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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:
		| @@ -10,6 +10,7 @@ | ||||
|  | ||||
| #include "StdInc.h" | ||||
| #include "CDrawRoadsOperation.h" | ||||
| #include "CMap.h" | ||||
|  | ||||
| const std::vector<CDrawRoadsOperation::RoadPattern> CDrawRoadsOperation::patterns =  | ||||
| { | ||||
|   | ||||
| @@ -11,9 +11,9 @@ | ||||
| #pragma once | ||||
|   | ||||
| #include "../CRandomGenerator.h" | ||||
| #include "CMap.h" | ||||
| #include "CMapEditManager.h" | ||||
|  | ||||
| struct TerrainTile; | ||||
|  | ||||
| class CDrawRoadsOperation : public CMapOperation | ||||
| { | ||||
|   | ||||
| @@ -19,6 +19,7 @@ | ||||
| #include "../int3.h" | ||||
| #include "../GameConstants.h" | ||||
| #include "../LogicalExpression.h" | ||||
| #include "CMapDefines.h" | ||||
|  | ||||
| class CArtifactInstance; | ||||
| class CGObjectInstance; | ||||
| @@ -47,18 +48,6 @@ struct DLL_LINKAGE SHeroName | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| namespace EAiTactic | ||||
| { | ||||
| enum EAiTactic | ||||
| { | ||||
| 	NONE = -1, | ||||
| 	RANDOM, | ||||
| 	WARRIOR, | ||||
| 	BUILDER, | ||||
| 	EXPLORER | ||||
| }; | ||||
| } | ||||
|  | ||||
| /// The player info constains data about which factions are allowed, AI tactical settings, | ||||
| /// the main hero name, where to generate the hero, whether the faction should be selected randomly,... | ||||
| struct DLL_LINKAGE PlayerInfo | ||||
| @@ -216,94 +205,6 @@ struct DLL_LINKAGE DisposedHero | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| /// The map event is an event which e.g. gives or takes resources of a specific | ||||
| /// amount to/from players and can appear regularly or once a time. | ||||
| class DLL_LINKAGE CMapEvent | ||||
| { | ||||
| public: | ||||
| 	CMapEvent(); | ||||
|  | ||||
| 	bool earlierThan(const CMapEvent & other) const; | ||||
| 	bool earlierThanOrEqual(const CMapEvent & other) const; | ||||
|  | ||||
| 	std::string name; | ||||
| 	std::string message; | ||||
| 	TResources resources; | ||||
| 	ui8 players; // affected players, bit field? | ||||
| 	ui8 humanAffected; | ||||
| 	ui8 computerAffected; | ||||
| 	ui32 firstOccurence; | ||||
| 	ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		h & name & message & resources | ||||
| 				& players & humanAffected & computerAffected & firstOccurence & nextOccurence; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| /// The castle event builds/adds buildings/creatures for a specific town. | ||||
| class DLL_LINKAGE CCastleEvent: public CMapEvent | ||||
| { | ||||
| public: | ||||
| 	CCastleEvent(); | ||||
|  | ||||
| 	std::set<BuildingID> buildings; | ||||
| 	std::vector<si32> creatures; | ||||
| 	CGTownInstance * town; | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		h & static_cast<CMapEvent &>(*this); | ||||
| 		h & buildings & creatures; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| /// The terrain tile describes the terrain type and the visual representation of the terrain. | ||||
| /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it. | ||||
| struct DLL_LINKAGE TerrainTile | ||||
| { | ||||
| 	TerrainTile(); | ||||
|  | ||||
| 	/// Gets true if the terrain is not a rock. If from is water/land, same type is also required. | ||||
| 	bool entrableTerrain(const TerrainTile * from = nullptr) const; | ||||
| 	bool entrableTerrain(bool allowLand, bool allowSea) const; | ||||
| 	/// Checks for blocking objects and terraint type (water / land). | ||||
| 	bool isClear(const TerrainTile * from = nullptr) const; | ||||
| 	/// Gets the ID of the top visitable object or -1 if there is none. | ||||
| 	Obj topVisitableId(bool excludeTop = false) const; | ||||
| 	CGObjectInstance * topVisitableObj(bool excludeTop = false) const; | ||||
| 	bool isWater() const; | ||||
| 	bool isCoastal() const; | ||||
| 	EDiggingStatus getDiggingStatus(const bool excludeTop = true) const; | ||||
| 	bool hasFavourableWinds() const; | ||||
|  | ||||
| 	ETerrainType terType; | ||||
| 	ui8 terView; | ||||
| 	ERiverType::ERiverType riverType; | ||||
| 	ui8 riverDir; | ||||
| 	ERoadType::ERoadType roadType; | ||||
| 	ui8 roadDir; | ||||
| 	/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); | ||||
| 	///	7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect | ||||
| 	ui8 extTileFlags; | ||||
| 	bool visitable; | ||||
| 	bool blocked; | ||||
|  | ||||
| 	std::vector<CGObjectInstance *> visitableObjects; | ||||
| 	std::vector<CGObjectInstance *> blockingObjects; | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags; | ||||
| 		h & visitable & blocked; | ||||
| 		h & visitableObjects & blockingObjects; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| namespace EMapFormat | ||||
| { | ||||
| enum EMapFormat | ||||
|   | ||||
							
								
								
									
										99
									
								
								lib/mapping/CMapDefines.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										99
									
								
								lib/mapping/CMapDefines.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,99 @@ | ||||
| /* | ||||
|  * CMapDefines.h, part of VCMI engine | ||||
|  * | ||||
|  * Authors: listed in file AUTHORS in main folder | ||||
|  * | ||||
|  * License: GNU General Public License v2.0 or later | ||||
|  * Full text of license available in license.txt file, in main folder | ||||
|  * | ||||
|  */ | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| /// The map event is an event which e.g. gives or takes resources of a specific | ||||
| /// amount to/from players and can appear regularly or once a time. | ||||
| class DLL_LINKAGE CMapEvent | ||||
| { | ||||
| public: | ||||
| 	CMapEvent(); | ||||
|  | ||||
| 	bool earlierThan(const CMapEvent & other) const; | ||||
| 	bool earlierThanOrEqual(const CMapEvent & other) const; | ||||
|  | ||||
| 	std::string name; | ||||
| 	std::string message; | ||||
| 	TResources resources; | ||||
| 	ui8 players; // affected players, bit field? | ||||
| 	ui8 humanAffected; | ||||
| 	ui8 computerAffected; | ||||
| 	ui32 firstOccurence; | ||||
| 	ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		h & name & message & resources | ||||
| 				& players & humanAffected & computerAffected & firstOccurence & nextOccurence; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| /// The castle event builds/adds buildings/creatures for a specific town. | ||||
| class DLL_LINKAGE CCastleEvent: public CMapEvent | ||||
| { | ||||
| public: | ||||
| 	CCastleEvent(); | ||||
|  | ||||
| 	std::set<BuildingID> buildings; | ||||
| 	std::vector<si32> creatures; | ||||
| 	CGTownInstance * town; | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		h & static_cast<CMapEvent &>(*this); | ||||
| 		h & buildings & creatures; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| /// The terrain tile describes the terrain type and the visual representation of the terrain. | ||||
| /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it. | ||||
| struct DLL_LINKAGE TerrainTile | ||||
| { | ||||
| 	TerrainTile(); | ||||
|  | ||||
| 	/// Gets true if the terrain is not a rock. If from is water/land, same type is also required. | ||||
| 	bool entrableTerrain(const TerrainTile * from = nullptr) const; | ||||
| 	bool entrableTerrain(bool allowLand, bool allowSea) const; | ||||
| 	/// Checks for blocking objects and terraint type (water / land). | ||||
| 	bool isClear(const TerrainTile * from = nullptr) const; | ||||
| 	/// Gets the ID of the top visitable object or -1 if there is none. | ||||
| 	Obj topVisitableId(bool excludeTop = false) const; | ||||
| 	CGObjectInstance * topVisitableObj(bool excludeTop = false) const; | ||||
| 	bool isWater() const; | ||||
| 	bool isCoastal() const; | ||||
| 	EDiggingStatus getDiggingStatus(const bool excludeTop = true) const; | ||||
| 	bool hasFavourableWinds() const; | ||||
|  | ||||
| 	ETerrainType terType; | ||||
| 	ui8 terView; | ||||
| 	ERiverType::ERiverType riverType; | ||||
| 	ui8 riverDir; | ||||
| 	ERoadType::ERoadType roadType; | ||||
| 	ui8 roadDir; | ||||
| 	/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); | ||||
| 	///	7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect | ||||
| 	ui8 extTileFlags; | ||||
| 	bool visitable; | ||||
| 	bool blocked; | ||||
|  | ||||
| 	std::vector<CGObjectInstance *> visitableObjects; | ||||
| 	std::vector<CGObjectInstance *> blockingObjects; | ||||
|  | ||||
| 	template <typename Handler> | ||||
| 	void serialize(Handler & h, const int version) | ||||
| 	{ | ||||
| 		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 | ||||
|   | ||||
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