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* more TPlayerColor/TResource
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@@ -167,15 +167,15 @@ public:
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CGDefInfo * defInfo;
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ui8 animPhaseShift;
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ui8 tempOwner;
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TPlayerColor tempOwner;
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ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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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
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virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
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void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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int getOwner() const;
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void setOwner(int ow);
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TPlayerColor getOwner() const;
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void setOwner(TPlayerColor ow);
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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@@ -424,7 +424,7 @@ class DLL_LINKAGE CSpecObjInfo
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{
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public:
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virtual ~CSpecObjInfo(){};
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ui8 player; //owner
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TPlayerColor player; //owner
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};
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class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
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@@ -637,7 +637,7 @@ public:
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bool hasBuilt(int buildingID, int townID) const;
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int dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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void removeCapitols (ui8 owner) const;
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void removeCapitols (TPlayerColor owner) const;
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bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
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CGTownInstance();
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