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Use forward declarations

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elsid 2022-08-05 00:00:49 +02:00
parent 73f885db0e
commit 2a79a8074a
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GPG key ID: 4DE04C198CBA7625
11 changed files with 47 additions and 13 deletions

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@ -14,7 +14,6 @@
#include <components/esm3/loadbody.hpp>
#include <components/misc/weakcache.hpp>
#include "refidcollection.hpp"
#include "idcollection.hpp"
namespace ESM
@ -25,6 +24,7 @@ namespace ESM
namespace CSMWorld
{
class Data;
class RefIdCollection;
/// Adapts multiple collections to provide the data needed to render
/// an npc or creature.

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@ -5,6 +5,8 @@
#include <ostream>
#include <sstream>
#include <osg/Vec3d>
#include <components/esm3/loadland.hpp>
#include <components/misc/constants.hpp>

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@ -7,7 +7,10 @@
#include <QMetaType>
#include <osg/Vec3d>
namespace osg
{
class Vec3d;
}
namespace CSMWorld
{

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@ -1,5 +1,7 @@
#include "cellselection.hpp"
#include "cellcoordinates.hpp"
#include <cmath>
#include <stdexcept>
#include <limits>

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@ -5,10 +5,10 @@
#include <QMetaType>
#include "cellcoordinates.hpp"
namespace CSMWorld
{
class CellCoordinates;
/// \brief Selection of cells in a paged worldspace
///
/// \note The CellSelection does not specify the worldspace it applies to.

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@ -1,5 +1,7 @@
#include "resourcesmanager.hpp"
#include "resources.hpp"
#include <stdexcept>
CSMWorld::ResourcesManager::ResourcesManager()
@ -7,6 +9,8 @@ CSMWorld::ResourcesManager::ResourcesManager()
{
}
CSMWorld::ResourcesManager::~ResourcesManager() = default;
void CSMWorld::ResourcesManager::addResources (const Resources& resources)
{
mResources.insert (std::make_pair (resources.getType(), resources));

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@ -4,7 +4,6 @@
#include <map>
#include "universalid.hpp"
#include "resources.hpp"
namespace VFS
{
@ -13,6 +12,8 @@ namespace VFS
namespace CSMWorld
{
class Resources;
class ResourcesManager
{
std::map<UniversalId::Type, Resources> mResources;
@ -27,6 +28,7 @@ namespace CSMWorld
public:
ResourcesManager();
~ResourcesManager();
const VFS::Manager* getVFS() const;

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@ -3,11 +3,14 @@
#include "activespells.hpp"
#include "../mwworld/ptr.hpp"
// These functions should probably be split up into separate Lua functions for each magic effect when magic is dehardcoded.
// That way ESM::MGEF could point to two Lua scripts for each effect. Needs discussion.
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
enum class MagicApplicationResult

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@ -1,13 +1,15 @@
#ifndef OPENMW_MECHANICS_SUMMONING_H
#define OPENMW_MECHANICS_SUMMONING_H
#include <set>
#include "../mwworld/ptr.hpp"
#include <string>
#include <utility>
#include <components/esm3/magiceffects.hpp>
#include "magiceffects.hpp"
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{

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@ -1,7 +1,10 @@
#ifndef OPENMW_WEAPON_PRIORITY_H
#define OPENMW_WEAPON_PRIORITY_H
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{

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@ -1,7 +1,20 @@
#ifndef GAME_MWMECHANICS_WEAPONTYPE_H
#define GAME_MWMECHANICS_WEAPONTYPE_H
#include "../mwworld/inventorystore.hpp"
namespace ESM
{
struct WeaponType;
}
namespace MWWorld
{
class Ptr;
template <class PtrType>
class ContainerStoreIteratorBase;
using ContainerStoreIterator = ContainerStoreIteratorBase<Ptr>;
}
namespace MWMechanics
{