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Fighting with includes.
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21
CCallback.h
21
CCallback.h
@@ -1,19 +1,22 @@
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#ifndef CCALLBACK_H
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#define CCALLBACK_H
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#include "mapHandler.h"
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#include "global.h"
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#include "tchar.h"
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#include "CGameState.h"
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#include <set>
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class CGHeroInstance;
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class CGameState;
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struct CPath;
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class CGObjectInstance;
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class CArmedInstance;
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class SComponent;
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class IChosen;
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class CSelectableComponent;
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struct BattleAction;
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typedef struct lua_State lua_State;
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class CGTownInstance;
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struct StartInfo;
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class CStack;
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struct lua_State;
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//structure gathering info about upgrade possibilites
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struct UpgradeInfo
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{
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@@ -60,8 +63,8 @@ public:
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virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
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virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
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virtual CStack battleGetStackByID(int ID)=0; //returns stack info by given ID
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virtual CStack battleGetStackByPos(int pos)=0; //returns stack info by given pos
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virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
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virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
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virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
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//virtual int battleMakeAction(BattleAction* action)=0;//perform action with an active stack (or custom action)
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virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
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@@ -133,8 +136,8 @@ public:
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int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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int battleGetStack(int pos); //returns ID of stack on the tile
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CStack battleGetStackByID(int ID); //returns stack info by given ID
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CStack battleGetStackByPos(int pos); //returns stack info by given pos
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CStack * battleGetStackByID(int ID); //returns stack info by given ID
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CStack * battleGetStackByPos(int pos); //returns stack info by given pos
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int battleGetPos(int stack); //returns position (tile ID) of stack
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//int battleMakeAction(BattleAction* action);//perform action with an active stack (or custom action)
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std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
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