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Improved threa-safety, almost finished building structures in towns.

This commit is contained in:
Michał W. Urbańczyk
2008-08-01 11:21:15 +00:00
parent 5c5c80933b
commit e5a064f36b
20 changed files with 202 additions and 52 deletions

View File

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