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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
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@@ -19,6 +19,7 @@
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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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