don't use enum class until we remove tolua++
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b3b3f87cfb
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2b10b273fd
4 changed files with 22 additions and 12 deletions
src
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@ -44,7 +44,7 @@
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/*----------------------------------------------------------------------------
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-- Declarations
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----------------------------------------------------------------------------*/
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enum class FogOfWarTypes { cTiled, cEnhanced, cTiledLegacy, cNumOfTypes }; /// Types of the fog of war
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ENUM_CLASS FogOfWarTypes { cTiled, cEnhanced, cTiledLegacy, cNumOfTypes }; /// Types of the fog of war
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class CFogOfWar
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{
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public:
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@ -68,7 +68,7 @@ public:
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char PlyName[NetPlayerNameSize]; /// Name of player
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};
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enum class SlotOption : uint8_t {
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ENUM_CLASS SlotOption : uint8_t {
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Available,
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Computer,
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Closed
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@ -43,6 +43,16 @@
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#include <functional>
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#include <variant>
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/*----------------------------------------------------------------------------
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-- TODO: Remove this once we move off of tolua++ and can properly support strongly typed enums
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----------------------------------------------------------------------------*/
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#if 1
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// using tolua++
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#define ENUM_CLASS enum
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#else
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#define ENUM_CLASS enum class
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#endif
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/*----------------------------------------------------------------------------
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-- Settings
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----------------------------------------------------------------------------*/
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@ -87,9 +97,9 @@ constexpr int8_t SettingsPresetMapDefault = -1; /// Special: Use map supplied
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** can rescue them. If the city center is rescued, than all units
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** of this player are rescued.
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*/
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enum class PlayerTypes : int8_t {
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ENUM_CLASS PlayerTypes : int8_t {
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MapDefault = SettingsPresetMapDefault, /// use default
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Unset = 0, /// not set
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PlayerUnset = 0, /// not set
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PlayerNeutral = 2, /// neutral
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PlayerNobody = 3, /// unused slot
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PlayerComputer = 4, /// computer player
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@ -144,7 +154,7 @@ struct SettingsPresets {
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}
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};
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enum class RevealTypes : uint8_t {
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ENUM_CLASS RevealTypes : uint8_t {
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cNoRevelation,
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cAllUnits,
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cBuildingsOnly
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@ -153,7 +163,7 @@ enum class RevealTypes : uint8_t {
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/**
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** Single or multiplayer settings
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*/
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enum class NetGameTypes : uint8_t {
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ENUM_CLASS NetGameTypes : uint8_t {
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SettingsSinglePlayerGame,
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SettingsMultiPlayerGame,
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Unset
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@ -162,7 +172,7 @@ enum class NetGameTypes : uint8_t {
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/**
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** GameType settings
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*/
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enum class GameTypes : int8_t {
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ENUM_CLASS GameTypes : int8_t {
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SettingsGameTypeMapDefault = SettingsPresetMapDefault,
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SettingsGameTypeMelee = 0,
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SettingsGameTypeFreeForAll,
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@ -187,14 +197,14 @@ enum class GameTypes : int8_t {
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/// Map revealing modes: cHidden - unrevealed, cKnown - you can see unexplored tiles, but they are darker than explored
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/// cExplored - all tiles became explored, and covered only by the fog of war if it's enabled.
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enum class MapRevealModes : uint8_t {
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ENUM_CLASS MapRevealModes : uint8_t {
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cHidden = 0,
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cKnown,
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cExplored,
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cNumOfModes
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};
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enum class FieldOfViewTypes : uint8_t {
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ENUM_CLASS FieldOfViewTypes : uint8_t {
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cShadowCasting,
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cSimpleRadial,
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NumOfTypes
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@ -371,7 +371,7 @@ void InitPlayers()
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{
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for (int p = 0; p < PlayerMax; ++p) {
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Players[p].Index = p;
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if (Players[p].Type == PlayerTypes::Unset) {
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if (Players[p].Type == PlayerTypes::PlayerUnset) {
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Players[p].Type = PlayerTypes::PlayerNobody;
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}
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}
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@ -769,7 +769,7 @@ void CPlayer::Clear()
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{
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Index = 0;
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Name.clear();
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Type = PlayerTypes::Unset;
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Type = PlayerTypes::PlayerUnset;
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Race = 0;
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AiName.clear();
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Team = 0;
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@ -1291,7 +1291,7 @@ void DebugPlayers()
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const char *playertype;
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switch (Players[i].Type) {
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case PlayerTypes::Unset: playertype = "unset "; break;
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case PlayerTypes::PlayerUnset: playertype = "unset "; break;
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case PlayerTypes::PlayerNeutral: playertype = "neutral "; break;
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case PlayerTypes::PlayerNobody: playertype = "nobody "; break;
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case PlayerTypes::PlayerComputer: playertype = "computer "; break;
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