#include "stdafx.h"
#include "GameEngine.h"
+#include "HaveGameTime.h"
+#include "Creature.h"
namespace Deeangband
{
while(code == PLAY_EXIT_NONE)
{
this->gameSurface->UpdateTimeStatus(this->gameWorld->GetGameTime());
- actionIt = this->toNextProcess();
+ //actionIt = this->toNextProcess();
commandID = gameSurface->GetCommand(gameWorld->GetPlayerCreature());
code = DoGameCommand(commandID);
ProcessDeadCreatures();
#include "GameWorld.h"
#include "Deeangband.h"
+#include "Coordinates.h"
+#include "HaveGameTime.h"
+
+#include "Air.h"
+#include "Ability.h"
+#include "Authority.h"
+#include "Building.h"
+#include "Camp.h"
+#include "CreatureTrait.h"
+
#include "Creature.h"
#include "Dungeon.h"
#include "Effect.h"
#include "Floor.h"
+#include "FixedArtifact.h"
+#include "GameMessage.h"
+#include "ItemBase.h"
+#include "ItemEgo.h"
+#include "ItemTrait.h"
+#include "Karma.h"
+#include "Lore.h"
+#include "Quest.h"
+#include "Race.h"
+#include "Space.h"
+#include "Skill.h"
+#include "Species.h"
+#include "StartingClass.h"
+#include "TrapBase.h"
+
+#include "Item.h"
+#include "Field.h"
+#include "Trap.h"
+
namespace Deeangband
{
bool GameWorld::GenerateCreature(TAG creatureTag)
{
creatureList.emplace(this->creatureID, boost::make_shared<Creature>(speciesList.find(creatureTag)));
- actionList.push_back(creatureList[this->creatureID]);
+ //actionList.push_back(creatureList[this->creatureID]);
do
{
this->creatureID++;
bool GameWorld::GenerateCreature(TAG creatureTag, ID fieldID, int x, int y)
{
creatureList.emplace(this->creatureID, boost::make_shared<Creature>(speciesList.find(creatureTag), fieldID, x, y));
- actionList.push_back(creatureList[this->creatureID]);
+ //actionList.push_back(creatureList[this->creatureID]);
creatureList[this->creatureID]->PlusWait(100, TRUE);
do
{
#include "stdafx.h"
#include "Deeangband.h"
-#include "Air.h"
-#include "Ability.h"
-#include "Authority.h"
-#include "Building.h"
-#include "Camp.h"
-#include "CreatureTrait.h"
-
-class Creature;
-class Dungeon;
-class Effect;
-class Floor;
-
-#include "FixedArtifact.h"
-#include "GameMessage.h"
-#include "ItemBase.h"
-#include "ItemEgo.h"
-#include "ItemTrait.h"
-#include "Karma.h"
-#include "Lore.h"
-#include "Quest.h"
-#include "Race.h"
-#include "Space.h"
-#include "Skill.h"
-#include "Species.h"
-#include "StartingClass.h"
-#include "TrapBase.h"
-
-#include "Item.h"
-#include "Field.h"
-#include "Trap.h"
-
BOOST_CLASS_VERSION(GameWorld, 1);
namespace Deeangband
{
+
+ class Air;
+ class Ability;
+ class Authority;
+ class Building;
+ class Camp;
+ class CreatureTrait;
+
+ class Creature;
+ class Dungeon;
+ class Effect;
+ class Floor;
+
+ class Field;
+ class FixedArtifact;
+ class GameMessage;
+ class Item;
+ class ItemBase;
+ class ItemEgo;
+ class ItemTrait;
+ class Karma;
+ class Lore;
+ class Quest;
+ class Race;
+ class Space;
+ class Skill;
+ class Species;
+ class StartingClass;
+ class Trap;
+ class TrapBase;
+
+ class Coordinates;
+
#include "EngineTypedef.h"
/*!