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Improved threa-safety, almost finished building structures in towns.
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@@ -107,7 +107,7 @@ public:
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int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val);
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bool dismissHero(const CGHeroInstance * hero);
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bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2);
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bool buildBuilding(const CGTownInstance *town, int buildingID);
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bool buildBuilding(const CGTownInstance *town, si32 buildingID);
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void recruitCreatures(const CGObjectInstance *obj, int ID, int amount);
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bool dismissCreature(const CArmedInstance *obj, int stackPos);
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bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
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@@ -119,7 +119,7 @@ public:
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std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap(); //returns visibility map (TODO: make it const)
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const CGHeroInstance * getHeroInfo(int player, int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
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int getResourceAmount(int type);
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std::vector<int> getResourceAmount();
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std::vector<si32> getResourceAmount();
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int howManyHeroes();
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const CGTownInstance * getTownInfo(int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
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std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true);
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