mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
This commit is contained in:
parent
3b0ecee678
commit
32240da34e
@ -5,6 +5,7 @@
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CModHandler.h"
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/*
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@ -15,6 +15,7 @@
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#include "../lib/VCMIDirs.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/CSoundBase.h"
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#include "../lib/StartInfo.h"
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#include "mapHandler.h"
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#include "GUIClasses.h"
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#include "../lib/CConfigHandler.h"
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@ -17,6 +17,7 @@
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#include "../../lib/NetPacks.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/StartInfo.h"
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#include "../CMusicHandler.h"
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#include "../CVideoHandler.h"
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#include "../../lib/CTownHandler.h"
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@ -365,13 +365,11 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
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if(town)
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{
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curB->town = town;
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curB->siege = town->fortLevel();
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curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
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}
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else
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{
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curB->town = nullptr;
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curB->siege = CGTownInstance::NONE;
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curB->terrainType = terrain;
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}
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@ -574,13 +572,13 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
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}
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if (curB->siege == CGTownInstance::CITADEL || curB->siege == CGTownInstance::CASTLE)
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if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
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{
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// keep tower
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -2);
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stacks.push_back(stack);
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if (curB->siege == CGTownInstance::CASTLE)
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if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
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{
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// lower tower + upper tower
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -4);
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@ -4,8 +4,8 @@
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#include "BattleHex.h"
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#include "HeroBonus.h"
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#include "CCreatureSet.h"
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#include "mapObjects/CGTownInstance.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "mapObjects/CArmedInstance.h" // for army serialization
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#include "mapObjects/CGHeroInstance.h" // for commander serialization
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#include "CCreatureHandler.h"
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#include "CObstacleInstance.h"
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#include "ConstTransitivePtr.h"
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@ -83,8 +83,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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{
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std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack, selectedStack;
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CGTownInstance::EFortLevel siege;
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const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
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const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
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int3 tile; //for background and bonuses
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std::vector<CStack*> stacks;
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std::vector<shared_ptr<CObstacleInstance> > obstacles;
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@ -99,7 +98,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & sides;
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h & round & activeStack & selectedStack & siege & town & tile & stacks & obstacles
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h & round & activeStack & selectedStack & town & tile & stacks & obstacles
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& si & battlefieldType & terrainType;
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h & tacticsSide & tacticDistance;
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h & static_cast<CBonusSystemNode&>(*this);
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@ -2,8 +2,8 @@
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#include "../lib/HeroBonus.h"
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#include "../lib/ConstTransitivePtr.h"
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#include "JsonNode.h"
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//#include "../lib/ConstTransitivePtr.h"
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//#include "JsonNode.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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@ -409,7 +409,7 @@ ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
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ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->siege;
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return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;
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}
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bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
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@ -429,7 +429,7 @@ bool CBattleInfoEssentials::battleHasHero(ui8 side) const
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si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
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{
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RETURN_IF_NOT_BATTLE(0);
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if(getBattle()->siege == CGTownInstance::NONE)
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if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
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return EWallState::NONE;
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assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
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@ -16,6 +16,7 @@
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#include "StartInfo.h" // for StartInfo
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#include "BattleState.h" // for BattleInfo
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#include "NetPacks.h" // for InfoWindow
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#include "CModHandler.h"
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//TODO make clean
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#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0)
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@ -3509,59 +3509,6 @@ CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance
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allowEmbarkAndDisembark = true;
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}
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EVictoryLossCheckResult::EVictoryLossCheckResult() :
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intValue(0)
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{
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}
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EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
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messageToSelf(toSelf),
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messageToOthers(toOthers),
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intValue(intValue)
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{
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}
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bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
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{
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return intValue == other.intValue;
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}
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bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
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{
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return intValue != other.intValue;
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}
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bool EVictoryLossCheckResult::victory() const
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{
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return intValue == VICTORY;
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}
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bool EVictoryLossCheckResult::loss() const
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{
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return intValue == DEFEAT;
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}
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EVictoryLossCheckResult EVictoryLossCheckResult::invert()
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{
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return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
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}
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EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
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}
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EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
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}
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std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
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{
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os << victoryLossCheckResult.messageToSelf;
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return os;
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}
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CRandomGenerator & CGameState::getRandomGenerator()
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{
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return rand;
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@ -15,6 +15,7 @@
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#include "ResourceSet.h"
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#include "int3.h"
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#include "CRandomGenerator.h"
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#include "CGameStateFwd.h"
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/*
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* CGameState.h, part of VCMI engine
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@ -355,39 +356,6 @@ public:
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struct BattleInfo;
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class DLL_LINKAGE EVictoryLossCheckResult
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{
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public:
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static EVictoryLossCheckResult victory(std::string toSelf, std::string toOthers);
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static EVictoryLossCheckResult defeat(std::string toSelf, std::string toOthers);
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EVictoryLossCheckResult();
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bool operator==(EVictoryLossCheckResult const & other) const;
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bool operator!=(EVictoryLossCheckResult const & other) const;
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bool victory() const;
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bool loss() const;
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EVictoryLossCheckResult invert();
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std::string messageToSelf;
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std::string messageToOthers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & intValue & messageToSelf & messageToOthers;
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}
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private:
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enum EResult
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{
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DEFEAT = -1,
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INGAME = 0,
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VICTORY= +1
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};
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EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers);
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si32 intValue; // uses EResult
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};
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
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class DLL_LINKAGE CGameState : public CNonConstInfoCallback
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@ -533,35 +501,3 @@ private:
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friend class CMapHandler;
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friend class CGameHandler;
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};
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struct DLL_LINKAGE QuestInfo //universal interface for human and AI
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{
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const CQuest * quest;
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const CGObjectInstance * obj; //related object, most likely Seer Hut
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int3 tile;
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QuestInfo(){};
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QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) :
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quest (Quest), obj (Obj), tile (Tile){};
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//FIXME: assignment operator should return QuestInfo &
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bool operator= (const QuestInfo &qi)
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{
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quest = qi.quest;
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obj = qi.obj;
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tile = qi.tile;
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return true;
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}
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bool operator== (const QuestInfo & qi) const
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{
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return (quest == qi.quest && obj == qi.obj);
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}
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//std::vector<std::string> > texts //allow additional info for quest log?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & quest & obj & tile;
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}
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};
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120
lib/CGameStateFwd.h
Normal file
120
lib/CGameStateFwd.h
Normal file
@ -0,0 +1,120 @@
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#pragma once
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/*
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* CGameStateFwd.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CQuest;
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class CGObjectInstance;
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class DLL_LINKAGE EVictoryLossCheckResult
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{
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public:
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static EVictoryLossCheckResult victory(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
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}
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static EVictoryLossCheckResult defeat(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
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}
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EVictoryLossCheckResult():
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intValue(0)
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{
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}
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bool operator==(EVictoryLossCheckResult const & other) const
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{
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return intValue == other.intValue;
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}
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bool operator!=(EVictoryLossCheckResult const & other) const
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{
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return intValue != other.intValue;
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}
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bool victory() const
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{
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return intValue == VICTORY;
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}
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bool loss() const
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{
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return intValue == DEFEAT;
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}
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EVictoryLossCheckResult invert()
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{
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return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
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}
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std::string messageToSelf;
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std::string messageToOthers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & intValue & messageToSelf & messageToOthers;
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}
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private:
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enum EResult
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{
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DEFEAT = -1,
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INGAME = 0,
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VICTORY= +1
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};
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EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers):
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messageToSelf(toSelf),
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messageToOthers(toOthers),
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intValue(intValue)
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{
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}
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si32 intValue; // uses EResult
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};
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/*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
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{
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os << victoryLossCheckResult.messageToSelf;
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return os;
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}*/
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struct DLL_LINKAGE QuestInfo //universal interface for human and AI
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{
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const CQuest * quest;
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const CGObjectInstance * obj; //related object, most likely Seer Hut
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int3 tile;
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QuestInfo(){};
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QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) :
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quest (Quest), obj (Obj), tile (Tile){};
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//FIXME: assignment operator should return QuestInfo &
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bool operator= (const QuestInfo &qi)
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{
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quest = qi.quest;
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obj = qi.obj;
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tile = qi.tile;
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return true;
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}
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bool operator== (const QuestInfo & qi) const
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{
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return (quest == qi.quest && obj == qi.obj);
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}
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//std::vector<std::string> > texts //allow additional info for quest log?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & quest & obj & tile;
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}
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};
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|
@ -82,6 +82,7 @@ set(lib_SRCS
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ResourceSet.cpp
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VCMI_Lib.cpp
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VCMIDirs.cpp
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IHandlerBase.cpp
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IGameCallback.cpp
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CGameInfoCallback.cpp
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@ -118,8 +119,8 @@ set(lib_HEADERS
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GameConstants.h
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StringConstants.h
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IGameEventsReceiver.h
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IHandlerBase.h
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int3.h
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CGameStateFwd.h
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Interprocess.h
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NetPacks.h
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NetPacksBase.h
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|
@ -15,9 +15,12 @@
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#include "CSpellHandler.h" // for CSpell
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#include "NetPacks.h"
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#include "CBonusTypeHandler.h"
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#include "CModHandler.h"
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#include "Connection.h" // for SAVEGAME_MAGIC
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#include "mapObjects/CObjectClassesHandler.h"
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#include "StartInfo.h"
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#include "CGameState.h"
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void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
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{
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|
19
lib/IHandlerBase.cpp
Normal file
19
lib/IHandlerBase.cpp
Normal file
@ -0,0 +1,19 @@
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/*
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* IHandlerBase.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "IHandlerBase.h"
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#include "CModHandler.h"
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void IHandlerBase::registerObject(std::string scope, std::string type_name, std::string name, si32 index)
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{
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return VLC->modh->identifiers.registerObject(scope, type_name, name, index);
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}
|
@ -11,7 +11,7 @@
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*/
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#include "../lib/ConstTransitivePtr.h"
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#include "VCMI_Lib.h"
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#include "CModHandler.h"
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//#include "CModHandler.h"
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class JsonNode;
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@ -22,6 +22,9 @@ class DLL_LINKAGE IHandlerBase
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// Object * loadFromJson(const JsonNode & json);
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// where Object is type of data loaded by handler
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// primary used in loadObject methods
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protected:
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/// Calls modhandler. Mostly needed to avoid large number of includes in headers
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void registerObject(std::string scope, std::string type_name, std::string name, si32 index);
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public:
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/// loads all original game data in vector of json nodes
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@ -48,7 +51,6 @@ public:
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virtual ~IHandlerBase(){}
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};
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template <class _ObjectID, class _Object> class CHandlerBase: public IHandlerBase
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{
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public:
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@ -68,7 +70,7 @@ public:
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objects.push_back(object);
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VLC->modh->identifiers.registerObject(scope, type_name, name, object->id);
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registerObject(scope, type_name, name, object->id);
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}
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override
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{
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@ -80,7 +82,7 @@ public:
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
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objects[index] = object;
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|
||||
VLC->modh->identifiers.registerObject(scope,type_name, name, object->id);
|
||||
registerObject(scope,type_name, name, object->id);
|
||||
|
||||
}
|
||||
|
||||
|
@ -3,16 +3,18 @@
|
||||
#include "NetPacksBase.h"
|
||||
|
||||
#include "BattleAction.h"
|
||||
#include "HeroBonus.h"
|
||||
//#include "HeroBonus.h"
|
||||
#include "mapObjects/CGHeroInstance.h"
|
||||
#include "CCreatureSet.h"
|
||||
#include "mapping/CMapInfo.h"
|
||||
#include "StartInfo.h"
|
||||
//#include "CCreatureSet.h"
|
||||
//#include "mapping/CMapInfo.h"
|
||||
//#include "StartInfo.h"
|
||||
#include "ConstTransitivePtr.h"
|
||||
#include "int3.h"
|
||||
#include "ResourceSet.h"
|
||||
//#include "CObstacleInstance.h"
|
||||
#include "CGameStateFwd.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "CObstacleInstance.h"
|
||||
#include "CGameState.h"
|
||||
|
||||
/*
|
||||
* NetPacks.h, part of VCMI engine
|
||||
@ -37,7 +39,8 @@ class CArtifactInstance;
|
||||
struct StackLocation;
|
||||
struct ArtSlotInfo;
|
||||
struct QuestInfo;
|
||||
|
||||
class CMapInfo;
|
||||
class StartInfo;
|
||||
|
||||
|
||||
struct CPackForClient : public CPack
|
||||
@ -2127,7 +2130,7 @@ struct PlayerJoined : public CPregamePackToHost
|
||||
}
|
||||
};
|
||||
|
||||
struct SelectMap : public CPregamePackToPropagate
|
||||
struct DLL_LINKAGE SelectMap : public CPregamePackToPropagate
|
||||
{
|
||||
const CMapInfo *mapInfo;
|
||||
bool free;
|
||||
@ -2142,11 +2145,7 @@ struct SelectMap : public CPregamePackToPropagate
|
||||
mapInfo = nullptr;
|
||||
free = true;
|
||||
}
|
||||
~SelectMap()
|
||||
{
|
||||
if(free)
|
||||
delete mapInfo;
|
||||
}
|
||||
DLL_LINKAGE ~SelectMap();
|
||||
|
||||
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
||||
|
||||
@ -2157,7 +2156,7 @@ struct SelectMap : public CPregamePackToPropagate
|
||||
|
||||
};
|
||||
|
||||
struct UpdateStartOptions : public CPregamePackToPropagate
|
||||
struct DLL_LINKAGE UpdateStartOptions : public CPregamePackToPropagate
|
||||
{
|
||||
StartInfo *options;
|
||||
bool free;
|
||||
@ -2174,11 +2173,7 @@ struct UpdateStartOptions : public CPregamePackToPropagate
|
||||
options = nullptr;
|
||||
free = true;
|
||||
}
|
||||
~UpdateStartOptions()
|
||||
{
|
||||
if(free)
|
||||
delete options;
|
||||
}
|
||||
DLL_LINKAGE ~UpdateStartOptions();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
|
@ -14,6 +14,8 @@
|
||||
#include "CGameState.h"
|
||||
#include "BattleState.h"
|
||||
#include "CTownHandler.h"
|
||||
#include "mapping/CMapInfo.h"
|
||||
#include "StartInfo.h"
|
||||
|
||||
/*
|
||||
* NetPacksLib.cpp, part of VCMI engine
|
||||
@ -60,6 +62,18 @@ DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
|
||||
hero->setSecSkillLevel(which, val, abs);
|
||||
}
|
||||
|
||||
DLL_LINKAGE SelectMap::~SelectMap()
|
||||
{
|
||||
if(free)
|
||||
delete mapInfo;
|
||||
}
|
||||
|
||||
DLL_LINKAGE UpdateStartOptions::~UpdateStartOptions()
|
||||
{
|
||||
if(free)
|
||||
delete options;
|
||||
}
|
||||
|
||||
DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
|
||||
{
|
||||
CCommanderInstance * commander = gs->getHero(heroid)->commander;
|
||||
@ -1501,7 +1515,7 @@ DLL_LINKAGE CatapultAttack::~CatapultAttack()
|
||||
|
||||
DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
|
||||
{
|
||||
if(gs->curB && gs->curB->siege != CGTownInstance::NONE) //if there is a battle and it's a siege
|
||||
if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege
|
||||
{
|
||||
for(const auto &it :attackedParts)
|
||||
{
|
||||
|
@ -13,6 +13,9 @@
|
||||
*
|
||||
*/
|
||||
|
||||
class BattleInfo;
|
||||
class CGameState;
|
||||
|
||||
class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
|
||||
{
|
||||
public:
|
||||
|
@ -16,6 +16,8 @@
|
||||
#include "../CSoundBase.h"
|
||||
#include "CommonConstructors.h"
|
||||
#include "../CSpellHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -14,10 +14,13 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../CSoundBase.h"
|
||||
#include "../CSpellHandler.h"
|
||||
#include "CObjectClassesHandler.h"
|
||||
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -18,6 +18,8 @@
|
||||
|
||||
class CHero;
|
||||
class CGBoat;
|
||||
class CGTownInstance;
|
||||
class TerrainTile;
|
||||
|
||||
class CGHeroPlaceholder : public CGObjectInstance
|
||||
{
|
||||
|
@ -14,6 +14,9 @@
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -15,6 +15,8 @@
|
||||
#include "../CSoundBase.h"
|
||||
|
||||
#include "../CSpellHandler.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../IGameCallback.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include "CObjectHandler.h"
|
||||
#include "CArmedInstance.h"
|
||||
#include "../ResourceSet.h"
|
||||
|
||||
/*
|
||||
* CGPandoraBox.h, part of VCMI engine
|
||||
@ -13,6 +14,8 @@
|
||||
*
|
||||
*/
|
||||
|
||||
class InfoWindow;
|
||||
|
||||
class DLL_LINKAGE CGPandoraBox : public CArmedInstance
|
||||
{
|
||||
public:
|
||||
|
@ -14,6 +14,9 @@
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -17,6 +17,7 @@
|
||||
*/
|
||||
|
||||
class CCastleEvent;
|
||||
class CGTownInstance;
|
||||
|
||||
class DLL_LINKAGE CSpecObjInfo
|
||||
{
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include "../GameConstants.h"
|
||||
#include "../ConstTransitivePtr.h"
|
||||
#include "../IHandlerBase.h"
|
||||
#include "../JsonNode.h"
|
||||
|
||||
/*
|
||||
* CObjectClassesHandler.h, part of VCMI engine
|
||||
|
@ -15,6 +15,9 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CSoundBase.h"
|
||||
#include "../filesystem/ResourceID.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
#include "CObjectClassesHandler.h"
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
#include "ObjectTemplate.h"
|
||||
|
||||
#include "../IGameCallback.h"
|
||||
//#include "../IGameCallback.h"
|
||||
#include "../int3.h"
|
||||
#include "../HeroBonus.h"
|
||||
|
||||
@ -17,6 +17,9 @@
|
||||
*/
|
||||
|
||||
class CGHeroInstance;
|
||||
class IGameCallback;
|
||||
class CGObjectInstance;
|
||||
class MetaString;
|
||||
struct BattleResult;
|
||||
|
||||
class DLL_LINKAGE IObjectInterface
|
||||
|
@ -17,6 +17,8 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "CObjectClassesHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -16,6 +16,8 @@
|
||||
*
|
||||
*/
|
||||
|
||||
class CGCreature;
|
||||
|
||||
class DLL_LINKAGE CQuest
|
||||
{
|
||||
public:
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include "../StringConstants.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "JsonRandom.h"
|
||||
#include "../IGameCallback.h"
|
||||
|
||||
/*
|
||||
* CRewardableConstructor.cpp, part of VCMI engine
|
||||
|
@ -15,6 +15,8 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CSoundBase.h"
|
||||
#include "../NetPacks.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
#include "CObjectClassesHandler.h"
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include "CArmedInstance.h"
|
||||
|
||||
#include "../NetPacksBase.h"
|
||||
#include "../ResourceSet.h"
|
||||
|
||||
/*
|
||||
* CRewardableObject.h, part of VCMI engine
|
||||
|
@ -8,6 +8,8 @@
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "JsonRandom.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
|
||||
/*
|
||||
* CommonConstructors.cpp, part of VCMI engine
|
||||
|
@ -14,9 +14,12 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CSoundBase.h"
|
||||
#include "../CModHandler.h"
|
||||
|
||||
#include "CObjectClassesHandler.h"
|
||||
#include "../CSpellHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
using namespace boost::assign;
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include "CObjectHandler.h"
|
||||
#include "CArmedInstance.h"
|
||||
#include "../ResourceSet.h"
|
||||
|
||||
/*
|
||||
* MiscObjects.h, part of VCMI engine
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "../mapObjects/CRewardableConstructor.h"
|
||||
#include "../mapObjects/CommonConstructors.h"
|
||||
#include "../mapObjects/MapObjects.h"
|
||||
#include "../CObstacleInstance.h"
|
||||
|
||||
/*
|
||||
* RegisterTypes.h, part of VCMI engine
|
||||
|
@ -5225,7 +5225,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
|
||||
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
|
||||
{
|
||||
out.player = player;
|
||||
out.text.clear();
|
||||
|
@ -290,7 +290,7 @@ public:
|
||||
private:
|
||||
std::list<PlayerColor> generatePlayerTurnOrder() const;
|
||||
void makeStackDoNothing(const CStack * next);
|
||||
void getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const;
|
||||
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
|
||||
|
||||
// Check for victory and loss conditions
|
||||
void checkVictoryLossConditionsForPlayer(PlayerColor player);
|
||||
|
Loading…
Reference in New Issue
Block a user