Browse Source

Formatting

Piotr Wójcik 8 years ago
parent
commit
7171fa7ad4
6 changed files with 25 additions and 25 deletions
  1. 2 2
      CCallback.cpp
  2. 4 4
      CCallback.h
  3. 1 1
      client/windows/CTradeWindow.cpp
  4. 9 9
      server/CGameHandler.cpp
  5. 2 2
      server/CGameHandler.h
  6. 7 7
      server/NetPacksServer.cpp

+ 2 - 2
CCallback.cpp

@@ -212,7 +212,7 @@ void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
 	sendRequest(&pack);
 }
 
-void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero)
+void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero)
 {
 	TradeOnMarketplace pack;
 	pack.market = market;
@@ -224,7 +224,7 @@ void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode m
 	sendRequest(&pack);
 }
 
-void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero)
+void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
 {
 	TradeOnMarketplace pack;
 	pack.market = market;

+ 4 - 4
CCallback.h

@@ -56,8 +56,8 @@ public:
 	virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
 	virtual void swapGarrisonHero(const CGTownInstance *town)=0;
 
-	virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
-	virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero = nullptr)=0;
+	virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
+	virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
 
 	virtual int selectionMade(int selection, QueryID queryID) =0;
 	virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
@@ -139,8 +139,8 @@ public:
 	void endTurn() override;
 	void swapGarrisonHero(const CGTownInstance *town) override;
 	void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
-	void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero = nullptr) override;
-	void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero = nullptr) override;
+	void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
+	void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
 	void setFormation(const CGHeroInstance * hero, bool tight) override;
 	void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
 	void save(const std::string &fname) override;

+ 1 - 1
client/windows/CTradeWindow.cpp

@@ -1234,7 +1234,7 @@ void CAltarWindow::makeDeal()
 		std::vector<ui32> ids;
 		std::vector<ui32> toSacrifice;
 
-		for (int i = 0; i < sacrificedUnits.size(); i++)
+		for(int i = 0; i < sacrificedUnits.size(); i++)
 		{
 			if(sacrificedUnits[i])
 			{

+ 9 - 9
server/CGameHandler.cpp

@@ -5418,7 +5418,7 @@ void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance
 	}
 }
 
-bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, const std::vector<SlotID> &slot, const std::vector<ui32> &count)
+bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
 {
 	if (!hero)
 		COMPLAIN_RET("You need hero to sacrifice creature!");
@@ -5429,16 +5429,16 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
 		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
 	};
 
-	for (int i = 0; i < slot.size(); ++i)
+	for(int i = 0; i < slot.size(); ++i)
 	{
 		int oldCount = hero->getStackCount(slot[i]);
 
-		if (oldCount < count[i])
+		if(oldCount < count[i])
 		{
 			finish();
 			COMPLAIN_RET("Not enough creatures to sacrifice!")
 		}
-		else if (oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
+		else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
 		{
 			finish();
 			COMPLAIN_RET("Cannot sacrifice last creature!");
@@ -5459,7 +5459,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
 	return true;
 }
 
-bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> &slot)
+bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
 {
 	if (!hero)
 		COMPLAIN_RET("You need hero to sacrifice artifact!");
@@ -5470,12 +5470,12 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
 		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
 	};
 
-	for (int i = 0; i < slot.size(); ++i)
+	for(int i = 0; i < slot.size(); ++i)
 	{
 		ArtifactLocation al(hero, slot[i]);
-		const CArtifactInstance *a = al.getArt();
+		const CArtifactInstance * a = al.getArt();
 
-		if (!a)
+		if(!a)
 		{
 			finish();
 			COMPLAIN_RET("Cannot find artifact to sacrifice!");
@@ -5483,7 +5483,7 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
 
 		const CArtifactInstance * art = hero->getArt(slot[i]);
 
-		if (!art)
+		if(!art)
 		{
 			finish();
 			COMPLAIN_RET("No artifact at position to sacrifice!");

+ 2 - 2
server/CGameHandler.h

@@ -204,7 +204,7 @@ public:
 	bool buildBoat( ObjectInstanceID objid );
 	bool setFormation( ObjectInstanceID hid, ui8 formation );
 	bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
-	bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, const std::vector<SlotID> &slot, const std::vector<ui32> &count);
+	bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
 	bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
 	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
 	bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
@@ -287,7 +287,7 @@ public:
 	void handleAttackBeforeCasting(BattleAttack *bat);
 	void handleAfterAttackCasting (const BattleAttack & bat);
 	void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
-	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> &slot);
+	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
 	void spawnWanderingMonsters(CreatureID creatureID);
 	void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
 	friend class CVCMIServer;

+ 7 - 7
server/NetPacksServer.cpp

@@ -183,31 +183,31 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
 	switch(mode)
 	{
 	case EMarketMode::RESOURCE_RESOURCE:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->tradeResources(m, val[i], player, r1[i], r2[i]);
 		break;
 	case EMarketMode::RESOURCE_PLAYER:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->sendResources(val[i], player, static_cast<Res::ERes>(r1[i]), PlayerColor(r2[i]));
 		break;
 	case EMarketMode::CREATURE_RESOURCE:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->sellCreatures(val[i], m, hero, SlotID(r1[i]), static_cast<Res::ERes>(r2[i]));
 		break;
 	case EMarketMode::RESOURCE_ARTIFACT:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1[i]), ArtifactID(r2[i]));
 		break;
 	case EMarketMode::ARTIFACT_RESOURCE:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->sellArtifact(m, hero, ArtifactInstanceID(r1[i]), static_cast<Res::ERes>(r2[i]));
 		break;
 	case EMarketMode::CREATURE_UNDEAD:
-		for (int i = 0; i < r1.size(); ++i)
+		for(int i = 0; i < r1.size(); ++i)
 			result &= gh->transformInUndead(m, hero, SlotID(r1[i]));
 		break;
 	case EMarketMode::RESOURCE_SKILL:
-		for (int i = 0; i < r2.size(); ++i)
+		for(int i = 0; i < r2.size(); ++i)
 			result &= gh->buySecSkill(m, hero, SecondarySkill(r2[i]));
 		break;
 	case EMarketMode::CREATURE_EXP: