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first part of town configuration:

- moved almost all loading to TownHandler
- CBuildings and CStructures are now part of CTown
- merged hall.json into buildings.json

Should not cause any crashes or glitches
This commit is contained in:
Ivan Savenko
2012-09-02 10:33:41 +00:00
parent 3e346e737a
commit 44cc848edc
23 changed files with 816 additions and 786 deletions

View File

@@ -547,7 +547,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
if(t->builded >= GameConstants::MAX_BUILDING_PER_TURN)
ret = EBuildingState::CANT_BUILD_TODAY; //building limit
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
CBuilding * pom = t->town->buildings[ID];
if(!pom)
return EBuildingState::BUILDING_ERROR;
@@ -603,7 +603,7 @@ std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t,
std::set<int> used;
used.insert(ID);
std::set<int> reqs = VLC->buildh->buildings[t->subID][ID]->requirements;
std::set<int> reqs = t->town->buildings[ID]->requirements;
while(true)
{
@@ -614,8 +614,8 @@ std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t,
{
used.insert(*i);
for(
std::set<int>::iterator j=VLC->buildh->buildings[t->subID][*i]->requirements.begin();
j!= VLC->buildh->buildings[t->subID][*i]->requirements.end();
std::set<int>::iterator j= t->town->buildings[*i]->requirements.begin();
j!= t->town->buildings[*i]->requirements.end();
j++)
{
reqs.insert(*j);//creating full list of requirements