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@ -308,6 +308,14 @@ std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur) con
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}
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return ret;
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}
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std::map<int,CBuilding *> CCallback::getCBuildingsByID(const CGTownInstance * tn) const
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{
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return CGI->buildh->buildings[tn->subID];
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}
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const CCreature * CCallback::getCCreatureByID(int ID) const
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{
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return &CGI->creh->creatures[ID];
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}
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bool CCallback::isVisible(int3 pos) const
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{
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10
CCallback.h
10
CCallback.h
@ -10,6 +10,7 @@
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//(boost using this lib during compilation i dont know what for exactly)
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#endif
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#include "lib/CGameState.h"
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#include <map>
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/*
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* CCallback.h, part of VCMI engine
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@ -20,7 +21,7 @@
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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 CBuilding;
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class CGHeroInstance;
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class CGameState;
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struct CPath;
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@ -125,6 +126,11 @@ public:
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virtual int getMySerial()const =0;
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virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
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virtual const StartInfo * getStartInfo()const =0;
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//get static info
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//TODO: is there a better way for the AI to access this data? In WoG it isn't static.
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virtual const CCreature * getCCreatureByID(int ID) const= 0;
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virtual std::map<int, CBuilding *> getCBuildingsByID(const CGTownInstance * tn) const= 0;
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//hero
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virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
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@ -253,6 +259,8 @@ public:
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bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret);
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bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
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bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
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const CCreature * getCCreatureByID(int ID) const;
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std::map<int, CBuilding *> getCBuildingsByID(const CGTownInstance * tn) const;
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//battle
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int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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