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

Patch from Dikamilo:

* compatibility fixes for MinGW
* Code::Blocks project files
This commit is contained in:
Michał W. Urbańczyk 2009-02-08 15:39:26 +00:00
parent fb4ee65d0e
commit dd36cfce50
9 changed files with 490 additions and 80 deletions

View File

@ -14,7 +14,7 @@ using namespace boost::lambda;
using namespace std;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#if defined (_MSC_VER) && (_MSC_VER >= 1020) && (__MINGW32__)
#include <windows.h>
#endif
@ -184,10 +184,10 @@ void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, boo
/**
* called when it's turn of that stack
*/
BattleAction CGeniusAI::activeStack(int stackID)
BattleAction CGeniusAI::activeStack(int stackID)
{
std::string message("\t\t\tCGeniusAI::activeStack stackID(");
message += boost::lexical_cast<std::string>(stackID);
message += ")";
MsgBox(message.c_str());
@ -198,17 +198,17 @@ BattleAction CGeniusAI::activeStack(int stackID)
/*
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; //
0 = Cancel BattleAction
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait
9 = Catapult
ui8 actionType; //
0 = Cancel BattleAction
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait
9 = Catapult
10 = Monster casts a spell (i.e. Faerie Dragons)
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
@ -249,7 +249,7 @@ CBattleHelper::CBattleHelper():
boost::algorithm::trim(parts[1]);
if (parts[0].compare("m_voteForDistance") == 0)
{
try
try
{
m_voteForDistance = boost::lexical_cast<int>(parts[1]);
}
@ -258,7 +258,7 @@ CBattleHelper::CBattleHelper():
}
else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
{
try
try
{
m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
}
@ -267,7 +267,7 @@ CBattleHelper::CBattleHelper():
}
else if (parts[0].compare("m_voteForHitPoints") == 0)
{
try
try
{
m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
}
@ -276,7 +276,7 @@ CBattleHelper::CBattleHelper():
}
else if (parts[0].compare("m_voteForMaxDamage") == 0)
{
try
try
{
m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
}
@ -285,7 +285,7 @@ CBattleHelper::CBattleHelper():
}
else if (parts[0].compare("m_voteForMaxSpeed") == 0)
{
try
try
{
m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
}
@ -294,7 +294,7 @@ CBattleHelper::CBattleHelper():
}
else if (parts[0].compare("m_voteForMinDamage") == 0)
{
try
try
{
m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
}
@ -375,7 +375,7 @@ CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *ar
const int max_enemy_creatures = 12;
m_statMaxDamage.reserve(max_enemy_creatures);
m_statMinDamage.reserve(max_enemy_creatures);
m_statMaxSpeed.reserve(max_enemy_creatures);
m_statDistance.reserve(max_enemy_creatures);
m_statDistanceFromShooters.reserve(max_enemy_creatures);
@ -400,7 +400,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
std::for_each(allStacks.begin(), allStacks.end(),
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
[
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
]
);
@ -408,13 +408,13 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
// max damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
// min damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
*/
@ -452,19 +452,19 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalEnemyHitPoints += hitPoints;
// calculate casualties
SCreatureCasualties cs;
// hp * amount - damage * ( (att - def)>=0 )
// hit poionts
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
float damageFactor = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
@ -509,7 +509,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
if (st->creature->isShooting() && st->shots > 0)
{
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
@ -524,7 +524,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
}
}
else
else
{
if (st->amount < 1)
{
@ -547,25 +547,25 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
m_bEnemyDominates = false;
}
// sort max damage
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort min damage
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort max speed
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort distance
std::sort(m_statDistance.begin(), m_statDistance.end(),
std::sort(m_statDistance.begin(), m_statDistance.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort distance from shooters
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort hit points
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort casualties
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
>
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
@ -577,7 +577,7 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
list<int> creatures;
int additionalInfo;
if (m_bEnemyDominates)
{
creatures = PerformBerserkAttack(stackID, additionalInfo);
@ -664,7 +664,7 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
}
candidates.push_back(hexPoint(x - 2, y));
candidates.push_back(hexPoint(x + 1, y));
}
else
{
@ -719,7 +719,7 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
candidates.push_back(hexPoint(x + 1, y));
candidates.push_back(hexPoint(x - 1, y));
}
// remove fields which are out of bounds or obstacles
for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
{
@ -732,7 +732,7 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
}
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
CStack *st = m_cb->battleGetStackByPos(new_pos);
CStack *st = m_cb->battleGetStackByPos(new_pos);
if (st == NULL || st->amount < 1)
{
@ -764,9 +764,9 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
continue;
}
}
fields.push_back(new_pos);
}
else if (attacker)
{
@ -783,7 +783,7 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
BattleAction CBattleLogic::MakeDefend(int stackID)
{
BattleAction ba;
BattleAction ba;
ba.side = 1;
ba.actionType = action_defend;
ba.stackNumber = stackID;
@ -793,7 +793,7 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
BattleAction CBattleLogic::MakeWait(int stackID)
{
BattleAction ba;
BattleAction ba;
ba.side = 1;
ba.actionType = action_wait;
ba.stackNumber = stackID;
@ -806,7 +806,7 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
{
// shoot
BattleAction ba;
BattleAction ba;
ba.side = 1;
ba.additionalInfo = -1;
ba.actionType = action_shoot; // shoot
@ -823,7 +823,7 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
{
return MakeDefend(attackerID);
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
@ -845,20 +845,20 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
BattleAction ba;
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = attackerID;
ba.destinationTile = (ui16)dest_tile;
ba.additionalInfo = m_cb->battleGetPos(destinationID);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
// if double wide calculate tail
CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
assert(attackerStack != NULL);
int tail_pos = -1;
if (attackerStack->creature->isDoubleWide())
{
@ -963,7 +963,7 @@ list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
if (m_statDistanceFromShooters.size())
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
@ -1056,7 +1056,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
#ifdef _WIN32
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(hConsole, &csbi);
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
@ -1066,7 +1066,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
color = "\x1b[1;40;32m";
std::cout << color;
#endif
std::cout << message.c_str() << std::flush;
#ifdef _WIN32

74
AI/GeniusAI/genius.cbp Normal file
View File

@ -0,0 +1,74 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="AI" />
<Option platforms="Windows;" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug Win32">
<Option platforms="Windows;" />
<Option output="..\..\..\..\..\Install\Heroes3\AI\GeniusAI" prefix_auto="1" extension_auto="1" />
<Option working_dir="..\..\..\..\..\Install\Heroes3\AI" />
<Option object_output="Debug Win32" />
<Option type="3" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Option createStaticLib="1" />
<Compiler>
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-D_USRDLL" />
<Add option="-DGENIUS_EXPORTS" />
</Compiler>
</Target>
<Target title="Release Win32">
<Option platforms="Windows;" />
<Option output="..\..\..\..\..\Install\Heroes3\AI\GeniusAI" prefix_auto="1" extension_auto="1" />
<Option working_dir="..\..\..\..\..\Install\Heroes3\AI" />
<Option object_output="Release Win32" />
<Option type="3" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Option createStaticLib="1" />
<Compiler>
<Add option="-fexpensive-optimizations" />
<Add option="-Os" />
<Add option="-O3" />
<Add option="-O2" />
<Add option="-O1" />
<Add option="-O" />
<Add option="-W" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-D_USRDLL" />
<Add option="-DGENIUS_EXPORTS" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-D_WIN32" />
<Add directory="$(#boost.include)" />
</Compiler>
<Linker>
<Add library="..\..\..\..\..\Install\Heroes3\libVCMI_lib.a" />
<Add directory="$(#boost.lib)" />
</Linker>
<Unit filename="CGeniusAI.cpp" />
<Unit filename="CGeniusAI.h" />
<Unit filename="DLLMain.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -43,6 +43,9 @@
#include "lib/VCMI_Lib.h"
#include <cstdlib>
#if __MINGW32__
#undef main
#endif
std::string NAME = NAME_VER + std::string(" (client)");
DLL_EXPORT void initDLL(CLodHandler *b);
SDL_Surface * screen, * screen2;
@ -56,7 +59,7 @@ int _tmain(int argc, _TCHAR* argv[])
#else
int main(int argc, char** argv)
#endif
{
{
tlog0 << "Starting... " << std::endl;
THC timeHandler tmh, total, pomtime;
CClient *client = NULL;
@ -113,7 +116,7 @@ int main(int argc, char** argv)
CGI->setFromLib();
tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
pomtime.getDif();
cgi->curh = new CCursorHandler;
cgi->curh = new CCursorHandler;
cgi->curh->initCursor();
cgi->curh->show();
tlog0<<"\tScreen handler: "<<pomtime.getDif()<<std::endl;
@ -150,7 +153,7 @@ int main(int argc, char** argv)
if(options->mode == 0) //new game
{
tmh.getDif();
char portc[10];
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
CClient::runServer(portc);
tlog0<<"Preparing shared memory and starting server: "<<tmh.getDif()<<std::endl;

View File

@ -27,15 +27,7 @@ bool isItIn(const SDL_Rect * rect, int x, int y)
return true;
else return false;
}
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{
SDL_Rect ret;
ret.h=hh;
ret.w=ww;
ret.x=xx;
ret.y=yy;
return ret;
}
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst)
{
SDL_Rect pom = genRect(src->h,src->w,x,y);
@ -248,16 +240,7 @@ inline void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, const int & x, const int
SDL_UpdateRect(ekran, x, y, 1, 1);
}
inline void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B;
p[1] = G;
p[2] = R;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
}
///**************/
///Reverses the toRot surface by the vertical axis
@ -431,7 +414,7 @@ Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y
return *(Uint32 *)p;
default:
return 0; // shouldn't happen, but avoids warnings
return 0; // shouldn't happen, but avoids warnings
}
}
@ -658,7 +641,7 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
}
/* clip the source rectangle to the source surface */
if(srcRect)
if(srcRect)
{
int maxw, maxh;
@ -686,8 +669,8 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
if(maxh < h)
h = maxh;
}
else
}
else
{
srcx = srcy = 0;
w = src->w;

View File

@ -20,12 +20,32 @@ template <typename T> int getIndexOf(const std::vector<T> & v, const T & val)
return i;
return -1;
}
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy);
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{
SDL_Rect ret;
ret.h=hh;
ret.w=ww;
ret.x=xx;
ret.y=yy;
return ret;
}
namespace CSDL_Ext
{
extern SDL_Surface * std32bppSurface;
inline void SDL_PutPixel(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels
inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
//inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B;
p[1] = G;
p[2] = R;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
}
SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip
SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left

142
client/VCMI_client.cbp Normal file
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@ -0,0 +1,142 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Client" />
<Option platforms="Windows;" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug Win32">
<Option platforms="Windows;" />
<Option output="..\..\..\..\Install\Heroes3\VCMI_client" prefix_auto="1" extension_auto="1" />
<Option working_dir="..\..\..\..\Install\Heroes3" />
<Option object_output="Debug Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Option use_console_runner="0" />
<Compiler>
<Add option="-g" />
<Add option="-D_DEBUG" />
</Compiler>
</Target>
<Target title="Release Win32">
<Option platforms="Windows;" />
<Option output="..\..\..\..\Install\Heroes3\VCMI_client" prefix_auto="1" extension_auto="1" />
<Option working_dir="..\..\..\..\Install\Heroes3" />
<Option object_output="Release Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Option use_console_runner="0" />
<Compiler>
<Add option="-fexpensive-optimizations" />
<Add option="-Os" />
<Add option="-O3" />
<Add option="-O2" />
<Add option="-O1" />
<Add option="-O" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-D_WIN32" />
<Add option="-D_WIN32_WINDOWS" />
<Add directory="$(#boost.include)" />
<Add directory="$(#sdl.include)" />
<Add directory="$(#zlib.include)" />
</Compiler>
<Linker>
<Add option="-lSDL" />
<Add option="-lSDL_image" />
<Add option="-lSDL_ttf" />
<Add option="-lSDL_mixer" />
<Add option="-lzlib1" />
<Add option="-llibboost_thread-mgw43-mt-1_37" />
<Add option="-llibboost_system-mgw43-mt-1_37" />
<Add option="-llibboost_filesystem-mgw43-mt-1_37" />
<Add library="..\..\..\..\Install\Heroes3\libVCMI_lib.a" />
<Add directory="$(#sdl.lib)" />
<Add directory="$(#boost.lib)" />
<Add directory="$(#zlib.lib)" />
</Linker>
<Unit filename="..\AI_Base.h" />
<Unit filename="..\AdventureMapButton.cpp" />
<Unit filename="..\AdventureMapButton.h" />
<Unit filename="..\CAdvmapInterface.cpp" />
<Unit filename="..\CAdvmapInterface.h" />
<Unit filename="..\CBattleInterface.cpp" />
<Unit filename="..\CBattleInterface.h" />
<Unit filename="..\CCallback.cpp" />
<Unit filename="..\CCallback.h" />
<Unit filename="..\CCastleInterface.cpp" />
<Unit filename="..\CCastleInterface.h" />
<Unit filename="..\CCursorHandler.cpp" />
<Unit filename="..\CCursorHandler.h" />
<Unit filename="..\CGameInfo.cpp" />
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