mirror of
https://github.com/vcmi/vcmi.git
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Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
This commit is contained in:
parent
bef7048460
commit
c3ce4b25df
@ -7,6 +7,8 @@
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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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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/*
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* AIUtility.cpp, part of VCMI engine
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@ -7,7 +7,6 @@
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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/mapping/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStopWatch.h"
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@ -12,10 +12,10 @@
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CTownHandler.h"
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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/mapping/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CondSh.h"
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@ -22,6 +22,7 @@
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#include "../lib/GameConstants.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h"
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#include "../lib/mapObjects/CObjectHandler.h"
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using namespace CSDL_Ext;
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#ifdef min
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@ -29,6 +29,7 @@
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#include "../../lib/NetPacks.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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/*
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* CBattleInterfaceClasses.cpp, part of VCMI engine
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@ -19,7 +19,7 @@
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#include "../../lib/CGameState.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/NetPacksBase.h"
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#include "../../lib/mapObjects/CQuest.h"
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/*
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* CQuestLog.cpp, part of VCMI engine
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*
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@ -1,4 +1,4 @@
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/*
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/*
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* BattleState.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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@ -22,6 +22,7 @@
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#include "JsonNode.h"
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#include "filesystem/Filesystem.h"
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#include "CRandomGenerator.h"
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#include "mapObjects/CGTownInstance.h"
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const CStack * BattleInfo::getNextStack() const
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{
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@ -6,6 +6,7 @@
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#include "spells/CSpellHandler.h"
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#include "VCMI_Lib.h"
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#include "CTownHandler.h"
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#include "mapObjects/CGTownInstance.h"
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/*
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* CBattleCallback.cpp, part of VCMI engine
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@ -18,6 +18,7 @@
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#include "NetPacks.h" // for InfoWindow
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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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//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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@ -1,12 +1,7 @@
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#pragma once
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//#ifndef _MSC_VER
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#include "CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "mapping/CMap.h"
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//#endif
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#include "HeroBonus.h"
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#include "CCreatureSet.h"
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@ -117,6 +117,7 @@ set(lib_HEADERS
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filesystem/ISimpleResourceLoader.h
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mapObjects/MapObjects.h
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mapping/CMapDefines.h
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CSoundBase.h
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AI_Base.h
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@ -1,8 +1,8 @@
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#pragma once
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#include "VCMI_Lib.h"
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#include "mapping/CMap.h"
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#include "IGameCallback.h"
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#include "HeroBonus.h"
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#include "int3.h"
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#include <boost/heap/priority_queue.hpp>
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@ -21,6 +21,8 @@ class CGHeroInstance;
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class CGObjectInstance;
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struct TerrainTile;
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class CPathfinderHelper;
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class CMap;
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class CGWhirlpool;
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struct DLL_LINKAGE CGPathNode
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{
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@ -2,6 +2,7 @@
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#include "Connection.h"
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#include "registerTypes/RegisterTypes.h"
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#include "mapping/CMap.h"
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#include <boost/asio.hpp>
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@ -405,6 +405,18 @@ public:
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ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
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namespace EAiTactic
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{
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enum EAiTactic
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{
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NONE = -1,
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RANDOM,
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WARRIOR,
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BUILDER,
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EXPLORER
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};
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}
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namespace EBuildingState
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{
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enum EBuildingState
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@ -21,6 +21,7 @@
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#include "mapObjects/CObjectClassesHandler.h"
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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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void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
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{
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@ -13,7 +13,7 @@
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#include "ResourceSet.h"
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//#include "CObstacleInstance.h"
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#include "CGameStateFwd.h"
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#include "mapping/CMap.h"
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#include "mapping/CMapDefines.h"
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#include "CObstacleInstance.h"
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#include "spells/ViewSpellInt.h"
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@ -1,4 +1,4 @@
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/*
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/*
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* CGHeroInstance.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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@ -22,6 +22,8 @@
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#include "../CGameState.h"
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#include "../CCreatureHandler.h"
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#include "../BattleState.h"
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#include "../CTownHandler.h"
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#include "CGTownInstance.h"
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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@ -1,4 +1,4 @@
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/*
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/*
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*
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* CGMarket.cpp, part of VCMI engine
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*
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@ -17,6 +17,7 @@
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#include "../IGameCallback.h"
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#include "../CCreatureHandler.h"
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#include "../CGameState.h"
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#include "CGTownInstance.h"
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///helpers
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static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
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/*
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/*
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* CGTownInstance.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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@ -17,6 +17,7 @@
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#include "../CModHandler.h"
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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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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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@ -1,4 +1,4 @@
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/*
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/*
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* CObjectHandler.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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@ -18,8 +18,10 @@
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#include "../filesystem/ResourceID.h"
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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 "CObjectClassesHandler.h"
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#include "CGTownInstance.h"
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IGameCallback * IObjectInterface::cb = nullptr;
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "CObjectClassesHandler.h"
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#include "MiscObjects.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../spells/CSpellHandler.h"
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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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std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
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ui8 CGObelisk::obeliskCount; //how many obelisks are on map
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@ -10,6 +10,7 @@
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#include "StdInc.h"
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#include "CDrawRoadsOperation.h"
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#include "CMap.h"
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const std::vector<CDrawRoadsOperation::RoadPattern> CDrawRoadsOperation::patterns =
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{
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@ -11,9 +11,9 @@
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#pragma once
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#include "../CRandomGenerator.h"
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#include "CMap.h"
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#include "CMapEditManager.h"
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struct TerrainTile;
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class CDrawRoadsOperation : public CMapOperation
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{
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#include "../int3.h"
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#include "../GameConstants.h"
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#include "../LogicalExpression.h"
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#include "CMapDefines.h"
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class CArtifactInstance;
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class CGObjectInstance;
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@ -47,18 +48,6 @@ struct DLL_LINKAGE SHeroName
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}
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};
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namespace EAiTactic
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{
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enum EAiTactic
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{
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NONE = -1,
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RANDOM,
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WARRIOR,
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BUILDER,
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EXPLORER
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};
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}
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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@ -216,94 +205,6 @@ struct DLL_LINKAGE DisposedHero
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}
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};
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/// The map event is an event which e.g. gives or takes resources of a specific
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/// amount to/from players and can appear regularly or once a time.
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class DLL_LINKAGE CMapEvent
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{
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public:
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CMapEvent();
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bool earlierThan(const CMapEvent & other) const;
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bool earlierThanOrEqual(const CMapEvent & other) const;
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std::string name;
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std::string message;
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TResources resources;
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ui8 players; // affected players, bit field?
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & name & message & resources
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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};
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/// The castle event builds/adds buildings/creatures for a specific town.
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class DLL_LINKAGE CCastleEvent: public CMapEvent
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{
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public:
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CCastleEvent();
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std::set<BuildingID> buildings;
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std::vector<si32> creatures;
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CGTownInstance * town;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & static_cast<CMapEvent &>(*this);
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h & buildings & creatures;
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}
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};
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/// The terrain tile describes the terrain type and the visual representation of the terrain.
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/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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struct DLL_LINKAGE TerrainTile
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{
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TerrainTile();
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/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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bool entrableTerrain(const TerrainTile * from = nullptr) const;
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bool entrableTerrain(bool allowLand, bool allowSea) const;
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/// Checks for blocking objects and terraint type (water / land).
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bool isClear(const TerrainTile * from = nullptr) const;
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/// Gets the ID of the top visitable object or -1 if there is none.
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Obj topVisitableId(bool excludeTop = false) const;
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CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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bool isWater() const;
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bool isCoastal() const;
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EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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bool hasFavourableWinds() const;
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ETerrainType terType;
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ui8 terView;
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ERiverType::ERiverType riverType;
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ui8 riverDir;
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ERoadType::ERoadType roadType;
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ui8 roadDir;
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/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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ui8 extTileFlags;
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bool visitable;
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bool blocked;
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std::vector<CGObjectInstance *> visitableObjects;
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std::vector<CGObjectInstance *> blockingObjects;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
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h & visitable & blocked;
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h & visitableObjects & blockingObjects;
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}
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};
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namespace EMapFormat
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{
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enum EMapFormat
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|
99
lib/mapping/CMapDefines.h
Normal file
99
lib/mapping/CMapDefines.h
Normal file
@ -0,0 +1,99 @@
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/*
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* CMapDefines.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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#pragma once
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/// The map event is an event which e.g. gives or takes resources of a specific
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/// amount to/from players and can appear regularly or once a time.
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class DLL_LINKAGE CMapEvent
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{
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public:
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CMapEvent();
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bool earlierThan(const CMapEvent & other) const;
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bool earlierThanOrEqual(const CMapEvent & other) const;
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std::string name;
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std::string message;
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TResources resources;
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ui8 players; // affected players, bit field?
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & name & message & resources
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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};
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/// The castle event builds/adds buildings/creatures for a specific town.
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class DLL_LINKAGE CCastleEvent: public CMapEvent
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{
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public:
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CCastleEvent();
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std::set<BuildingID> buildings;
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std::vector<si32> creatures;
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CGTownInstance * town;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & static_cast<CMapEvent &>(*this);
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h & buildings & creatures;
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}
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};
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/// The terrain tile describes the terrain type and the visual representation of the terrain.
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/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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struct DLL_LINKAGE TerrainTile
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{
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TerrainTile();
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/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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bool entrableTerrain(const TerrainTile * from = nullptr) const;
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bool entrableTerrain(bool allowLand, bool allowSea) const;
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/// Checks for blocking objects and terraint type (water / land).
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bool isClear(const TerrainTile * from = nullptr) const;
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/// Gets the ID of the top visitable object or -1 if there is none.
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Obj topVisitableId(bool excludeTop = false) const;
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CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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bool isWater() const;
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bool isCoastal() const;
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EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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bool hasFavourableWinds() const;
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|
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ETerrainType terType;
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ui8 terView;
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ERiverType::ERiverType riverType;
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ui8 riverDir;
|
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ERoadType::ERoadType roadType;
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ui8 roadDir;
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/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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ui8 extTileFlags;
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bool visitable;
|
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bool blocked;
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|
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std::vector<CGObjectInstance *> visitableObjects;
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std::vector<CGObjectInstance *> blockingObjects;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
|
||||
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
|
||||
h & visitable & blocked;
|
||||
h & visitableObjects & blockingObjects;
|
||||
}
|
||||
};
|
@ -7,6 +7,7 @@
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "CDrawRoadsOperation.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
MapRect::MapRect() : x(0), y(0), z(0), width(0), height(0)
|
||||
{
|
||||
|
@ -12,11 +12,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CMap.h"
|
||||
#include "../int3.h"
|
||||
#include "../GameConstants.h"
|
||||
|
||||
class CGObjectInstance;
|
||||
class CTerrainViewPatternConfig;
|
||||
struct TerrainViewPattern;
|
||||
class CMap;
|
||||
|
||||
/// Represents a map rectangle.
|
||||
struct DLL_LINKAGE MapRect
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CZonePlacer.h"
|
||||
#include "CRmgTemplateZone.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
#include "CZoneGraphGenerator.h"
|
||||
|
||||
|
@ -12,8 +12,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "CMapGenerator.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
#include "float3.h"
|
||||
#include "../int3.h"
|
||||
|
||||
|
@ -18,6 +18,7 @@
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CGameInfoCallback.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
///SummonBoatMechanics
|
||||
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
|
||||
///HealingSpellMechanics
|
||||
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
|
@ -2,6 +2,7 @@
|
||||
#include "CQuery.h"
|
||||
#include "CGameHandler.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/mapObjects/MiscObjects.h"
|
||||
|
||||
boost::mutex Queries::mx;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user