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Rename radious -> radius

There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
Vadim Markovtsev 9 lat temu
rodzic
commit
3926920103

+ 1 - 1
AI/BattleAI/StdInc.cpp

@@ -1,2 +1,2 @@
 // Creates the precompiled header
-#include "StdInc.h"
+#include "StdInc.h"

+ 1 - 1
AI/EmptyAI/StdInc.cpp

@@ -1,2 +1,2 @@
 // Creates the precompiled header
-#include "StdInc.h"
+#include "StdInc.h"

+ 1 - 1
AI/EmptyAI/exp_funcs.cpp

@@ -16,4 +16,4 @@ extern "C" DLL_EXPORT void GetAiName(char* name)
 extern "C" DLL_EXPORT void GetNewAI(std::shared_ptr<CGlobalAI> &out)
 {
 	out = std::make_shared<CEmptyAI>();
-}
+}

+ 1 - 1
AI/StupidAI/StdInc.cpp

@@ -1,2 +1,2 @@
 // Creates the precompiled header
-#include "StdInc.h"
+#include "StdInc.h"

+ 1 - 1
AI/VCAI/AIUtility.cpp

@@ -360,7 +360,7 @@ bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
 int3 whereToExplore(HeroPtr h)
 {
 	TimeCheck tc ("where to explore");
-	int radius = h->getSightRadious();
+	int radius = h->getSightRadius();
 	int3 hpos = h->visitablePos();
 
 	auto sm = ai->getCachedSectorMap(h);

+ 2 - 2
AI/VCAI/VCAI.cpp

@@ -2554,7 +2554,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
 
 int3 VCAI::explorationNewPoint(HeroPtr h)
 {
-	int radius = h->getSightRadious();
+	int radius = h->getSightRadius();
 	CCallback * cbp = cb.get();
 	const CGHeroInstance * hero = h.get();
 
@@ -2603,7 +2603,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
 int3 VCAI::explorationDesperate(HeroPtr h)
 {
 	auto sm = getCachedSectorMap(h);
-	int radius = h->getSightRadious();
+	int radius = h->getSightRadius();
 
 	std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
 	tiles.resize(radius);

+ 5 - 5
lib/CGameState.cpp

@@ -988,10 +988,10 @@ void CGameState::initGrailPosition()
 {
 	logGlobal->debugStream() << "\tPicking grail position";
 	//pick grail location
-	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
+	if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
 	{
-		if(!map->grailRadious) //radius not given -> anywhere on map
-			map->grailRadious = map->width * 2;
+		if(!map->grailRadius) //radius not given -> anywhere on map
+			map->grailRadius = map->width * 2;
 
 		std::vector<int3> allowedPos;
 		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
@@ -1008,7 +1008,7 @@ void CGameState::initGrailPosition()
 						&& !t.visitable
 						&& t.terType != ETerrainType::WATER
 						&& t.terType != ETerrainType::ROCK
-						&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious))
+						&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadius * map->grailRadius))
 						allowedPos.push_back(int3(i,j,k));
 				}
 			}
@@ -1638,7 +1638,7 @@ void CGameState::initFogOfWar()
 			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
 
 			std::unordered_set<int3, ShashInt3> tiles;
-			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadious(), obj->tempOwner, 1);
+			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
 			for(int3 tile : tiles)
 			{
 				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;

+ 2 - 2
lib/CPathfinder.cpp

@@ -646,10 +646,10 @@ void CPathfinder::initializePatrol()
 	auto state = PATROL_NONE;
 	if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
 	{
-		if(hero->patrol.patrolRadious)
+		if(hero->patrol.patrolRadius)
 		{
 			state = PATROL_RADIUS;
-			gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadious, boost::optional<PlayerColor>(), 0, true);
+			gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
 		}
 		else
 			state = PATROL_LOCKED;

+ 5 - 5
lib/HeroBonus.h

@@ -33,7 +33,7 @@ class CSelector : std::function<bool(const Bonus*)>
 public:
 	CSelector() {}
 	template<typename T>
-	CSelector(const T &t,	//SFINAE trick -> include this c-tor in overload resolution only if parameter is class 
+	CSelector(const T &t,	//SFINAE trick -> include this c-tor in overload resolution only if parameter is class
 							//(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
 		typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
 		: TBase(t)
@@ -79,7 +79,7 @@ public:
 	BONUS_NAME(MORALE) \
 	BONUS_NAME(LUCK) \
 	BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/  \
-	BONUS_NAME(SIGHT_RADIOUS) \
+	BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
 	BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/  \
 	BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/  \
 	BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/  \
@@ -219,7 +219,7 @@ public:
 	BONUS_NAME(VISIONS) /* subtype - spell level */\
 	BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
 	/* end of list */
-	
+
 
 #define BONUS_SOURCE_LIST \
 	BONUS_SOURCE(ARTIFACT)\
@@ -345,7 +345,7 @@ struct DLL_LINKAGE Bonus
 	static bool NTurns(const Bonus *hb)
 	{
 		return hb->duration & Bonus::N_TURNS;
-	}	
+	}
 	static bool OneDay(const Bonus *hb)
 	{
 		return hb->duration & Bonus::ONE_DAY;
@@ -754,7 +754,7 @@ public:
 		: ptr(Ptr)
 	{
 	}
-	
+
 	CSelector operator()(const T &valueToCompareAgainst) const
 	{
 		auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)

+ 1 - 1
lib/Interprocess.h

@@ -55,4 +55,4 @@ struct SharedMem
 		delete mr;
 		boost::interprocess::shared_memory_object::remove("vcmi_memory");
 	}
-};
+};

+ 1 - 1
lib/NetPacksLib.cpp

@@ -223,7 +223,7 @@ DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
 				case Obj::TOWN:
 				case Obj::ABANDONED_MINE:
 					if(vstd::contains(team->players, o->tempOwner)) //check owned observators
-						gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadious(), o->tempOwner, 1);
+						gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
 					break;
 				}
 			}

+ 1 - 1
lib/ResourceSet.cpp

@@ -113,4 +113,4 @@ Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS)
 
 	if(!valid())
 		advance();
-}
+}

+ 1 - 1
lib/StdInc.cpp

@@ -1,2 +1,2 @@
 // Creates the precompiled header
-#include "StdInc.h"
+#include "StdInc.h"

+ 1 - 1
lib/StdInc.h

@@ -4,4 +4,4 @@
 
 // This header should be treated as a pre compiled header file(PCH) in the compiler building settings.
 
-// Here you can add specific libraries and macros which are specific to this project.
+// Here you can add specific libraries and macros which are specific to this project.

+ 1 - 1
lib/VCMIDirs.h

@@ -55,4 +55,4 @@ class DLL_LINKAGE IVCMIDirs
 namespace VCMIDirs
 {
 	extern DLL_LINKAGE const IVCMIDirs& get();
-}
+}

+ 1 - 1
lib/mapObjects/CGHeroInstance.cpp

@@ -1067,7 +1067,7 @@ int3 CGHeroInstance::getSightCenter() const
 	return getPosition(false);
 }*/
 
-int CGHeroInstance::getSightRadious() const
+int CGHeroInstance::getSightRadius() const
 {
 	return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
 }

+ 4 - 4
lib/mapObjects/CGHeroInstance.h

@@ -76,10 +76,10 @@ public:
 
 	struct DLL_LINKAGE Patrol
 	{
-		Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};
+		Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
 		bool patrolling;
 		int3 initialPos;
-		ui32 patrolRadious;
+		ui32 patrolRadius;
 		template <typename Handler> void serialize(Handler &h, const int version)
 		{
 			h & patrolling;
@@ -92,7 +92,7 @@ public:
 				patrolling = false;
 				initialPos = int3();
 			}
-			h & patrolRadious;
+			h & patrolRadius;
 		}
 	} patrol;
 
@@ -134,7 +134,7 @@ public:
 	}
 
 	//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
-	int getSightRadious() const override; //sight distance (should be used if player-owned structure)
+	int getSightRadius() const override; //sight distance (should be used if player-owned structure)
 	//////////////////////////////////////////////////////////////////////////
 
 	int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral

+ 2 - 2
lib/mapObjects/CGTownInstance.cpp

@@ -313,7 +313,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
 	}
 }
 
-int CGTownInstance::getSightRadious() const //returns sight distance
+int CGTownInstance::getSightRadius() const //returns sight distance
 {
 	if (subID == ETownType::TOWER)
 	{
@@ -1109,7 +1109,7 @@ void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResu
 		FoWChange fw;
 		fw.player = hero->tempOwner;
 		fw.mode = 1;
-		cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
+		cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), tempOwner, 1);
 		cb->sendAndApply (&fw);
 	}
 }

+ 1 - 1
lib/mapObjects/CGTownInstance.h

@@ -206,7 +206,7 @@ public:
 
 	bool passableFor(PlayerColor color) const override;
 	//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
-	int getSightRadious() const override; //returns sight distance
+	int getSightRadius() const override; //returns sight distance
 	int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
 	int getMarketEfficiency() const override; //=market count

+ 1 - 1
lib/mapObjects/CObjectHandler.cpp

@@ -243,7 +243,7 @@ int3 CGObjectInstance::getSightCenter() const
 	return visitablePos();
 }
 
-int CGObjectInstance::getSightRadious() const
+int CGObjectInstance::getSightRadius() const
 {
 	return 3;
 }

+ 1 - 1
lib/mapObjects/CObjectHandler.h

@@ -143,7 +143,7 @@ public:
 	/// Returns true if player can pass through visitable tiles of this object
 	virtual bool passableFor(PlayerColor color) const;
 	/// Range of revealed map around this object, counting from getSightCenter()
-	virtual int getSightRadious() const;
+	virtual int getSightRadius() const;
 	/// returns (x,y,0) offset to a visitable tile of object
 	virtual int3 getVisitableOffset() const;
 	/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")

+ 1 - 1
lib/mapping/CMap.cpp

@@ -220,7 +220,7 @@ CMapHeader::~CMapHeader()
 
 }
 
-CMap::CMap() : checksum(0), grailPos(-1, -1, -1), grailRadious(0), terrain(nullptr)
+CMap::CMap() : checksum(0), grailPos(-1, -1, -1), grailRadius(0), terrain(nullptr)
 {
 	allHeroes.resize(allowedHeroes.size());
 	allowedAbilities = VLC->heroh->getDefaultAllowedAbilities();

+ 1 - 1
lib/mapping/CMap.h

@@ -306,7 +306,7 @@ public:
 	std::vector<bool> allowedAbilities;
 	std::list<CMapEvent> events;
 	int3 grailPos;
-	int grailRadious;
+	int grailRadius;
 
 	//Central lists of items in game. Position of item in the vectors below is their (instance) id.
 	std::vector< ConstTransitivePtr<CGObjectInstance> > objects;

+ 3 - 3
lib/mapping/MapFormatH3M.cpp

@@ -1350,7 +1350,7 @@ void CMapLoaderH3M::readObjects()
 		case Obj::GRAIL:
 			{
 				map->grailPos = objPos;
-				map->grailRadious = reader.readUInt32();
+				map->grailRadius = reader.readUInt32();
 				continue;
 			}
 		case Obj::RANDOM_DWELLING: //same as castle + level range
@@ -1650,8 +1650,8 @@ CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven, const i
 
 	nhi->formation = reader.readUInt8();
 	loadArtifactsOfHero(nhi);
-	nhi->patrol.patrolRadious = reader.readUInt8();
-	if(nhi->patrol.patrolRadious == 0xff)
+	nhi->patrol.patrolRadius = reader.readUInt8();
+	if(nhi->patrol.patrolRadius == 0xff)
 	{
 		nhi->patrol.patrolling = false;
 	}

+ 1 - 1
lib/spells/SpellMechanics.h

@@ -16,4 +16,4 @@
 #include "CDefaultSpellMechanics.h"
 #include "AdventureSpellMechanics.h"
 #include "BattleSpellMechanics.h"
-#include "CreatureSpellMechanics.h"
+#include "CreatureSpellMechanics.h"

+ 4 - 4
server/CGameHandler.cpp

@@ -1869,7 +1869,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
 		{
 			obj->onHeroLeave(h);
 		}
-		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
+		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
 	};
 
 	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
@@ -2736,7 +2736,7 @@ bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID,
 	FoWChange fw;
 	fw.player = t->tempOwner;
 	fw.mode = 1;
-	getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
+	getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
 	sendAndApply(&fw);
 
 	if(t->visitingHero)
@@ -5822,11 +5822,11 @@ void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player,
 		auto p = gs->getPlayer(player);
 		for (auto h : p->heroes)
 		{
-			getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
+			getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
 		}
 		for (auto t : p->towns)
 		{
-			getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
+			getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
 		}
 		for (auto tile : observedTiles)
 			vstd::erase_if_present (tiles, tile);

+ 1 - 1
server/CVCMIServer.h

@@ -97,4 +97,4 @@ public:
 	void startListeningThread(CConnection * pc);
 };
 
-extern boost::program_options::variables_map cmdLineOptions;
+extern boost::program_options::variables_map cmdLineOptions;

+ 1 - 1
server/StdInc.cpp

@@ -1,2 +1,2 @@
 // Creates the precompiled header
-#include "StdInc.h"
+#include "StdInc.h"