1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Compile fixes.

This commit is contained in:
Frank Zago 2009-08-06 05:08:17 +00:00
parent 507597301f
commit 9aca713050
5 changed files with 6 additions and 6 deletions

View File

@ -4,7 +4,7 @@
#include "Common.h"
#include "BattleLogic.h"
#include "GeneralAI.h"
#include "..\..\lib\CondSh.h"
#include "../../lib/CondSh.h"
#include <set>
#include <list>
#include <queue>

View File

@ -117,7 +117,7 @@ public:
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
};
class CAIHandler
{

View File

@ -1158,7 +1158,7 @@ void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObs
{
}
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks)
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks)
{
for(int b=0; b<healedStacks.size(); ++b)
{
@ -1852,4 +1852,4 @@ void SystemOptions::apply()
CGI->musich->setVolume(musicVolume);
CGI->soundh->setVolume(soundVolume);
settingsChanged();
}
}

View File

@ -192,7 +192,7 @@ public:
void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks); //called when stacks are healed / resurrected
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks); //called when stacks are healed / resurrected
//-------------//

View File

@ -436,7 +436,7 @@ void BattleResultsApplied::applyCl( CClient *cl )
void StacksHealedOrResurrected::applyCl( CClient *cl )
{
std::vector<std::pair<ui32, ui32>> shiftedHealed;
std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(int v=0; v<healedStacks.size(); ++v)
{
shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));