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@@ -31,8 +31,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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-
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-DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetResources::applyGs(CGameState * gs) const
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{
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assert(player < PlayerColor::PLAYER_LIMIT);
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if(abs)
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@@ -46,14 +45,14 @@ DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
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gs->getPlayerState(player)->resources.positive();
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}
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-DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetPrimSkill::applyGs(CGameState * gs) const
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{
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CGHeroInstance * hero = gs->getHero(id);
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assert(hero);
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hero->setPrimarySkill(which, val, abs);
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}
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-DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetSecSkill::applyGs(CGameState * gs) const
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{
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CGHeroInstance *hero = gs->getHero(id);
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hero->setSecSkillLevel(which, val, abs);
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@@ -88,17 +87,17 @@ DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
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+DLL_LINKAGE void AddQuest::applyGs(CGameState * gs) const
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{
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assert (vstd::contains(gs->players, player));
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- auto vec = &gs->players[player].quests;
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+ auto * vec = &gs->players[player].quests;
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if (!vstd::contains(*vec, quest))
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vec->push_back (quest);
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else
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logNetwork->warn("Warning! Attempt to add duplicated quest");
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}
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-DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
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+DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState * gs) const
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{
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VLC->arth->minors = minors;
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VLC->arth->majors = majors;
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@@ -106,24 +105,23 @@ DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
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VLC->arth->relics = relics;
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}
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-DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs)
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+DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState * gs) const
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{
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gs->map->events = events;
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}
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-
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-DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs)
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+DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState * gs) const
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{
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- auto t = gs->getTown(town);
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+ auto * t = gs->getTown(town);
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t->events = events;
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}
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-DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
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+DLL_LINKAGE void ChangeFormation::applyGs(CGameState * gs) const
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{
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gs->getHero(hid)->setFormation(formation);
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}
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-DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
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+DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState * gs) const
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{
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CGHeroInstance *h = gs->getHero(hid);
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CGTownInstance *t = gs->getTown(tid);
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@@ -142,14 +140,14 @@ DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
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CGHeroInstance *hero = gs->getHero(hid);
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if(learn)
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- for(auto sid : spells)
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+ for(const auto & sid : spells)
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hero->addSpellToSpellbook(sid);
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else
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- for(auto sid : spells)
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+ for(const auto & sid : spells)
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hero->removeSpellFromSpellbook(sid);
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}
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-DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetMana::applyGs(CGameState * gs) const
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{
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CGHeroInstance * hero = gs->getHero(hid);
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@@ -163,7 +161,7 @@ DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
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vstd::amax(hero->mana, 0); //not less than 0
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}
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-DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetMovePoints::applyGs(CGameState * gs) const
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{
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CGHeroInstance *hero = gs->getHero(hid);
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@@ -181,7 +179,7 @@ DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
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{
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TeamState * team = gs->getPlayerTeam(player);
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auto fogOfWarMap = team->fogOfWarMap;
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- for(int3 t : tiles)
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+ for(const int3 & t : tiles)
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(*fogOfWarMap)[t.z][t.x][t.y] = mode;
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if (mode == 0) //do not hide too much
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{
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@@ -203,7 +201,7 @@ DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
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}
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}
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}
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- for(int3 t : tilesRevealed) //probably not the most optimal solution ever
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+ for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
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(*fogOfWarMap)[t.z][t.x][t.y] = 1;
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}
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}
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@@ -218,7 +216,7 @@ DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
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CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
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if(h && army[i])
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h->setToArmy(army[i]);
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- p->availableHeroes.push_back(h);
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+ p->availableHeroes.emplace_back(h);
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}
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}
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@@ -248,8 +246,7 @@ DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
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std::string &descr = b->description;
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- if(!bdescr.message.size()
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- && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
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+ if(bdescr.message.empty() && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
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{
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if (bonus.source == Bonus::OBJECT)
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{
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@@ -270,8 +267,8 @@ DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
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bdescr.toString(descr);
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}
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// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
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- boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
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- boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
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+ boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
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+ boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
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}
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DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
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@@ -287,7 +284,7 @@ DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
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gs->map->addBlockVisTiles(obj);
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}
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-DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
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+DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState * gs) const
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{
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switch (mode) {
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case VISITOR_ADD:
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@@ -297,7 +294,7 @@ DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
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case VISITOR_ADD_TEAM:
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{
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TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
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- for (auto & color : ts->players)
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+ for(const auto & color : ts->players)
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{
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gs->getPlayerState(color)->visitedObjects.insert(object);
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}
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@@ -324,7 +321,7 @@ DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
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+DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState * gs) const
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{
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PlayerState *p = gs->getPlayerState(player);
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if(victoryLossCheckResult.victory())
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@@ -374,14 +371,14 @@ DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
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//TODO: what does mean if more that one player connected?
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if(playerConnectionId == PlayerSettings::PLAYER_AI)
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{
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- for(auto player : players)
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+ for(const auto & player : players)
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gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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}
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}
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DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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{
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- CBonusSystemNode *node;
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+ CBonusSystemNode * node = nullptr;
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if (who == HERO)
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node = gs->getHero(ObjectInstanceID(whoID));
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else
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@@ -389,9 +386,8 @@ DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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BonusList &bonuses = node->getExportedBonusList();
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- for (int i = 0; i < bonuses.size(); i++)
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+ for(const auto & b : bonuses)
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{
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- auto b = bonuses[i];
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if(b->source == source && b->sid == id)
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{
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bonus = *b; //backup bonus (to show to interfaces later)
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@@ -411,7 +407,8 @@ DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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if(obj->ID == Obj::HERO) //remove beaten hero
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{
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- CGHeroInstance * beatenHero = static_cast<CGHeroInstance*>(obj);
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+ auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
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+ assert(beatenHero);
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PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
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gs->map->heroesOnMap -= beatenHero;
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p->heroes -= beatenHero;
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@@ -450,7 +447,7 @@ DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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return;
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}
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- auto quest = dynamic_cast<const IQuestObject *>(obj);
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+ const auto * quest = dynamic_cast<const IQuestObject *>(obj);
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if (quest)
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{
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gs->map->quests[quest->quest->qid] = nullptr;
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@@ -492,7 +489,7 @@ DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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gs->map->calculateGuardingGreaturePositions();
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}
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-static int getDir(int3 src, int3 dst)
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+static int getDir(const int3 & src, const int3 & dst)
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{
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int ret = -1;
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if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
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@@ -553,7 +550,8 @@ void TryMoveHero::applyGs(CGameState *gs)
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{
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const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
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- CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
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+ auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
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+ assert(boat);
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gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
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h->boat = boat;
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@@ -561,7 +559,7 @@ void TryMoveHero::applyGs(CGameState *gs)
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}
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else if(result == DISEMBARK) //hero leaves boat to destination tile
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{
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- CGBoat *b = const_cast<CGBoat *>(h->boat);
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+ auto * b = const_cast<CGBoat *>(h->boat);
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b->direction = h->moveDir;
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b->pos = start;
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b->hero = nullptr;
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@@ -573,13 +571,13 @@ void TryMoveHero::applyGs(CGameState *gs)
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{
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gs->map->removeBlockVisTiles(h);
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h->pos = end;
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- if(CGBoat *b = const_cast<CGBoat *>(h->boat))
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+ if(auto * b = const_cast<CGBoat *>(h->boat))
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b->pos = end;
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gs->map->addBlockVisTiles(h);
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}
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auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
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- for(int3 t : fowRevealed)
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+ for(const int3 & t : fowRevealed)
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(*fogOfWarMap)[t.z][t.x][t.y] = 1;
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}
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@@ -597,7 +595,7 @@ DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
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if(currentBuilding->overrideBids.empty())
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continue;
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- for(auto overrideBid : currentBuilding->overrideBids)
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+ for(const auto & overrideBid : currentBuilding->overrideBids)
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{
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t->overriddenBuildings.insert(overrideBid);
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t->deleteTownBonus(overrideBid);
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@@ -620,19 +618,19 @@ DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
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t->recreateBuildingsBonuses();
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}
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-DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState * gs) const
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{
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- CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
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+ auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
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assert(dw);
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dw->creatures = creatures;
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}
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-DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState * gs) const
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{
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CGTownInstance *t = gs->getTown(tid);
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- CGHeroInstance *v = gs->getHero(visiting),
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- *g = gs->getHero(garrison);
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+ CGHeroInstance * v = gs->getHero(visiting);
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+ CGHeroInstance * g = gs->getHero(garrison);
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bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
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bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
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@@ -656,7 +654,7 @@ DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
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+DLL_LINKAGE void HeroRecruited::applyGs(CGameState * gs) const
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{
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assert(vstd::contains(gs->hpool.heroesPool, hid));
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CGHeroInstance *h = gs->hpool.heroesPool[hid];
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@@ -676,14 +674,14 @@ DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
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gs->hpool.heroesPool.erase(hid);
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if(h->id == ObjectInstanceID())
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{
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- h->id = ObjectInstanceID((si32)gs->map->objects.size());
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- gs->map->objects.push_back(h);
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+ h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
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+ gs->map->objects.emplace_back(h);
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}
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else
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gs->map->objects[h->id.getNum()] = h;
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- gs->map->heroesOnMap.push_back(h);
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- p->heroes.push_back(h);
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+ gs->map->heroesOnMap.emplace_back(h);
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+ p->heroes.emplace_back(h);
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h->attachTo(*p);
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if(fresh)
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{
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@@ -697,7 +695,7 @@ DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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+DLL_LINKAGE void GiveHero::applyGs(CGameState * gs) const
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{
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CGHeroInstance *h = gs->getHero(id);
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@@ -712,8 +710,8 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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h->setOwner(player);
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h->movement = h->maxMovePoints(true);
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h->pos = h->convertFromVisitablePos(oldVisitablePos);
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- gs->map->heroesOnMap.push_back(h);
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- gs->getPlayerState(h->getOwner())->heroes.push_back(h);
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+ gs->map->heroesOnMap.emplace_back(h);
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+ gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
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gs->map->addBlockVisTiles(h);
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h->inTownGarrison = false;
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@@ -750,9 +748,10 @@ DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
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o = new CGCreature();
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{
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//CStackInstance hlp;
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- CGCreature *cre = static_cast<CGCreature*>(o);
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+ auto * cre = dynamic_cast<CGCreature *>(o);
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//cre->slots[0] = hlp;
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- cre->notGrowingTeam = cre->neverFlees = 0;
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+ assert(cre);
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+ cre->notGrowingTeam = cre->neverFlees = false;
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cre->character = 2;
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cre->gainedArtifact = ArtifactID::NONE;
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cre->identifier = -1;
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@@ -767,9 +766,9 @@ DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
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o->subID = subID;
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o->pos = pos;
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o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
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- id = o->id = ObjectInstanceID((si32)gs->map->objects.size());
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+ id = o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
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- gs->map->objects.push_back(o);
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+ gs->map->objects.emplace_back(o);
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gs->map->addBlockVisTiles(o);
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o->initObj(gs->getRandomGenerator());
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gs->map->calculateGuardingGreaturePositions();
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@@ -784,7 +783,7 @@ DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
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assert(!art->getParentNodes().size());
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art->setType(art->artType);
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- if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))
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+ if(auto * cart = dynamic_cast<CCombinedArtifactInstance *>(art.get()))
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cart->createConstituents();
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}
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@@ -834,7 +833,7 @@ DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
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DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
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{
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- auto obj = relatedObj();
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+ const auto * obj = relatedObj();
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return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
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}
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@@ -850,7 +849,7 @@ DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
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DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
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{
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- auto s = getSlot();
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+ const auto * s = getSlot();
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if(s)
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return s->getArt();
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else
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@@ -859,13 +858,13 @@ DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
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DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
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{
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- ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
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+ auto * t = const_cast<ArtifactLocation *>(this);
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return t->getHolderArtSet();
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}
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DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
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{
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- ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
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+ auto * t = const_cast<ArtifactLocation *>(this);
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return t->getHolderNode();
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}
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@@ -882,7 +881,7 @@ DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
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DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
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{
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- auto srcObj = gs->getArmyInstance(army);
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+ auto * srcObj = gs->getArmyInstance(army);
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if(!srcObj)
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logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
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@@ -894,7 +893,7 @@ DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
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DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
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{
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- auto srcObj = gs->getArmyInstance(army);
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+ auto * srcObj = gs->getArmyInstance(army);
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if(!srcObj)
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logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
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@@ -903,7 +902,7 @@ DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
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DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
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{
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- auto srcObj = gs->getArmyInstance(army);
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+ auto * srcObj = gs->getArmyInstance(army);
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if(!srcObj)
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logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
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@@ -912,11 +911,11 @@ DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
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DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
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{
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- auto srcObj = gs->getArmyInstance(srcArmy);
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+ auto * srcObj = gs->getArmyInstance(srcArmy);
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if(!srcObj)
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logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
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- auto dstObj = gs->getArmyInstance(dstArmy);
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+ auto * dstObj = gs->getArmyInstance(dstArmy);
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if(!dstObj)
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logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
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@@ -929,7 +928,7 @@ DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
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DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
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{
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- if(auto obj = gs->getArmyInstance(army))
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+ if(auto * obj = gs->getArmyInstance(army))
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obj->putStack(slot, new CStackInstance(type, count));
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else
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logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
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@@ -937,11 +936,11 @@ DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
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DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
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{
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- auto srcObj = gs->getArmyInstance(srcArmy);
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+ auto * srcObj = gs->getArmyInstance(srcArmy);
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if(!srcObj)
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logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
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- auto dstObj = gs->getArmyInstance(dstArmy);
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+ auto * dstObj = gs->getArmyInstance(dstArmy);
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if(!dstObj)
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logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
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@@ -960,13 +959,13 @@ DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
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MAYBE_UNUSED(c);
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auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
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auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
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- auto artHere = alHere.getArt();
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- auto artDest = alDest.getArt();
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+ auto * artHere = alHere.getArt();
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+ auto * artDest = alDest.getArt();
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if (artHere)
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{
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if (alDest.getArt())
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{
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- auto hero = dynamic_cast <CGHeroInstance *>(src.army.get());
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+ auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
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if (hero)
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{
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artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
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@@ -1058,13 +1057,13 @@ DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
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DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
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{
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- auto slot = al.getSlot();
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+ const auto * slot = al.getSlot();
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if(slot->locked)
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{
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logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
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DisassembledArtifact dis;
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dis.al.artHolder = al.artHolder;
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- auto aset = al.getHolderArtSet();
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+ auto * aset = al.getHolderArtSet();
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#ifndef NDEBUG
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bool found = false;
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#endif
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@@ -1123,9 +1122,9 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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{
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srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
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}
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- auto slotInfo = artSet->getSlot(srcPos);
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+ const auto * slotInfo = artSet->getSlot(srcPos);
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assert(slotInfo);
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- auto art = const_cast<CArtifactInstance*>(slotInfo->getArt());
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+ auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
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assert(art);
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switch(operation)
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{
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@@ -1153,8 +1152,8 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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if(swap)
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{
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// Swap
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- auto leftSet = getSrcHolderArtSet();
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- auto rightSet = getDstHolderArtSet();
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+ auto * leftSet = getSrcHolderArtSet();
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+ auto * rightSet = getDstHolderArtSet();
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CArtifactFittingSet artFittingSet(leftSet->bearerType());
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artFittingSet.artifactsWorn = rightSet->artifactsWorn;
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@@ -1182,7 +1181,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
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}));
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MAYBE_UNUSED(transformedArt);
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- auto combinedArt = new CCombinedArtifactInstance(builtArt);
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+ auto * combinedArt = new CCombinedArtifactInstance(builtArt);
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gs->map->addNewArtifactInstance(combinedArt);
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// Retrieve all constituents
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for(const CArtifact * constituent : *builtArt->constituents)
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@@ -1213,7 +1212,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
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DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
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{
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- CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
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+ auto * disassembled = dynamic_cast<CCombinedArtifactInstance *>(al.getArt());
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assert(disassembled);
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std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
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@@ -1233,11 +1232,11 @@ DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
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{
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}
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-DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState * gs) const
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{
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if(id >= 0)
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{
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- if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
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+ if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
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{
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bm->artifacts = arts;
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}
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@@ -1262,7 +1261,7 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
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//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
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- for(NewTurn::Hero h : heroes) //give mana/movement point
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+ for(const NewTurn::Hero & h : heroes) //give mana/movement point
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{
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CGHeroInstance *hero = gs->getHero(h.id);
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if(!hero)
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@@ -1286,13 +1285,13 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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hero->mana = h.mana;
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}
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- for(auto i = res.cbegin(); i != res.cend(); i++)
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+ for(const auto & re : res)
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{
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assert(i->first < PlayerColor::PLAYER_LIMIT);
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- gs->getPlayerState(i->first)->resources = i->second;
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+ gs->getPlayerState(re.first)->resources = re.second;
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}
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- for(auto creatureSet : cres) //set available creatures in towns
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+ for(const auto & creatureSet : cres) //set available creatures in towns
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creatureSet.second.applyGs(gs);
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for(CGTownInstance* t : gs->map->towns)
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@@ -1322,7 +1321,7 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
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+DLL_LINKAGE void SetObjectProperty::applyGs(CGameState * gs) const
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{
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CGObjectInstance *obj = gs->getObjInstance(id);
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if(!obj)
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@@ -1331,18 +1330,19 @@ DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
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return;
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}
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- CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
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+ auto * cai = dynamic_cast<CArmedInstance *>(obj);
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if(what == ObjProperty::OWNER && cai)
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{
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if(obj->ID == Obj::TOWN)
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{
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- CGTownInstance *t = static_cast<CGTownInstance*>(obj);
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+ auto * t = dynamic_cast<CGTownInstance *>(obj);
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+ assert(t);
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if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
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gs->getPlayerState(t->tempOwner)->towns -= t;
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if(val < PlayerColor::PLAYER_LIMIT_I)
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{
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PlayerState * p = gs->getPlayerState(PlayerColor(val));
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- p->towns.push_back(t);
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+ p->towns.emplace_back(t);
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//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
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if(p->daysWithoutCastle)
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@@ -1363,7 +1363,7 @@ DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
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DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
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{
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- auto hero = gs->getHero(heroId);
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+ auto * hero = gs->getHero(heroId);
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assert(hero);
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auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
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@@ -1378,39 +1378,39 @@ DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
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}
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}
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-DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs)
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+DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs) const
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{
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- auto hero = gs->getHero(heroId);
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+ auto * hero = gs->getHero(heroId);
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assert(hero);
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hero->levelUp(skills);
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}
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-DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs)
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+DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs) const
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{
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- auto hero = gs->getHero(heroId);
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+ auto * hero = gs->getHero(heroId);
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assert(hero);
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auto commander = hero->commander;
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assert(commander);
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commander->levelUp();
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}
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-DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleStart::applyGs(CGameState * gs) const
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{
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gs->curB = info;
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gs->curB->localInit();
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}
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-DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleNextRound::applyGs(CGameState * gs) const
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{
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gs->curB->nextRound(round);
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}
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-DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState * gs) const
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{
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gs->curB->nextTurn(stack);
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}
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-DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState * gs) const
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{
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CStack * st = gs->curB->getStack(stackID);
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assert(st);
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@@ -1448,7 +1448,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState * gs) const
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{
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if(gs->curB)
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gs->curB->si.gateState = state;
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@@ -1462,7 +1462,7 @@ void BattleResult::applyGs(CGameState *gs)
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for(int i = 0; i < 2; ++i)
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{
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- if(auto h = gs->curB->battleGetFightingHero(i))
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+ if(auto * h = gs->curB->battleGetFightingHero(i))
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{
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h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
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if (h->commander && h->commander->alive)
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@@ -1556,7 +1556,7 @@ DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
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}
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else
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{
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- gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.actionSubtype));
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+ gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
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}
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switch(ba.actionType)
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@@ -1581,7 +1581,7 @@ DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
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}
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}
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-DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
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+DLL_LINKAGE void BattleSpellCast::applyGs(CGameState * gs) const
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{
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assert(gs->curB);
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@@ -1647,7 +1647,7 @@ DLL_LINKAGE void BattleUnitsChanged::applyBattle(IBattleState * battleState)
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battleState->updateUnit(elem.id, elem.data);
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break;
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default:
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- logNetwork->error("Unknown unit operation %d", (int)elem.operation);
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+ logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
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break;
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}
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}
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@@ -1676,20 +1676,15 @@ DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
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battleState->updateObstacle(change);
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break;
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default:
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- logNetwork->error("Unknown obstacle operation %d", (int)change.operation);
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+ logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
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break;
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}
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}
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}
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-DLL_LINKAGE CatapultAttack::CatapultAttack()
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-{
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- attacker = -1;
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-}
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+DLL_LINKAGE CatapultAttack::CatapultAttack() = default;
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-DLL_LINKAGE CatapultAttack::~CatapultAttack()
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-{
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-}
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+DLL_LINKAGE CatapultAttack::~CatapultAttack() = default;
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DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
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{
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@@ -1699,7 +1694,7 @@ DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
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DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
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{
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- auto town = battleState->getDefendedTown();
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+ const auto * town = battleState->getDefendedTown();
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if(!town)
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return;
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@@ -1713,7 +1708,7 @@ DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
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}
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}
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-DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
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+DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs) const
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{
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CStack * stack = gs->curB->getStack(stackID);
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switch(which)
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@@ -1754,7 +1749,7 @@ DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
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}
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}
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-DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
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+DLL_LINKAGE void PlayerCheated::applyGs(CGameState * gs) const
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{
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if(!player.isValidPlayer())
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return;
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@@ -1763,7 +1758,7 @@ DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
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gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
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}
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-DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
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+DLL_LINKAGE void YourTurn::applyGs(CGameState * gs) const
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{
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gs->currentPlayer = player;
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@@ -1771,8 +1766,10 @@ DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
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playerState.daysWithoutCastle = daysWithoutCastle;
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}
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-DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
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- : id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
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+DLL_LINKAGE Component::Component(const CStackBasicDescriptor & stack)
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+ : id(CREATURE)
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+ , subtype(stack.type->idNumber)
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+ , val(stack.count)
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{
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}
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