mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Removed includes of CGameState from headers
This commit is contained in:
parent
c3ce4b25df
commit
7b5a7f43ad
@ -9,6 +9,7 @@
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CQuest.h"
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#include "../../lib/CPathfinder.h"
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/*
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* AIUtility.cpp, part of VCMI engine
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@ -6,7 +6,7 @@
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#include "../../lib/CTownHandler.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CGameState.h"
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//#include "../../lib/CGameState.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStopWatch.h"
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@ -20,6 +20,8 @@
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*
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*/
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class CCallback;
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typedef const int3& crint3;
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typedef const std::string& crstring;
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@ -5,6 +5,8 @@
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/CGameStateFwd.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../CCallback.h"
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#include "VCAI.h"
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@ -3,6 +3,7 @@
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "../../lib/mapping/CMap.h" //for victory conditions
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#include "../../lib/CPathfinder.h"
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/*
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* Goals.cpp, part of VCMI engine
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@ -8,6 +8,7 @@
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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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#include "../../lib/CGameState.h"
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/*
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@ -15,7 +15,7 @@
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CGameState.h"
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//#include "../../lib/CGameState.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CondSh.h"
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@ -18,12 +18,7 @@
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#include "lib/spells/CSpellHandler.h"
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#include "lib/CArtHandler.h"
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#include "lib/GameConstants.h"
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#include "lib/CPlayerState.h"
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#include "lib/UnlockGuard.h"
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/*
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@ -37,6 +37,7 @@
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#include "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "windows/InfoWindows.h"
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@ -5,7 +5,6 @@
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#include "../lib/CGameInterface.h"
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#include "../lib/NetPacksBase.h"
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#include "gui/CIntObject.h"
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//#include "../lib/CGameState.h"
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#ifdef __GNUC__
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#define sprintf_s snprintf
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@ -25,6 +25,7 @@
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/GameConstants.h"
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#include "../lib/CPlayerState.h"
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#include "gui/CGuiHandler.h"
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#include "widgets/MiscWidgets.h"
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#include "widgets/AdventureMapClasses.h"
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@ -13,13 +13,6 @@
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*
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*/
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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struct SDL_MouseMotionEvent;
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// A point with x/y coordinate, used mostly for graphic rendering
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@ -19,6 +19,7 @@
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#include "CModHandler.h"
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#include "spells/CSpellHandler.h"
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#include "mapping/CMap.h"
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#include "CPlayerState.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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123
lib/CGameState.h
123
lib/CGameState.h
@ -62,79 +62,6 @@ namespace boost
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class shared_mutex;
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}
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//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
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struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
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{
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bool isDetailed;
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DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
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DLL_LINKAGE ArmyDescriptor();
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DLL_LINKAGE int getStrength() const;
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};
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struct DLL_LINKAGE InfoAboutArmy
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{
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PlayerColor owner;
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std::string name;
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ArmyDescriptor army;
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InfoAboutArmy();
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InfoAboutArmy(const CArmedInstance *Army, bool detailed);
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void initFromArmy(const CArmedInstance *Army, bool detailed);
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};
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struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
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{
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private:
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void assign(const InfoAboutHero & iah);
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public:
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struct DLL_LINKAGE Details
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{
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std::vector<si32> primskills;
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si32 mana, luck, morale;
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} *details;
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const CHeroClass *hclass;
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int portrait;
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InfoAboutHero();
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InfoAboutHero(const InfoAboutHero & iah);
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InfoAboutHero(const CGHeroInstance *h, bool detailed);
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~InfoAboutHero();
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InfoAboutHero & operator=(const InfoAboutHero & iah);
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void initFromHero(const CGHeroInstance *h, bool detailed);
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};
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/// Struct which holds a int information about a town
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struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
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{
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struct DLL_LINKAGE Details
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{
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si32 hallLevel, goldIncome;
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bool customRes;
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bool garrisonedHero;
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} *details;
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const CTown *tType;
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si32 built;
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si32 fortLevel; //0 - none
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InfoAboutTown();
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InfoAboutTown(const CGTownInstance *t, bool detailed);
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~InfoAboutTown();
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void initFromTown(const CGTownInstance *t, bool detailed);
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};
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// typedef si32 TResourceUnit;
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// typedef std::vector<si32> TResourceVector;
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// typedef std::set<si32> TResourceSet;
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struct DLL_LINKAGE SThievesGuildInfo
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{
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std::vector<PlayerColor> playerColors; //colors of players that are in-game
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@ -154,55 +81,6 @@ struct DLL_LINKAGE SThievesGuildInfo
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};
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode
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{
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public:
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PlayerColor color;
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bool human; //true if human controlled player, false for AI
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus::EStatus status;
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boost::optional<ui8> daysWithoutCastle;
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PlayerState();
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std::string nodeName() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & human & team & resources & status;
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h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
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h & getBonusList(); //FIXME FIXME FIXME
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h & status & daysWithoutCastle;
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h & enteredLosingCheatCode & enteredWinningCheatCode;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct DLL_LINKAGE TeamState : public CBonusSystemNode
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{
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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TeamState();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & players & fogOfWarMap;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct UpgradeInfo
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{
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CreatureID oldID; //creature to be upgraded
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@ -271,7 +149,6 @@ struct DLL_EXPORT DuelParameters
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}
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};
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struct BattleInfo;
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
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*
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*/
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#include "CCreatureSet.h"
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class CQuest;
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class CGObjectInstance;
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class CHeroClass;
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class CTown;
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//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
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struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
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{
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bool isDetailed;
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DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
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DLL_LINKAGE ArmyDescriptor();
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DLL_LINKAGE int getStrength() const;
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};
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struct DLL_LINKAGE InfoAboutArmy
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{
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PlayerColor owner;
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std::string name;
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ArmyDescriptor army;
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InfoAboutArmy();
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InfoAboutArmy(const CArmedInstance *Army, bool detailed);
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void initFromArmy(const CArmedInstance *Army, bool detailed);
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};
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struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
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{
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private:
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void assign(const InfoAboutHero & iah);
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public:
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struct DLL_LINKAGE Details
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{
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std::vector<si32> primskills;
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si32 mana, luck, morale;
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} *details;
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const CHeroClass *hclass;
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int portrait;
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InfoAboutHero();
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InfoAboutHero(const InfoAboutHero & iah);
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InfoAboutHero(const CGHeroInstance *h, bool detailed);
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~InfoAboutHero();
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InfoAboutHero & operator=(const InfoAboutHero & iah);
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void initFromHero(const CGHeroInstance *h, bool detailed);
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};
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/// Struct which holds a int information about a town
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struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
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{
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struct DLL_LINKAGE Details
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{
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si32 hallLevel, goldIncome;
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bool customRes;
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bool garrisonedHero;
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} *details;
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const CTown *tType;
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si32 built;
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si32 fortLevel; //0 - none
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InfoAboutTown();
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InfoAboutTown(const CGTownInstance *t, bool detailed);
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~InfoAboutTown();
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void initFromTown(const CGTownInstance *t, bool detailed);
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};
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class DLL_LINKAGE EVictoryLossCheckResult
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{
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@ -132,6 +132,7 @@ set(lib_HEADERS
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IGameEventsReceiver.h
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int3.h
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CGameStateFwd.h
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CPlayerState.h
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Interprocess.h
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NetPacks.h
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NetPacksBase.h
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@ -8,6 +8,7 @@
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#include "GameConstants.h"
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#include "CStopWatch.h"
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#include "CConfigHandler.h"
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#include "../lib/CPlayerState.h"
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/*
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* CPathfinder.cpp, part of VCMI engine
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66
lib/CPlayerState.h
Normal file
66
lib/CPlayerState.h
Normal file
@ -0,0 +1,66 @@
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#pragma once
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/*
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* CPlayerState.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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#include "HeroBonus.h"
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class CGHeroInstance;
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class CGTownInstance;
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class CGDwelling;
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode
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{
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public:
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PlayerColor color;
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bool human; //true if human controlled player, false for AI
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus::EStatus status;
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boost::optional<ui8> daysWithoutCastle;
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PlayerState();
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std::string nodeName() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & human & team & resources & status;
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h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
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h & getBonusList(); //FIXME FIXME FIXME
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h & status & daysWithoutCastle;
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h & enteredLosingCheatCode & enteredWinningCheatCode;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct DLL_LINKAGE TeamState : public CBonusSystemNode
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{
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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TeamState();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & players & fogOfWarMap;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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@ -3,6 +3,7 @@
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#include "registerTypes/RegisterTypes.h"
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#include "mapping/CMap.h"
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#include "CGameState.h"
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#include <boost/asio.hpp>
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@ -22,6 +22,7 @@
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#include "StartInfo.h"
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#include "CGameState.h"
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#include "mapping/CMap.h"
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#include "CPlayerState.h"
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void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
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{
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|
@ -16,6 +16,7 @@
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#include "CTownHandler.h"
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#include "mapping/CMapInfo.h"
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#include "StartInfo.h"
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#include "CPlayerState.h"
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/*
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* NetPacksLib.cpp, part of VCMI engine
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|
@ -1,4 +1,4 @@
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/*
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/*
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* CArmedInstance.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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@ -15,6 +15,7 @@
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#include "../CCreatureHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../CGameState.h"
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#include "../CPlayerState.h"
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void CArmedInstance::randomizeArmy(int type)
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{
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@ -18,6 +18,7 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../mapping/CMapDefines.h"
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#include "../CPlayerState.h"
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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|
@ -17,6 +17,7 @@
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#include "../NetPacks.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../CPlayerState.h"
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#include "CObjectClassesHandler.h"
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|
@ -21,6 +21,7 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../mapping/CMap.h"
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#include "../CPlayerState.h"
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std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
|
||||
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "../CArtHandler.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CPlayerState.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "../CModHandler.h" //needed?
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include "../CGameState.h"
|
||||
#include "../CGameInfoCallback.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
///SummonBoatMechanics
|
||||
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
|
||||
#include "../lib/FunctionList.h"
|
||||
#include "../lib/CGameState.h"
|
||||
//#include "../lib/CGameState.h"
|
||||
#include "../lib/Connection.h"
|
||||
#include "../lib/IGameCallback.h"
|
||||
#include "../lib/BattleAction.h"
|
||||
|
Loading…
Reference in New Issue
Block a user