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Use forward declarations
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parent
73f885db0e
commit
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11 changed files with 47 additions and 13 deletions
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@ -14,7 +14,6 @@
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#include <components/esm3/loadbody.hpp>
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#include <components/misc/weakcache.hpp>
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#include "refidcollection.hpp"
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#include "idcollection.hpp"
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namespace ESM
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@ -25,6 +24,7 @@ namespace ESM
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namespace CSMWorld
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{
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class Data;
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class RefIdCollection;
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/// Adapts multiple collections to provide the data needed to render
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/// an npc or creature.
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@ -5,6 +5,8 @@
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#include <ostream>
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#include <sstream>
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#include <osg/Vec3d>
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#include <components/esm3/loadland.hpp>
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#include <components/misc/constants.hpp>
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@ -7,7 +7,10 @@
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#include <QMetaType>
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#include <osg/Vec3d>
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namespace osg
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{
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class Vec3d;
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}
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namespace CSMWorld
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{
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@ -1,5 +1,7 @@
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#include "cellselection.hpp"
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#include "cellcoordinates.hpp"
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#include <cmath>
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#include <stdexcept>
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#include <limits>
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@ -5,10 +5,10 @@
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#include <QMetaType>
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#include "cellcoordinates.hpp"
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namespace CSMWorld
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{
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class CellCoordinates;
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/// \brief Selection of cells in a paged worldspace
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///
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/// \note The CellSelection does not specify the worldspace it applies to.
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@ -1,5 +1,7 @@
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#include "resourcesmanager.hpp"
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#include "resources.hpp"
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#include <stdexcept>
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CSMWorld::ResourcesManager::ResourcesManager()
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@ -7,6 +9,8 @@ CSMWorld::ResourcesManager::ResourcesManager()
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{
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}
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CSMWorld::ResourcesManager::~ResourcesManager() = default;
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void CSMWorld::ResourcesManager::addResources (const Resources& resources)
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{
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mResources.insert (std::make_pair (resources.getType(), resources));
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@ -4,7 +4,6 @@
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#include <map>
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#include "universalid.hpp"
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#include "resources.hpp"
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namespace VFS
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{
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@ -13,6 +12,8 @@ namespace VFS
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namespace CSMWorld
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{
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class Resources;
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class ResourcesManager
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{
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std::map<UniversalId::Type, Resources> mResources;
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@ -27,6 +28,7 @@ namespace CSMWorld
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public:
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ResourcesManager();
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~ResourcesManager();
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const VFS::Manager* getVFS() const;
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@ -3,11 +3,14 @@
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#include "activespells.hpp"
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#include "../mwworld/ptr.hpp"
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// These functions should probably be split up into separate Lua functions for each magic effect when magic is dehardcoded.
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// That way ESM::MGEF could point to two Lua scripts for each effect. Needs discussion.
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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enum class MagicApplicationResult
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@ -1,13 +1,15 @@
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#ifndef OPENMW_MECHANICS_SUMMONING_H
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#define OPENMW_MECHANICS_SUMMONING_H
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#include <set>
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#include "../mwworld/ptr.hpp"
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#include <string>
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#include <utility>
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#include <components/esm3/magiceffects.hpp>
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#include "magiceffects.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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@ -1,7 +1,10 @@
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#ifndef OPENMW_WEAPON_PRIORITY_H
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#define OPENMW_WEAPON_PRIORITY_H
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#include "../mwworld/ptr.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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@ -1,7 +1,20 @@
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#ifndef GAME_MWMECHANICS_WEAPONTYPE_H
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#define GAME_MWMECHANICS_WEAPONTYPE_H
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#include "../mwworld/inventorystore.hpp"
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namespace ESM
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{
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struct WeaponType;
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}
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namespace MWWorld
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{
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class Ptr;
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template <class PtrType>
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class ContainerStoreIteratorBase;
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using ContainerStoreIterator = ContainerStoreIteratorBase<Ptr>;
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}
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namespace MWMechanics
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{
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