15 #ifndef TERRAIN_TYPE_DATA_HPP_INCLUDED
16 #define TERRAIN_TYPE_DATA_HPP_INCLUDED
20 #include <boost/shared_ptr.hpp>
35 const std::map<t_translation::t_terrain, terrain_type> &
map()
const;
const t_translation::t_list & underlying_union_terrain(const t_translation::t_terrain &terrain) const
t_translation::t_terrain merge_terrains(const t_translation::t_terrain &old_t, const t_translation::t_terrain &new_t, const tmerge_mode mode, bool replace_if_failed=false)
Tries to merge old and new terrain using the merge_settings config Relevant parameters are "layer" an...
bool is_keep(const t_translation::t_terrain &terrain) const
bool is_village(const t_translation::t_terrain &terrain) const
int gives_healing() const
boost::shared_ptr< terrain_type_data > tdata_cache
const terrain_type & get_terrain_info(const t_translation::t_terrain &terrain) const
Get the corresponding terrain_type information object for a given type of terrain.
bool try_merge_terrains(const t_translation::t_terrain &terrain)
Tries to find out if "terrain" can be created by combining two existing terrains Will add the resulti...
std::string get_terrain_editor_string(const t_translation::t_terrain &terrain) const
static const ::config * terrain
The terrain used to create the cache.
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
const std::map< t_translation::t_terrain, terrain_type > & map() const
const t_translation::t_list & underlying_def_terrain(const t_translation::t_terrain &terrain) const
const t_translation::t_list & list() const
Game configuration data as global variables.
std::string get_terrain_string(const t_translation::t_terrain &terrain) const
Get a formatted terrain name – terrain (underlying, terrains)
int gives_healing(const t_translation::t_terrain &terrain) const
std::string get_underlying_terrain_string(const t_translation::t_terrain &terrain) const
t_translation::t_list terrainList_
terrain_type_data(const config &game_config)
bool is_castle(const t_translation::t_terrain &terrain) const
A config object defines a single node in a WML file, with access to child nodes.
std::map< t_translation::t_terrain, terrain_type > tcodeToTerrain_
const config & game_config_
GLsizei const GLcharARB ** string
std::vector< t_terrain > t_list
const t_translation::t_list & underlying_mvt_terrain(const t_translation::t_terrain &terrain) const