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Fighting with includes.

This commit is contained in:
Michał W. Urbańczyk
2008-07-02 08:39:56 +00:00
parent b0002ff50b
commit 1b73678b7c
19 changed files with 175 additions and 154 deletions

View File

@@ -1,19 +1,22 @@
#ifndef CCALLBACK_H
#define CCALLBACK_H
#include "mapHandler.h"
#include "global.h"
#include "tchar.h"
#include "CGameState.h"
#include <set>
class CGHeroInstance;
class CGameState;
struct CPath;
class CGObjectInstance;
class CArmedInstance;
class SComponent;
class IChosen;
class CSelectableComponent;
struct BattleAction;
typedef struct lua_State lua_State;
class CGTownInstance;
struct StartInfo;
class CStack;
struct lua_State;
//structure gathering info about upgrade possibilites
struct UpgradeInfo
{
@@ -60,8 +63,8 @@ public:
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
virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
virtual CStack battleGetStackByID(int ID)=0; //returns stack info by given ID
virtual CStack battleGetStackByPos(int pos)=0; //returns stack info by given pos
virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
//virtual int battleMakeAction(BattleAction* action)=0;//perform action with an active stack (or custom action)
virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
@@ -133,8 +136,8 @@ public:
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
int battleGetObstaclesAtTile(int tile); //returns bitfield
int battleGetStack(int pos); //returns ID of stack on the tile
CStack battleGetStackByID(int ID); //returns stack info by given ID
CStack battleGetStackByPos(int pos); //returns stack info by given pos
CStack * battleGetStackByID(int ID); //returns stack info by given ID
CStack * battleGetStackByPos(int pos); //returns stack info by given pos
int battleGetPos(int stack); //returns position (tile ID) of stack
//int battleMakeAction(BattleAction* action);//perform action with an active stack (or custom action)
std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield