Browse Source

Renamed getUpgradeInfo -> fillUpgradeInfo

Ivan Savenko 2 years ago
parent
commit
405b2976d5

+ 1 - 1
AI/Nullkiller/AIGateway.cpp

@@ -731,7 +731,7 @@ bool AIGateway::makePossibleUpgrades(const CArmedInstance * obj)
 		if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
 		{
 			UpgradeInfo ui;
-			myCb->getUpgradeInfo(obj, SlotID(i), ui);
+			myCb->fillUpgradeInfo(obj, SlotID(i), ui);
 			if(ui.oldID >= 0 && nullkiller->getFreeResources().canAfford(ui.cost[0] * s->count))
 			{
 				myCb->upgradeCreature(obj, SlotID(i), ui.newID[0]);

+ 7 - 7
AI/VCAI/VCAI.cpp

@@ -753,13 +753,13 @@ void makePossibleUpgrades(const CArmedInstance * obj)
 
 	for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
 	{
-		if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
-		{
-			UpgradeInfo ui;
-			cb->getUpgradeInfo(obj, SlotID(i), ui);
-			if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
-			{
-				cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
+		if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
+		{
+			UpgradeInfo ui;
+			cb->fillUpgradeInfo(obj, SlotID(i), ui);
+			if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
+			{
+				cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
 			}
 		}
 	}

+ 1 - 1
client/widgets/CGarrisonInt.cpp

@@ -163,7 +163,7 @@ std::function<void()> CGarrisonSlot::getDismiss() const
 bool CGarrisonSlot::viewInfo()
 {
 	UpgradeInfo pom;
-	LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
+	LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
 
 	bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
 	std::function<void(CreatureID)> upgr = nullptr;

+ 3 - 3
client/windows/GUIClasses.cpp

@@ -1763,7 +1763,7 @@ void CHillFortWindow::updateGarrisons()
 		if(newState != -1)
 		{
 			UpgradeInfo info;
-			LOCPLINT->cb->getUpgradeInfo(hero, SlotID(i), info);
+			LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
 			if(info.newID.size())//we have upgrades here - update costs
 			{
 				costs[i] = info.cost[0] * hero->getStackCount(SlotID(i));
@@ -1868,7 +1868,7 @@ void CHillFortWindow::makeDeal(SlotID slot)
 				if(slot.getNum() ==i || ( slot.getNum() == slotsCount && currState[i] == 2 ))//this is activated slot or "upgrade all"
 				{
 					UpgradeInfo info;
-					LOCPLINT->cb->getUpgradeInfo(hero, SlotID(i), info);
+					LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
 					LOCPLINT->cb->upgradeCreature(hero, SlotID(i), info.newID[0]);
 				}
 			}
@@ -1899,7 +1899,7 @@ int CHillFortWindow::getState(SlotID slot)
 		return -1;
 
 	UpgradeInfo info;
-	LOCPLINT->cb->getUpgradeInfo(hero, slot, info);
+	LOCPLINT->cb->fillUpgradeInfo(hero, slot, info);
 	if(!info.newID.size())//already upgraded
 		return 1;
 

+ 3 - 3
lib/CGameInfoCallback.cpp

@@ -166,13 +166,13 @@ const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
 		return nullptr;
 }
 
-void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
+void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
 	ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
 	ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
-	gs->getUpgradeInfo(obj, stackPos, out);
-	//return gs->getUpgradeInfo(obj->getStack(stackPos));
+	gs->fillUpgradeInfo(obj, stackPos, out);
+	//return gs->fillUpgradeInfo(obj->getStack(stackPos));
 }
 
 const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const

+ 2 - 2
lib/CGameInfoCallback.h

@@ -69,7 +69,7 @@ public:
 
 
 //	//armed object
-//	void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
+//	void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
 
 	//hero
 	virtual const CGHeroInstance * getHero(ObjectInstanceID objid) const = 0;
@@ -164,7 +164,7 @@ public:
 
 
 	//armed object
-	virtual void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
+	virtual void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
 
 	//hero
 	virtual const CGHeroInstance * getHero(ObjectInstanceID objid) const override;

+ 3 - 3
lib/CGameState.cpp

@@ -1957,15 +1957,15 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & r
 }
 
 
-void CGameState::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
+void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
 {
 	assert(obj);
 	assert(obj->hasStackAtSlot(stackPos));
 
-	out = getUpgradeInfo(obj->getStack(stackPos));
+	out = fillUpgradeInfo(obj->getStack(stackPos));
 }
 
-UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) const
+UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
 {
 	UpgradeInfo ret;
 	const CCreature *base = stack.type;

+ 2 - 2
lib/CGameState.h

@@ -179,7 +179,7 @@ public:
 	void apply(CPack *pack);
 	BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
 
-	void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
+	void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
 	PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
 	bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
 	void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
@@ -294,7 +294,7 @@ private:
 	std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
 	int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
 	int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
-	UpgradeInfo getUpgradeInfo(const CStackInstance &stack) const;
+	UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
 
 	// ---- data -----
 	std::shared_ptr<CApplier<CBaseForGSApply>> applier;

+ 1 - 1
server/CGameHandler.cpp

@@ -3717,7 +3717,7 @@ bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureI
 		COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
 	}
 	UpgradeInfo ui;
-	getUpgradeInfo(obj, pos, ui);
+	fillUpgradeInfo(obj, pos, ui);
 	PlayerColor player = obj->tempOwner;
 	const PlayerState *p = getPlayerState(player);
 	int crQuantity = obj->stacks.at(pos)->count;