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* SlotID refactoring
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@ -617,8 +617,8 @@ public:
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std::string nodeName() const override;
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void deserializationFix();
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void recreateBuildingsBonuses();
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bool addBonusIfBuilt(BuildingID building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
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bool addBonusIfBuilt(BuildingID building, int type, int val, int subtype = -1); //convienence version of above
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bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
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bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
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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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@ -1015,7 +1015,7 @@ protected:
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class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
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{
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public:
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static std::map<int,std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
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static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
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static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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@ -1291,7 +1291,7 @@ class DLL_LINKAGE CGObelisk : public CPlayersVisited
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{
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public:
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static ui8 obeliskCount; //how many obelisks are on map
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static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
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static std::map<TTeamID, ui8> visited; //map: team_id => how many obelisks has been visited
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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