trecruit::trecruit(game_display& gui, std::vector<team>& teams, unit_map& units, hero_map& heros, artifical& city, int cost_exponent, bool rpg_mode) : gui_(gui) , teams_(teams) , units_(units) , heros_(heros) , current_team_(teams_[city.side() - 1]) , city_(city) , cost_exponent_(cost_exponent) , fresh_heros_() , unit_types_() , type_index_(0) , checked_heros_() , hero_table_(NULL) , rpg_mode_(rpg_mode) { }
tinterior::tinterior(game_display& gui, std::vector<team>& teams, unit_map& units, hero_map& heros, artifical& city, bool browse) : gui_(gui) , teams_(teams) , units_(units) , heros_(heros) , city_(city) , current_team_(teams_[city.side() - 1]) , browse_(browse) , fresh_heros_() , type_index_(0) , checked_hero_(-1) , appoint_(NULL) , hero_table_(NULL) , market_map_() , technology_map_() { departments_.push_back(department(department::commercial, _("Commercial"), "interior/commercial.png", "interior/commercial-unit.png")); hero& h1 = city_.master(); hero& h2 = *city_.mayor(); departments_.back().exploiture_ = calculate_exploiture(h1, h2, department::commercial); departments_.push_back(department(department::technology, _("Technology"), "interior/technology.png", "interior/technology-unit.png")); departments_.back().exploiture_ = calculate_exploiture(h1, h2, department::technology); }