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Compile fixes.
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@ -4,7 +4,7 @@
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#include "Common.h"
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#include "Common.h"
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#include "BattleLogic.h"
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#include "BattleLogic.h"
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#include "GeneralAI.h"
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#include "GeneralAI.h"
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#include "..\..\lib\CondSh.h"
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#include "../../lib/CondSh.h"
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#include <set>
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#include <set>
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#include <list>
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#include <list>
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#include <queue>
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#include <queue>
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@ -117,7 +117,7 @@ public:
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virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
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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
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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
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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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
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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
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};
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};
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class CAIHandler
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class CAIHandler
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{
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{
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@ -1158,7 +1158,7 @@ void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObs
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{
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{
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}
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}
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void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks)
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void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks)
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{
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{
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for(int b=0; b<healedStacks.size(); ++b)
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for(int b=0; b<healedStacks.size(); ++b)
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{
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{
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@ -1852,4 +1852,4 @@ void SystemOptions::apply()
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CGI->musich->setVolume(musicVolume);
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CGI->musich->setVolume(musicVolume);
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CGI->soundh->setVolume(soundVolume);
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CGI->soundh->setVolume(soundVolume);
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settingsChanged();
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settingsChanged();
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}
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}
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@ -192,7 +192,7 @@ public:
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void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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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
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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
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks); //called when stacks are healed / resurrected
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks); //called when stacks are healed / resurrected
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//-------------//
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//-------------//
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@ -436,7 +436,7 @@ void BattleResultsApplied::applyCl( CClient *cl )
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void StacksHealedOrResurrected::applyCl( CClient *cl )
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void StacksHealedOrResurrected::applyCl( CClient *cl )
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{
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{
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std::vector<std::pair<ui32, ui32>> shiftedHealed;
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std::vector<std::pair<ui32, ui32> > shiftedHealed;
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for(int v=0; v<healedStacks.size(); ++v)
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for(int v=0; v<healedStacks.size(); ++v)
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{
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{
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shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));
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shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));
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