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10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
201 lines
5.9 KiB
C++
201 lines
5.9 KiB
C++
#pragma once
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/*
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* NetPacksBase.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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class CGameState;
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class CStackBasicDescriptor;
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class CGHeroInstance;
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class CStackInstance;
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class CArmedInstance;
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class CArtifactSet;
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class CBonusSystemNode;
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struct ArtSlotInfo;
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#include "ConstTransitivePtr.h"
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#include "GameConstants.h"
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struct DLL_LINKAGE CPack
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{
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ui16 type;
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CPack(){};
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virtual ~CPack(){};
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ui16 getType() const{return type;}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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logNetwork->errorStream() << "CPack serialized... this should not happen!";
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}
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void applyGs(CGameState *gs) { }
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virtual std::string toString() const { return boost::str(boost::format("{CPack: type '%d'}") % type); }
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};
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std::ostream & operator<<(std::ostream & out, const CPack * pack);
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struct DLL_LINKAGE MetaString : public CPack //2001 helper for object scrips
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{
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private:
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enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
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public:
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enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
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MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
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std::vector<ui8> message; //vector of EMessage
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std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID]->first; 10 - objh->mines[ID]->second; 11 - objh->advobtxt
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std::vector<std::string> exactStrings;
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std::vector<si32> numbers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & exactStrings & localStrings & message & numbers;
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}
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void addTxt(ui8 type, ui32 serial)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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MetaString& operator<<(const std::pair<ui8,ui32> &txt)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(const std::string &txt)
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{
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message.push_back(TEXACT_STRING);
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exactStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(int txt)
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{
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message.push_back(TNUMBER);
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numbers.push_back(txt);
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return *this;
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}
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void addReplacement(ui8 type, ui32 serial)
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{
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message.push_back(TREPLACE_LSTRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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void addReplacement(const std::string &txt)
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{
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message.push_back(TREPLACE_ESTRING);
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exactStrings.push_back(txt);
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}
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void addReplacement(int txt)
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{
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message.push_back(TREPLACE_NUMBER);
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numbers.push_back(txt);
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}
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void addReplacement2(int txt)
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{
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message.push_back(TREPLACE_PLUSNUMBER);
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numbers.push_back(txt);
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}
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void addCreReplacement(CreatureID id, TQuantity count); //adds sing or plural name;
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void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
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std::string buildList () const;
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void clear()
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{
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exactStrings.clear();
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localStrings.clear();
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message.clear();
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numbers.clear();
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}
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void toString(std::string &dst) const;
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std::string toString() const override;
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void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
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MetaString()
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{
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type = 2001;
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}
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};
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struct Component : public CPack //2002 helper for object scrips informations
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{
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enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO_PORTRAIT, FLAG};
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ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & subtype & val & when;
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}
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Component()
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{
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type = 2002;
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}
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DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
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Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
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:id(Type),subtype(Subtype),val(Val),when(When)
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{
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type = 2002;
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}
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};
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typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
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struct ArtifactLocation
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{
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TArtHolder artHolder;
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ArtifactPosition slot;
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ArtifactLocation()
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{
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artHolder = ConstTransitivePtr<CGHeroInstance>();
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slot = ArtifactPosition::PRE_FIRST;
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}
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template <typename T>
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ArtifactLocation(const T *ArtHolder, ArtifactPosition Slot)
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{
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artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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slot = Slot;
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}
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ArtifactLocation(TArtHolder ArtHolder, ArtifactPosition Slot)
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{
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artHolder = ArtHolder;
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slot = Slot;
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}
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template <typename T>
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bool isHolder(const T *t) const
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{
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if(auto ptrToT = boost::get<ConstTransitivePtr<T> >(&artHolder))
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{
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return ptrToT->get() == t;
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}
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return false;
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}
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DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
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DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
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DLL_LINKAGE PlayerColor owningPlayer() const;
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DLL_LINKAGE CArtifactSet *getHolderArtSet();
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DLL_LINKAGE CBonusSystemNode *getHolderNode();
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DLL_LINKAGE const CArtifactSet *getHolderArtSet() const;
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DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
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DLL_LINKAGE const CArtifactInstance *getArt() const;
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DLL_LINKAGE CArtifactInstance *getArt();
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DLL_LINKAGE const ArtSlotInfo *getSlot() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artHolder & slot;
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}
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};
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