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Basic Configuration for bonus types
* introduced new handler BonusTypeHandler * config\bonusnames.json converted to common format and splitted info main and localizable parts * hanlders initialization refactored
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@ -353,9 +353,6 @@ public:
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//visitied town pointer will be restored by map serialization method
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}
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//////////////////////////////////////////////////////////////////////////
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// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
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// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
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//////////////////////////////////////////////////////////////////////////
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int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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int getSightRadious() const; //sight distance (should be used if player-owned structure)
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//////////////////////////////////////////////////////////////////////////
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@ -622,8 +619,7 @@ public:
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void setVisitingHero(CGHeroInstance *h);
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void setGarrisonedHero(CGHeroInstance *h);
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const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
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// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
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// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
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//////////////////////////////////////////////////////////////////////////
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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
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@ -1398,7 +1394,7 @@ public:
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std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
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std::vector<ui32> resVals; //default values of resources in gold
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void loadObjects();
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void load();
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int bankObjToIndex (const CGObjectInstance * obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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