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[mingw] finally fix broken compilation after rev 3183
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@ -132,7 +132,7 @@ bool CCallback::dismissHero(const CGHeroInstance *hero)
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}
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}
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// int CCallback::getMySerial() const
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// int CCallback::getMySerial() const
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// {
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// {
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// boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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// boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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// return gs->players[player].serial;
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// return gs->players[player].serial;
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// }
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// }
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@ -287,13 +287,19 @@ void CCallback::buildBoat( const IShipyard *obj )
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sendRequest(&bb);
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sendRequest(&bb);
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}
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}
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CCallback::CCallback( CGameState * GS, boost::optional<TPlayerColor> Player, CClient *C )
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CCallback::CCallback( CGameState * GS, boost::optional<TPlayerColor> Player, CClient *C )
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:CBattleCallback(GS, Player, C)
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:CBattleCallback(GS, Player, C)
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{
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{
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waitTillRealize = false;
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waitTillRealize = false;
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unlockGsWhenWaiting = false;
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unlockGsWhenWaiting = false;
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}
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}
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CCallback::~CCallback()
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{
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//trivial, but required. Don`t remove.
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}
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const CGPathNode * CCallback::getPathInfo( int3 tile )
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const CGPathNode * CCallback::getPathInfo( int3 tile )
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{
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{
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if (!gs->map->isInTheMap(tile))
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if (!gs->map->isInTheMap(tile))
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@ -355,7 +361,7 @@ void CCallback::validatePaths()
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if(h && ( cl->pathInfo->hero != h //wrong hero
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if(h && ( cl->pathInfo->hero != h //wrong hero
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|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
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|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
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|| !cl->pathInfo->isValid)) //paths invalidated by game event
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|| !cl->pathInfo->isValid)) //paths invalidated by game event
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{
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{
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recalculatePaths();
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recalculatePaths();
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}
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}
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}
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}
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@ -44,7 +44,7 @@ public:
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//hero
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//hero
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virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
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virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
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virtual void dig(const CGObjectInstance *hero)=0;
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virtual void dig(const CGObjectInstance *hero)=0;
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virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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//town
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//town
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@ -89,7 +89,7 @@ public:
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CBattleCallback(CGameState *GS, boost::optional<TPlayerColor> Player, CClient *C);
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CBattleCallback(CGameState *GS, boost::optional<TPlayerColor> Player, CClient *C);
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int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
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int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
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bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
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bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
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friend class CCallback;
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friend class CCallback;
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friend class CClient;
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friend class CClient;
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};
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};
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@ -102,6 +102,7 @@ private:
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public:
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public:
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CCallback(CGameState * GS, boost::optional<TPlayerColor> Player, CClient *C);
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CCallback(CGameState * GS, boost::optional<TPlayerColor> Player, CClient *C);
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virtual ~CCallback();
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//client-specific functionalities (pathfinding)
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//client-specific functionalities (pathfinding)
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virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
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virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
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@ -141,7 +142,7 @@ public:
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void save(const std::string &fname);
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void save(const std::string &fname);
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void sendMessage(const std::string &mess);
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void sendMessage(const std::string &mess);
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void buildBoat(const IShipyard *obj);
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void buildBoat(const IShipyard *obj);
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void dig(const CGObjectInstance *hero);
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void dig(const CGObjectInstance *hero);
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void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1));
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void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1));
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//friends
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//friends
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