mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
This commit is contained in:
commit
3c3b973597
@ -502,9 +502,9 @@ void VCAI::requestRealized(PackageApplied *pa)
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}
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}
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void VCAI::receivedResource(int type, int val)
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void VCAI::receivedResource()
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{
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LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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|
@ -228,7 +228,7 @@ public:
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virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) override;
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virtual void requestRealized(PackageApplied *pa) override;
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virtual void receivedResource(int type, int val) override;
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virtual void receivedResource() override;
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) override;
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virtual void objectRemoved(const CGObjectInstance *obj) override;
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virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
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@ -239,7 +239,7 @@ public:
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virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override;
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virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) override;
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virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleEnd(const BattleResult *br) override;
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@ -315,7 +315,7 @@ public:
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void requestSent(const CPackForServer *pack, int requestID) override;
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void answerQuery(QueryID queryID, int selection);
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//special function that can be called ONLY from game events handling thread and will send request ASAP
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void requestActionASAP(std::function<void()> whatToDo);
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void requestActionASAP(std::function<void()> whatToDo);
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template <typename Handler> void registerGoals(Handler &h)
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{
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|
@ -507,11 +507,11 @@ void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
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if (makingTurn && hero->tempOwner == playerID)
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adventureInt->heroList.update(hero);
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}
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void CPlayerInterface::receivedResource(int type, int val)
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void CPlayerInterface::receivedResource()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
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mw->resourceChanged(type, val);
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mw->resourceChanged();
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GH.totalRedraw();
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}
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|
@ -160,7 +160,7 @@ public:
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void heroManaPointsChanged(const CGHeroInstance * hero) override;
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void heroMovePointsChanged(const CGHeroInstance * hero) override;
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
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void receivedResource(int type, int val) override;
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void receivedResource() override;
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) override;
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
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void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
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@ -108,12 +108,8 @@
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void SetResources::applyCl(CClient *cl)
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{
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INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1);
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}
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void SetResource::applyCl(CClient *cl)
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{
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INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val);
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//todo: inform on actual resource set transfered
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INTERFACE_CALL_IF_PRESENT(player,receivedResource);
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}
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void SetPrimSkill::applyCl(CClient *cl)
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@ -1036,10 +1036,14 @@ IImage * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int a
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IImage * CMapHandler::CMapBlitter::findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const
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{
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size_t groupSize = animation->size(group);
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if(groupSize == 0)
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return nullptr;
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if(moving)
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return animation->getImage(anim % animation->size(group), group);
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return animation->getImage(anim % groupSize, group);
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else
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return animation->getImage((anim / 4) % animation->size(group), group);
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return animation->getImage((anim / 4) % groupSize, group);
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}
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CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const
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@ -1053,7 +1057,13 @@ CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const C
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// normal object
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std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);
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IImage * bitmap = animation->getImage((anim + getPhaseShift(obj)) % animation->size());
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size_t groupSize = animation->size();
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if(groupSize == 0)
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return CMapHandler::AnimBitmapHolder();
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IImage * bitmap = animation->getImage((anim + getPhaseShift(obj)) % groupSize);
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if(!bitmap)
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return CMapHandler::AnimBitmapHolder();
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bitmap->setFlagColor(obj->tempOwner);
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|
@ -1006,7 +1006,7 @@ Point CMarketplaceWindow::selectionOffset(bool Left) const
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return Point(0,0);
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}
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void CMarketplaceWindow::resourceChanged(int type, int val)
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void CMarketplaceWindow::resourceChanged()
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{
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initSubs(true);
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}
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|
@ -119,7 +119,7 @@ public:
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void garrisonChanged() override; //removes creatures with count 0 from the list (apparently whole stack has been sold)
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void artifactsChanged(bool left) override;
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void resourceChanged(int type, int val);
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void resourceChanged();
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void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const override;
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void updateTraderText();
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@ -35,6 +35,7 @@ namespace GameConstants
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const int HERO_GOLD_COST = 2500;
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const int SPELLBOOK_GOLD_COST = 500;
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const int SKILL_GOLD_COST = 2000;
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const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
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const int ARMY_SIZE = 7;
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const int SKILL_PER_HERO=8;
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@ -104,7 +104,7 @@ public:
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void receivedResource(int type, int val){};
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virtual void receivedResource(){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
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virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
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@ -167,36 +167,19 @@ struct YourTurn : public CPackForClient
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}
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};
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struct SetResource : public CPackForClient
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{
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SetResource()
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: resid(Res::GOLD), val(0)
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{}
|
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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||||
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PlayerColor player;
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Res::ERes resid;
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TResourceCap val;
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||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & resid & val;
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}
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};
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struct SetResources : public CPackForClient
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{
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SetResources(){};
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SetResources():abs(true){};
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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bool abs; //false - changes by value; 1 - sets to value
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PlayerColor player;
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TResources res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & res;
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h & abs & player & res;
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}
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};
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@ -37,17 +37,18 @@ std::ostream & operator<<(std::ostream & out, const CPack * pack)
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return out << (pack? pack->toString() : "<nullptr>");
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}
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DLL_LINKAGE void SetResource::applyGs(CGameState *gs)
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{
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assert(player < PlayerColor::PLAYER_LIMIT);
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vstd::amax(val, 0); //new value must be >= 0
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gs->getPlayer(player)->resources[resid] = val;
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}
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DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
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{
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assert(player < PlayerColor::PLAYER_LIMIT);
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gs->getPlayer(player)->resources = res;
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if(abs)
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gs->getPlayer(player)->resources = res;
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else
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gs->getPlayer(player)->resources += res;
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|
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//just ensure that player resources are not negative
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//server is responsible to check if player can afford deal
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//but events on server side are allowed to take more than player have
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gs->getPlayer(player)->resources.positive();
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}
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DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
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@ -253,9 +253,7 @@ void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
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cb->showInfoDialog(&iw);
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}
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for(int i=0; i<resources.size(); i++)
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if(resources[i])
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cb->giveResource(h->getOwner(),static_cast<Res::ERes>(i),resources[i]);
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cb->giveResources(h->getOwner(), resources);
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for(auto & elem : artifacts)
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cb->giveHeroNewArtifact(h, VLC->arth->artifacts[elem],ArtifactPosition::FIRST_AVAILABLE);
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@ -211,7 +211,6 @@ void registerTypesClientPacks1(Serializer &s)
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s.template registerType<CPackForClient, SystemMessage>();
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s.template registerType<CPackForClient, PlayerBlocked>();
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s.template registerType<CPackForClient, YourTurn>();
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s.template registerType<CPackForClient, SetResource>();
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s.template registerType<CPackForClient, SetResources>();
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s.template registerType<CPackForClient, SetPrimSkill>();
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s.template registerType<CPackForClient, SetSecSkill>();
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@ -2226,17 +2226,18 @@ void CGameHandler::showTeleportDialog(TeleportDialog *iw)
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void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
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{
|
||||
if (!val) return; //don't waste time on empty call
|
||||
SetResource sr;
|
||||
sr.player = player;
|
||||
sr.resid = which;
|
||||
sr.val = getPlayer(player)->resources.at(which) + val;
|
||||
sendAndApply(&sr);
|
||||
|
||||
TResources resources;
|
||||
resources.at(which) = val;
|
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giveResources(player, resources);
|
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}
|
||||
|
||||
void CGameHandler::giveResources(PlayerColor player, TResources resources)
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{
|
||||
for (TResources::nziterator i(resources); i.valid(); i++)
|
||||
giveResource(player, i->resType, i->resVal);
|
||||
SetResources sr;
|
||||
sr.abs = false;
|
||||
sr.player = player;
|
||||
sr.res = resources;
|
||||
}
|
||||
|
||||
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
|
||||
@ -2549,12 +2550,6 @@ void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
|
||||
checkVictoryLossConditionsForAll();
|
||||
}
|
||||
|
||||
void CGameHandler::sendAndApply(SetResource * info)
|
||||
{
|
||||
sendAndApply(static_cast<CPackForClient*>(info));
|
||||
checkVictoryLossConditionsForPlayer(info->player);
|
||||
}
|
||||
|
||||
void CGameHandler::sendAndApply(SetResources * info)
|
||||
{
|
||||
sendAndApply(static_cast<CPackForClient*>(info));
|
||||
@ -2924,10 +2919,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
|
||||
//Take cost
|
||||
if (!force)
|
||||
{
|
||||
SetResources sr;
|
||||
sr.player = t->tempOwner;
|
||||
sr.res = getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
|
||||
sendAndApply(&sr);
|
||||
giveResources(t->tempOwner, -requestedBuilding->resources);
|
||||
}
|
||||
|
||||
//We know what has been built, appluy changes. Do this as final step to properly update town window
|
||||
@ -3027,16 +3019,12 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
|
||||
}
|
||||
|
||||
//recruit
|
||||
SetResources sr;
|
||||
sr.player = dst->tempOwner;
|
||||
sr.res = getPlayer(dst->tempOwner)->resources - (c->cost * cram);
|
||||
giveResources(dst->tempOwner, -(c->cost * cram));
|
||||
|
||||
SetAvailableCreatures sac;
|
||||
sac.tid = objid;
|
||||
sac.creatures = dw->creatures;
|
||||
sac.creatures[level].first -= cram;
|
||||
|
||||
sendAndApply(&sr);
|
||||
sendAndApply(&sac);
|
||||
|
||||
if (warMachine)
|
||||
@ -3094,10 +3082,7 @@ bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureI
|
||||
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
||||
|
||||
//take resources
|
||||
SetResources sr;
|
||||
sr.player = player;
|
||||
sr.res = p->resources - totalCost;
|
||||
sendAndApply(&sr);
|
||||
giveResources(player, -totalCost);
|
||||
|
||||
//upgrade creature
|
||||
changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
|
||||
@ -3351,12 +3336,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::E
|
||||
if (getResource(h->tempOwner, rid) < b1)
|
||||
COMPLAIN_RET("You can't afford to buy this artifact!");
|
||||
|
||||
SetResource sr;
|
||||
sr.player = h->tempOwner;
|
||||
sr.resid = rid;
|
||||
sr.val = getResource(h->tempOwner, rid) - b1;
|
||||
sendAndApply(&sr);
|
||||
|
||||
giveResource(h->tempOwner, rid, -b1);
|
||||
|
||||
SetAvailableArtifacts saa;
|
||||
if (m->o->ID == Obj::TOWN)
|
||||
@ -3433,14 +3413,10 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
|
||||
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
|
||||
COMPLAIN_RET("That skill is unavailable!");
|
||||
|
||||
if (getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
|
||||
if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
|
||||
COMPLAIN_RET("You can't afford to buy this skill");
|
||||
|
||||
SetResource sr;
|
||||
sr.player = h->tempOwner;
|
||||
sr.resid = Res::GOLD;
|
||||
sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
|
||||
sendAndApply(&sr);
|
||||
giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
|
||||
|
||||
changeSecSkill(h, skill, 1, true);
|
||||
return true;
|
||||
@ -3448,8 +3424,7 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
|
||||
|
||||
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
|
||||
{
|
||||
int r1 = getPlayer(player)->resources.at(id1),
|
||||
r2 = getPlayer(player)->resources.at(id2);
|
||||
TResourceCap r1 = getPlayer(player)->resources.at(id1);
|
||||
|
||||
vstd::amin(val, r1); //can't trade more resources than have
|
||||
|
||||
@ -3459,19 +3434,11 @@ bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor p
|
||||
|
||||
if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
||||
{
|
||||
//TODO: complain?
|
||||
assert(0);
|
||||
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
|
||||
}
|
||||
|
||||
SetResource sr;
|
||||
sr.player = player;
|
||||
sr.resid = static_cast<Res::ERes>(id1);
|
||||
sr.val = r1 - b1 * units;
|
||||
sendAndApply(&sr);
|
||||
|
||||
sr.resid = static_cast<Res::ERes>(id2);
|
||||
sr.val = r2 + b2 * units;
|
||||
sendAndApply(&sr);
|
||||
giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
|
||||
giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -3501,11 +3468,7 @@ bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHero
|
||||
|
||||
changeStackCount(StackLocation(hero, slot), -count);
|
||||
|
||||
SetResource sr;
|
||||
sr.player = hero->tempOwner;
|
||||
sr.resid = resourceID;
|
||||
sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
|
||||
sendAndApply(&sr);
|
||||
giveResource(hero->tempOwner, resourceID, b2 * units);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -3546,19 +3509,12 @@ bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, Pla
|
||||
return false;
|
||||
}
|
||||
|
||||
si32 curRes1 = getPlayer(player)->resources.at(r1),
|
||||
curRes2 = getPlayer(r2)->resources.at(r1);
|
||||
val = std::min(si32(val),curRes1);
|
||||
TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
|
||||
|
||||
SetResource sr;
|
||||
sr.player = player;
|
||||
sr.resid = r1;
|
||||
sr.val = curRes1 - val;
|
||||
sendAndApply(&sr);
|
||||
vstd::amin(val, curRes1);
|
||||
|
||||
sr.player = r2;
|
||||
sr.val = curRes2 + val;
|
||||
sendAndApply(&sr);
|
||||
giveResource(player, r1, -val);
|
||||
giveResource(r2, r1, val);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -3651,11 +3607,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
|
||||
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
|
||||
sendAndApply(&sah);
|
||||
|
||||
SetResource sr;
|
||||
sr.player = player;
|
||||
sr.resid = Res::GOLD;
|
||||
sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
|
||||
sendAndApply(&sr);
|
||||
giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
|
||||
|
||||
if (t)
|
||||
{
|
||||
@ -4635,9 +4587,7 @@ void CGameHandler::handleTimeEvents()
|
||||
)
|
||||
{
|
||||
//give resources
|
||||
SetResources sr;
|
||||
sr.player = color;
|
||||
sr.res = pinfo->resources + ev.resources;
|
||||
giveResources(color, ev.resources);
|
||||
|
||||
//prepare dialog
|
||||
InfoWindow iw;
|
||||
@ -4650,12 +4600,6 @@ void CGameHandler::handleTimeEvents()
|
||||
iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
|
||||
}
|
||||
|
||||
if (iw.components.size())
|
||||
{
|
||||
sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
|
||||
sendAndApply(&sr); //update player resources if changed
|
||||
}
|
||||
|
||||
sendAndApply(&iw); //show dialog
|
||||
}
|
||||
} //PLAYERS LOOP
|
||||
@ -4916,10 +4860,7 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid)
|
||||
}
|
||||
|
||||
//take boat cost
|
||||
SetResources sr;
|
||||
sr.player = playerID;
|
||||
sr.res = (aviable - boatCost);
|
||||
sendAndApply(&sr);
|
||||
giveResources(playerID, -boatCost);
|
||||
|
||||
//create boat
|
||||
NewObject no;
|
||||
|
@ -26,7 +26,6 @@ struct BattleAttack;
|
||||
struct BattleStackAttacked;
|
||||
struct CPack;
|
||||
struct Query;
|
||||
struct SetResource;
|
||||
struct SetResources;
|
||||
struct NewStructures;
|
||||
class CGHeroInstance;
|
||||
@ -250,7 +249,6 @@ public:
|
||||
void sendAndApply(CPackForClient * info) override;
|
||||
void applyAndSend(CPackForClient * info);
|
||||
void sendAndApply(CGarrisonOperationPack * info);
|
||||
void sendAndApply(SetResource * info);
|
||||
void sendAndApply(SetResources * info);
|
||||
void sendAndApply(NewStructures * info);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user