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Compile fixes for gcc.

This commit is contained in:
Frank Zago 2009-08-12 02:02:58 +00:00
parent 1d765e8f29
commit 2bc0efe71f
3 changed files with 9 additions and 9 deletions

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@ -39,8 +39,8 @@ DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mod
extern CLodHandler * bitmaph; extern CLodHandler * bitmaph;
extern boost::rand48 ran; extern boost::rand48 ran;
std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap; std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<CGMagi>> CGMagi::eyelist; std::map <si32, std::vector<CGMagi> > CGMagi::eyelist;
std::map <ui32, std::vector <BankConfig>> banksInfo; //[index][preset], TODO: load it std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
struct BankConfig struct BankConfig
{ {
@ -48,10 +48,10 @@ struct BankConfig
//std::string name; //std::string name;
ui8 chance; ui8 chance;
ui8 upgradeChance; ui8 upgradeChance;
std::vector< std::pair <ui16, ui32>> guards; std::vector< std::pair <ui16, ui32> > guards;
ui32 combatValue; ui32 combatValue;
std::map<ui8, si32> resources; std::map<ui8, si32> resources;
std::vector< std::pair <ui16, ui32>> creatures; std::vector< std::pair <ui16, ui32> > creatures;
std::map<ui8, ui16> artifacts; std::map<ui8, ui16> artifacts;
ui32 value; ui32 value;
ui32 rewardDifficulty; //? ui32 rewardDifficulty; //?
@ -3582,7 +3582,7 @@ void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const
break; break;
case 4: case 4:
{ {
std::vector< std::pair <ui16, ui32>>::const_iterator it; std::vector< std::pair <ui16, ui32> >::const_iterator it;
for (it = bc->guards.begin(); it != bc->guards.end(); it++) for (it = bc->guards.begin(); it != bc->guards.end(); it++)
ourArmy.setCreature (ourArmy.slots.size() + 1, it->first, it->second ); 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); cb->giveHeroArtifact (*it, cb->getSelectedHero() ,-2);
} }
CCreatureSet ourArmy; CCreatureSet ourArmy;
for (std::vector< std::pair <ui16, ui32>>::iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++) for (std::vector< std::pair <ui16, ui32> >::iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)
{ {
int slot = ourArmy.getSlotFor (it->second); int slot = ourArmy.getSlotFor (it->second);
ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature

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@ -896,7 +896,7 @@ public:
class DLL_EXPORT CGMagi : public CGObjectInstance class DLL_EXPORT CGMagi : public CGObjectInstance
{ {
public: public:
static std::map <si32, std::vector<CGMagi>> eyelist; //[subID][id], supports multiple sets as in H5 static std::map <si32, std::vector<CGMagi> > eyelist; //[subID][id], supports multiple sets as in H5
void initObj(); void initObj();
void onHeroVisit(const CGHeroInstance * h) const; void onHeroVisit(const CGHeroInstance * h) const;

2
int3.h
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@ -18,7 +18,7 @@ class CCreature;
class CCreatureSet //seven combined creatures class CCreatureSet //seven combined creatures
{ {
public: public:
std::map<si32, std::pair<ui32,si32>> slots; //slots[slot_id]=> pair(creature_id,creature_quantity) std::map<si32, std::pair<ui32,si32> > slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
bool formation; //false - wide, true - tight bool formation; //false - wide, true - tight
bool setCreature (si32 slot, ui32 type, si32 quantity) //slots 1 to 7 bool setCreature (si32 slot, ui32 type, si32 quantity) //slots 1 to 7
{ {