CObjectHandler.h @@ -896,7 +896,7 @@ public: class DLL_EXPORT CGMagi : public CGObjectInstance { public: - static std::map > eyelist; //[subID][id], supports multiple sets as in H5 + static std::map > eyelist; //[subID][id], supports multiple sets as in H5 void initObj(); void onHeroVisit(const CGHeroInstance * h) const; diff --git a/int3.h b/int3.h index ba7b32eb0..21bc7e45e 100644 --- a/int3.h +++ b/int3.h @@ -18,7 +18,7 @@ class CCreature; class CCreatureSet //seven combined creatures { public: - std::map> slots; //slots[slot_id]=> pair(creature_id,creature_quantity) + std::map > slots; //slots[slot_id]=> pair(creature_id,creature_quantity) bool formation; //false - wide, true - tight bool setCreature (si32 slot, ui32 type, si32 quantity) //slots 1 to 7 {