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Fix formatting

Vadim Markovtsev 9 年之前
父节点
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ab7a0d64eb
共有 4 个文件被更改,包括 306 次插入308 次删除
  1. 3 3
      client/Client.cpp
  2. 77 77
      client/NetPacksClient.cpp
  3. 164 166
      client/battle/CBattleInterface.cpp
  4. 62 62
      client/battle/CBattleInterface.h

+ 3 - 3
client/Client.cpp

@@ -203,15 +203,15 @@ void CClient::save(const std::string & fname)
 	sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
 }
 
-void CClient::endGame( bool closeConnection /*= true*/ )
+void CClient::endGame(bool closeConnection /*= true*/)
 {
 	//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
-	for(auto& i : playerint)
+	for (auto& i : playerint)
 		i.second->finish();
 
 	// Game is ending
 	// Tell the network thread to reach a stable state
-	if(closeConnection)
+	if (closeConnection)
 		stopConnection();
 	logNetwork->infoStream() << "Closed connection.";
 

+ 77 - 77
client/NetPacksClient.cpp

@@ -105,17 +105,17 @@
  *
  */
 
-void SetResources::applyCl( CClient *cl )
+void SetResources::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1);
 }
 
-void SetResource::applyCl( CClient *cl )
+void SetResource::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val);
 }
 
-void SetPrimSkill::applyCl( CClient *cl )
+void SetPrimSkill::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(id);
 	if(!h)
@@ -126,7 +126,7 @@ void SetPrimSkill::applyCl( CClient *cl )
 	INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
 }
 
-void SetSecSkill::applyCl( CClient *cl )
+void SetSecSkill::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(id);
 	if(!h)
@@ -137,7 +137,7 @@ void SetSecSkill::applyCl( CClient *cl )
 	INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val);
 }
 
-void HeroVisitCastle::applyCl( CClient *cl )
+void HeroVisitCastle::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(hid);
 
@@ -147,25 +147,25 @@ void HeroVisitCastle::applyCl( CClient *cl )
 	}
 }
 
-void ChangeSpells::applyCl( CClient *cl )
+void ChangeSpells::applyCl(CClient *cl)
 {
 	//TODO: inform interface?
 }
 
-void SetMana::applyCl( CClient *cl )
+void SetMana::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(hid);
 	INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroManaPointsChanged, h);
 }
 
-void SetMovePoints::applyCl( CClient *cl )
+void SetMovePoints::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(hid);
 	cl->invalidatePaths();
 	INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
 }
 
-void FoWChange::applyCl( CClient *cl )
+void FoWChange::applyCl(CClient *cl)
 {
 	for(auto &i : cl->playerint)
 	{
@@ -184,85 +184,85 @@ void FoWChange::applyCl( CClient *cl )
 	cl->invalidatePaths();
 }
 
-void SetAvailableHeroes::applyCl( CClient *cl )
+void SetAvailableHeroes::applyCl(CClient *cl)
 {
 	//TODO: inform interface?
 }
 
-void ChangeStackCount::applyCl( CClient *cl )
+void ChangeStackCount::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);
 }
 
-void SetStackType::applyCl( CClient *cl )
+void SetStackType::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);
 }
 
-void EraseStack::applyCl( CClient *cl )
+void EraseStack::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);
 }
 
-void SwapStacks::applyCl( CClient *cl )
+void SwapStacks::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);
 	if(sl1.army->tempOwner != sl2.army->tempOwner)
 		INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);
 }
 
-void InsertNewStack::applyCl( CClient *cl )
+void InsertNewStack::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
 }
 
-void RebalanceStacks::applyCl( CClient *cl )
+void RebalanceStacks::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
 	if(src.army->tempOwner != dst.army->tempOwner)
 		INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
 }
 
-void PutArtifact::applyCl( CClient *cl )
+void PutArtifact::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactPut, al);
 }
 
-void EraseArtifact::applyCl( CClient *cl )
+void EraseArtifact::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactRemoved, al);
 }
 
-void MoveArtifact::applyCl( CClient *cl )
+void MoveArtifact::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);
 	if(src.owningPlayer() != dst.owningPlayer())
 		INTERFACE_CALL_IF_PRESENT(dst.owningPlayer(), artifactMoved, src, dst);
 }
 
-void AssembledArtifact::applyCl( CClient *cl )
+void AssembledArtifact::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al);
 }
 
-void DisassembledArtifact::applyCl( CClient *cl )
+void DisassembledArtifact::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al);
 }
 
-void HeroVisit::applyCl( CClient *cl )
+void HeroVisit::applyCl(CClient *cl)
 {
 	assert(hero);
 	INTERFACE_CALL_IF_PRESENT(player, heroVisit, hero, obj, starting);
 }
 
-void NewTurn::applyCl( CClient *cl )
+void NewTurn::applyCl(CClient *cl)
 {
 	cl->invalidatePaths();
 }
 
 
-void GiveBonus::applyCl( CClient *cl )
+void GiveBonus::applyCl(CClient *cl)
 {
 	cl->invalidatePaths();
 	switch(who)
@@ -282,13 +282,13 @@ void GiveBonus::applyCl( CClient *cl )
 	}
 }
 
-void ChangeObjPos::applyFirstCl( CClient *cl )
+void ChangeObjPos::applyFirstCl(CClient *cl)
 {
 	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
 	if(flags & 1)
 		CGI->mh->hideObject(obj);
 }
-void ChangeObjPos::applyCl( CClient *cl )
+void ChangeObjPos::applyCl(CClient *cl)
 {
 	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
 	if(flags & 1)
@@ -297,12 +297,12 @@ void ChangeObjPos::applyCl( CClient *cl )
 	cl->invalidatePaths();
 }
 
-void PlayerEndsGame::applyCl( CClient *cl )
+void PlayerEndsGame::applyCl(CClient *cl)
 {
 	CALL_IN_ALL_INTERFACES(gameOver, player, victoryLossCheckResult);
 }
 
-void RemoveBonus::applyCl( CClient *cl )
+void RemoveBonus::applyCl(CClient *cl)
 {
 	cl->invalidatePaths();
 	switch(who)
@@ -322,7 +322,7 @@ void RemoveBonus::applyCl( CClient *cl )
 	}
 }
 
-void UpdateCampaignState::applyCl( CClient *cl )
+void UpdateCampaignState::applyCl(CClient *cl)
 {
 	cl->stopConnection();
 	cl->campaignMapFinished(camp);
@@ -333,7 +333,7 @@ void PrepareForAdvancingCampaign::applyCl(CClient *cl)
 	cl->serv->prepareForSendingHeroes();
 }
 
-void RemoveObject::applyFirstCl( CClient *cl )
+void RemoveObject::applyFirstCl(CClient *cl)
 {
 	const CGObjectInstance *o = cl->getObj(id);
 
@@ -347,12 +347,12 @@ void RemoveObject::applyFirstCl( CClient *cl )
 	}
 }
 
-void RemoveObject::applyCl( CClient *cl )
+void RemoveObject::applyCl(CClient *cl)
 {
 	cl->invalidatePaths();
 }
 
-void TryMoveHero::applyFirstCl( CClient *cl )
+void TryMoveHero::applyFirstCl(CClient *cl)
 {
 	CGHeroInstance *h = GS(cl)->getHero(id);
 
@@ -375,7 +375,7 @@ void TryMoveHero::applyFirstCl( CClient *cl )
 		CGI->mh->printObject(h->boat);
 }
 
-void TryMoveHero::applyCl( CClient *cl )
+void TryMoveHero::applyCl(CClient *cl)
 {
 	const CGHeroInstance *h = cl->getHero(id);
 	cl->invalidatePaths();
@@ -411,7 +411,7 @@ void TryMoveHero::applyCl( CClient *cl )
 	}
 }
 
-void NewStructures::applyCl( CClient *cl )
+void NewStructures::applyCl(CClient *cl)
 {
 	CGTownInstance *town = GS(cl)->getTown(tid);
 	for(const auto & id : bid)
@@ -430,7 +430,7 @@ void RazeStructures::applyCl (CClient *cl)
 	}
 }
 
-void SetAvailableCreatures::applyCl( CClient *cl )
+void SetAvailableCreatures::applyCl(CClient *cl)
 {
 	const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
 
@@ -445,7 +445,7 @@ void SetAvailableCreatures::applyCl( CClient *cl )
 	INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw);
 }
 
-void SetHeroesInTown::applyCl( CClient *cl )
+void SetHeroesInTown::applyCl(CClient *cl)
 {
 	CGTownInstance *t = GS(cl)->getTown(tid);
 	CGHeroInstance *hGarr  = GS(cl)->getHero(this->garrison);
@@ -466,7 +466,7 @@ void SetHeroesInTown::applyCl( CClient *cl )
 	}
 }
 
-// void SetHeroArtifacts::applyCl( CClient *cl )
+// void SetHeroArtifacts::applyCl(CClient *cl)
 // {
 // // 	CGHeroInstance *h = GS(cl)->getHero(hid);
 // // 	CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : nullptr);
@@ -486,7 +486,7 @@ void SetHeroesInTown::applyCl( CClient *cl )
 // // 	}
 // }
 
-void HeroRecruited::applyCl( CClient *cl )
+void HeroRecruited::applyCl(CClient *cl)
 {
 	CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();
 	if(h->subID != hid)
@@ -510,19 +510,19 @@ void HeroRecruited::applyCl( CClient *cl )
 	}
 }
 
-void GiveHero::applyCl( CClient *cl )
+void GiveHero::applyCl(CClient *cl)
 {
 	CGHeroInstance *h = GS(cl)->getHero(id);
 	CGI->mh->printObject(h);
 	cl->playerint[h->tempOwner]->heroCreated(h);
 }
 
-void GiveHero::applyFirstCl( CClient *cl )
+void GiveHero::applyFirstCl(CClient *cl)
 {
 	CGI->mh->hideObject(GS(cl)->getHero(id));
 }
 
-void InfoWindow::applyCl( CClient *cl )
+void InfoWindow::applyCl(CClient *cl)
 {
 	std::vector<Component*> comps;
 	for(auto & elem : components)
@@ -538,7 +538,7 @@ void InfoWindow::applyCl( CClient *cl )
 		logNetwork->warnStream() << "We received InfoWindow for not our player...";
 }
 
-void SetObjectProperty::applyCl( CClient *cl )
+void SetObjectProperty::applyCl(CClient *cl)
 {
 	//inform all players that see this object
 	for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
@@ -548,7 +548,7 @@ void SetObjectProperty::applyCl( CClient *cl )
 	}
 }
 
-void HeroLevelUp::applyCl( CClient *cl )
+void HeroLevelUp::applyCl(CClient *cl)
 {
 	//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
 	if(vstd::contains(cl->playerint,hero->tempOwner))
@@ -559,7 +559,7 @@ void HeroLevelUp::applyCl( CClient *cl )
 	//	cb->selectionMade(0, queryID);
 }
 
-void CommanderLevelUp::applyCl( CClient *cl )
+void CommanderLevelUp::applyCl(CClient *cl)
 {
 	const CCommanderInstance * commander = hero->commander;
 	assert (commander);
@@ -570,7 +570,7 @@ void CommanderLevelUp::applyCl( CClient *cl )
 	}
 }
 
-void BlockingDialog::applyCl( CClient *cl )
+void BlockingDialog::applyCl(CClient *cl)
 {
 	std::string str;
 	text.toString(str);
@@ -598,12 +598,12 @@ void ExchangeDialog::applyCl(CClient *cl)
 	INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID);
 }
 
-void TeleportDialog::applyCl( CClient *cl )
+void TeleportDialog::applyCl(CClient *cl)
 {
 	CALL_ONLY_THAT_INTERFACE(hero->tempOwner,showTeleportDialog,channel,exits,impassable,queryID);
 }
 
-void BattleStart::applyFirstCl( CClient *cl )
+void BattleStart::applyFirstCl(CClient *cl)
 {
 	//Cannot use the usual macro because curB is not set yet
 	CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[0].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
@@ -614,7 +614,7 @@ void BattleStart::applyFirstCl( CClient *cl )
 		info->tile, info->sides[0].hero, info->sides[1].hero);
 }
 
-void BattleStart::applyCl( CClient *cl )
+void BattleStart::applyCl(CClient *cl)
 {
 	cl->battleStarted(info);
 }
@@ -624,30 +624,30 @@ void BattleNextRound::applyFirstCl(CClient *cl)
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round);
 }
 
-void BattleNextRound::applyCl( CClient *cl )
+void BattleNextRound::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round);
 }
 
-void BattleSetActiveStack::applyCl( CClient *cl )
+void BattleSetActiveStack::applyCl(CClient *cl)
 {
 	if(!askPlayerInterface)
 		return;
 
-	const CStack * activated = GS(cl)->curB->battleGetStackByID(stack);
+	const CStack *activated = GS(cl)->curB->battleGetStackByID(stack);
 	PlayerColor playerToCall; //player that will move activated stack
-	if( activated->hasBonusOfType(Bonus::HYPNOTIZED) )
+	if (activated->hasBonusOfType(Bonus::HYPNOTIZED))
 	{
-		playerToCall = ( GS(cl)->curB->sides[0].color == activated->owner
+		playerToCall = (GS(cl)->curB->sides[0].color == activated->owner
 			? GS(cl)->curB->sides[1].color
-			: GS(cl)->curB->sides[0].color );
+			: GS(cl)->curB->sides[0].color);
 	}
 	else
 	{
 		playerToCall = activated->owner;
 	}
-	if( vstd::contains(cl->battleints, playerToCall) )
-		boost::thread( std::bind(&CClient::waitForMoveAndSend, cl, playerToCall) );
+	if (vstd::contains(cl->battleints, playerToCall))
+		boost::thread(std::bind(&CClient::waitForMoveAndSend, cl, playerToCall));
 }
 
 void BattleTriggerEffect::applyCl(CClient * cl)
@@ -665,20 +665,20 @@ void BattleUpdateGateState::applyFirstCl(CClient * cl)
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleGateStateChanged, state);
 }
 
-void BattleResult::applyFirstCl( CClient *cl )
+void BattleResult::applyFirstCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
 	cl->battleFinished();
 }
 
-void BattleStackMoved::applyFirstCl( CClient *cl )
+void BattleStackMoved::applyFirstCl(CClient *cl)
 {
 	const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tilesToMove,distance);
 }
 
-//void BattleStackAttacked::( CClient *cl )
-void BattleStackAttacked::applyFirstCl( CClient *cl )
+//void BattleStackAttacked::(CClient *cl)
+void BattleStackAttacked::applyFirstCl(CClient *cl)
 {
 	std::vector<BattleStackAttacked> bsa;
 	bsa.push_back(*this);
@@ -686,7 +686,7 @@ void BattleStackAttacked::applyFirstCl( CClient *cl )
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
 }
 
-void BattleAttack::applyFirstCl( CClient *cl )
+void BattleAttack::applyFirstCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this);
 	for (auto & elem : bsa)
@@ -698,34 +698,34 @@ void BattleAttack::applyFirstCl( CClient *cl )
 	}
 }
 
-void BattleAttack::applyCl( CClient *cl )
+void BattleAttack::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
 }
 
-void StartAction::applyFirstCl( CClient *cl )
+void StartAction::applyFirstCl(CClient *cl)
 {
 	cl->curbaction = ba;
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, ba);
 }
 
-void BattleSpellCast::applyCl( CClient *cl )
+void BattleSpellCast::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this);
 }
 
-void SetStackEffect::applyCl( CClient *cl )
+void SetStackEffect::applyCl(CClient *cl)
 {
 	//informing about effects
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this);
 }
 
-void StacksInjured::applyCl( CClient *cl )
+void StacksInjured::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,stacks);
 }
 
-void BattleResultsApplied::applyCl( CClient *cl )
+void BattleResultsApplied::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
 	INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
@@ -736,7 +736,7 @@ void BattleResultsApplied::applyCl( CClient *cl )
 	}
 }
 
-void StacksHealedOrResurrected::applyCl( CClient *cl )
+void StacksHealedOrResurrected::applyCl(CClient *cl)
 {
 	std::vector<std::pair<ui32, ui32> > shiftedHealed;
 	for(auto & elem : healedStacks)
@@ -746,13 +746,13 @@ void StacksHealedOrResurrected::applyCl( CClient *cl )
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);
 }
 
-void ObstaclesRemoved::applyCl( CClient *cl )
+void ObstaclesRemoved::applyCl(CClient *cl)
 {
 	//inform interfaces about removed obstacles
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles);
 }
 
-void CatapultAttack::applyCl( CClient *cl )
+void CatapultAttack::applyCl(CClient *cl)
 {
 	//inform interfaces about catapult attack
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);
@@ -764,30 +764,30 @@ void BattleStacksRemoved::applyFirstCl(CClient * cl)
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);
 }
 
-void BattleStackAdded::applyCl( CClient *cl )
+void BattleStackAdded::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back());
 }
 
-CGameState* CPackForClient::GS( CClient *cl )
+CGameState* CPackForClient::GS(CClient *cl)
 {
 	return cl->gs;
 }
 
-void EndAction::applyCl( CClient *cl )
+void EndAction::applyCl(CClient *cl)
 {
 	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionFinished, *cl->curbaction);
 	cl->curbaction.reset();
 }
 
-void PackageApplied::applyCl( CClient *cl )
+void PackageApplied::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
 	if(!cl->waitingRequest.tryRemovingElement(requestID))
 		logNetwork->warnStream() << "Surprising server message!";
 }
 
-void SystemMessage::applyCl( CClient *cl )
+void SystemMessage::applyCl(CClient *cl)
 {
 	std::ostringstream str;
 	str << "System message: " << text;
@@ -797,12 +797,12 @@ void SystemMessage::applyCl( CClient *cl )
 		LOCPLINT->cingconsole->print(str.str());
 }
 
-void PlayerBlocked::applyCl( CClient *cl )
+void PlayerBlocked::applyCl(CClient *cl)
 {
 	INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason, startOrEnd==BLOCKADE_STARTED);
 }
 
-void YourTurn::applyCl( CClient *cl )
+void YourTurn::applyCl(CClient *cl)
 {
 	CALL_IN_ALL_INTERFACES(playerStartsTurn, player);
 	CALL_ONLY_THAT_INTERFACE(player,yourTurn);

文件差异内容过多而无法显示
+ 164 - 166
client/battle/CBattleInterface.cpp


+ 62 - 62
client/battle/CBattleInterface.h

@@ -53,10 +53,10 @@ class CBattleGameInterface;
 /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
 struct StackAttackedInfo
 {
-	const CStack * defender; //attacked stack
+	const CStack *defender; //attacked stack
 	unsigned int dmg; //damage dealt
 	unsigned int amountKilled; //how many creatures in stack has been killed
-	const CStack * attacker; //attacking stack
+	const CStack *attacker; //attacking stack
 	bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
 	bool killed; //if true, stack has been killed
 	bool rebirth; //if true, play rebirth animation after all
@@ -69,7 +69,7 @@ struct BattleEffect
 	int x, y; //position on the screen
 	float currentFrame;
 	int maxFrame;
-	CDefHandler * anim; //animation to display
+	CDefHandler *anim; //animation to display
 	int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
 	BattleHex position; //Indicates if effect which hex the effect is drawn on
 };
@@ -77,9 +77,9 @@ struct BattleEffect
 struct BattleObjectsByHex
 {
 	typedef std::vector<int> TWallList;
-	typedef std::vector<const CStack * > TStackList;
+	typedef std::vector<const CStack *> TStackList;
 	typedef std::vector<const BattleEffect *> TEffectList;
-	typedef std::vector<std::shared_ptr<const CObstacleInstance> > TObstacleList;
+	typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
 
 	struct HexData
 	{
@@ -120,18 +120,18 @@ class CBattleInterface : public CIntObject
 		AIMED_SPELL_CREATURE
 	};
 private:
-	SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
-	CButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
-		* bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
-	CBattleConsole * console;
-	CBattleHero * attackingHero, * defendingHero; //fighting heroes
+	SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
+	CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell,
+		* bWait, *bDefence, *bConsoleUp, *bConsoleDown, *btactNext, *btactEnd;
+	CBattleConsole *console;
+	CBattleHero *attackingHero, *defendingHero; //fighting heroes
 	CStackQueue *queue;
 	const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
-	const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
-	std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
-	std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
-	std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
-	std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
+	const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
+	std::map<int, CCreatureAnimation *> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
+	std::map<int, CDefHandler *> idToProjectile; //projectiles of creatures (creatureID, defhandler)
+	std::map<int, CDefHandler *> idToObstacle; //obstacles located on the battlefield
+	std::map<int, SDL_Surface *> idToAbsoluteObstacle; //obstacles located on the battlefield
 
 	//TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
 	//so I didn't implement that (having ongoing RM development)
@@ -140,12 +140,12 @@ private:
 	CDefHandler *fireWall;
 	CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
 
-	std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
+	std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
 	ui8 animCount;
-	const CStack * activeStack; //number of active stack; nullptr - no one
-	const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
-	const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
-	const CStack * selectedStack; //for Teleport / Sacrifice
+	const CStack *activeStack; //number of active stack; nullptr - no one
+	const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
+	const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
+	const CStack *selectedStack; //for Teleport / Sacrifice
 	void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
 	std::vector<BattleHex> occupyableHexes, //hexes available for active stack
 		attackableHexes; //hexes attackable by active stack
@@ -159,8 +159,8 @@ private:
 	bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
 	bool creatureCasting; //if true, stack currently aims to cats a spell
 	bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
-	BattleAction * spellToCast; //spell for which player is choosing destination
-	const CSpell * sp; //spell pointer for convenience
+	BattleAction *spellToCast; //spell for which player is choosing destination
+	const CSpell *sp; //spell pointer for convenience
 	si32 creatureSpellToCast;
 	std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
 	std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
@@ -169,18 +169,18 @@ private:
 	PossibleActions selectedAction; //last action chosen (and saved) by player
 	PossibleActions illegalAction; //most likely action that can't be performed here
 
-	void setActiveStack(const CStack * stack);
-	void setHoveredStack(const CStack * stack);
+	void setActiveStack(const CStack *stack);
+	void setHoveredStack(const CStack *stack);
 
 	void requestAutofightingAIToTakeAction();
 
-	void getPossibleActionsForStack (const CStack * stack, const bool forceCast); //called when stack gets its turn
+	void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn
 	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
 
 	//force active stack to cast a spell if possible
 	void enterCreatureCastingMode();
 
-	void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
+	void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple);
 
 	std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
 	void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
@@ -194,17 +194,17 @@ private:
 	{
 	private:
 		SDL_Surface* walls[18];
-		const CBattleInterface * owner;
+		const CBattleInterface *owner;
 	public:
-		const CGTownInstance * town; //besieged town
+		const CGTownInstance *town; //besieged town
 
-		SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
+		SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner); //c-tor
 		~SiegeHelper(); //d-tor
 
 		std::string getSiegeName(ui16 what) const;
 		std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
 
-		void printPartOfWall(SDL_Surface * to, int what);
+		void printPartOfWall(SDL_Surface *to, int what);
 
 		enum EWallVisual
 		{
@@ -229,48 +229,48 @@ private:
 		};
 
 		friend class CBattleInterface;
-	} * siegeH;
+	} *siegeH;
 
 	std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
 	std::shared_ptr<CPlayerInterface> curInt; //current player interface
-	const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
+	const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
 
 	/** Methods for displaying battle screen */
-	void showBackground(SDL_Surface * to);
+	void showBackground(SDL_Surface *to);
 
-	void showBackgroundImage(SDL_Surface * to);
-	void showAbsoluteObstacles(SDL_Surface * to);
-	void showHighlightedHexes(SDL_Surface * to);
-	void showHighlightedHex(SDL_Surface * to, BattleHex hex);
-	void showInterface(SDL_Surface * to);
+	void showBackgroundImage(SDL_Surface *to);
+	void showAbsoluteObstacles(SDL_Surface *to);
+	void showHighlightedHexes(SDL_Surface *to);
+	void showHighlightedHex(SDL_Surface *to, BattleHex hex);
+	void showInterface(SDL_Surface *to);
 
-	void showBattlefieldObjects(SDL_Surface * to);
+	void showBattlefieldObjects(SDL_Surface *to);
 
-	void showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
-	void showStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
-	void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance> > &obstacles);
-	void showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces);
+	void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
+	void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
+	void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
+	void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
 
 	void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
-	void showProjectiles(SDL_Surface * to);
+	void showProjectiles(SDL_Surface *to);
 
 	BattleObjectsByHex sortObjectsByHex();
 	void updateBattleAnimations();
 
 	SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
 	Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
-	void redrawBackgroundWithHexes(const CStack * activeStack);
+	void redrawBackgroundWithHexes(const CStack *activeStack);
 	/** End of battle screen blitting methods */
 
-	PossibleActions getCasterAction(const CSpell * spell, const ISpellCaster * caster, ECastingMode::ECastingMode mode) const;
+	PossibleActions getCasterAction(const CSpell *spell, const ISpellCaster *caster, ECastingMode::ECastingMode mode) const;
 public:
-	std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
-	void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
+	std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
+	void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
 	ui32 animIDhelper; //for giving IDs for animations
 	static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
 
-	CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen); //c-tor
-	~CBattleInterface(); //d-tor
+	CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen); //c-tor
+	virtual ~CBattleInterface(); //d-tor
 
 	//std::vector<TimeInterested*> timeinterested; //animation handling
 	void setPrintCellBorders(bool set); //if true, cell borders will be printed
@@ -278,18 +278,18 @@ public:
 	void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
 	void setAnimSpeed(int set); //speed of animation; range 1..100
 	int getAnimSpeed() const; //speed of animation; range 1..100
-	CPlayerInterface * getCurrentPlayerInterface() const;
+	CPlayerInterface *getCurrentPlayerInterface() const;
 
 	std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
-	SDL_Surface * cellBorder, * cellShade;
+	SDL_Surface *cellBorder, *cellShade;
 	CondSh<BattleAction *> *givenCommand; //data != nullptr if we have i.e. moved current unit
 	bool myTurn; //if true, interface is active (commands can be ordered)
-	CBattleResultWindow * resWindow; //window of end of battle
+	CBattleResultWindow *resWindow; //window of end of battle
 
 	bool moveStarted; //if true, the creature that is already moving is going to make its first step
 	int moveSoundHander; // sound handler used when moving a unit
 
-	const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
+	const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
 
 	// block all UI elements, e.g. during enemy turn
 	// unlike activate/deactivate this method will correctly grey-out all elements
@@ -322,20 +322,20 @@ public:
 
 	//call-ins
 	void startAction(const BattleAction* action);
-	void newStack(const CStack * stack); //new stack appeared on battlefield
+	void newStack(const CStack *stack); //new stack appeared on battlefield
 	void stackRemoved(int stackID); //stack disappeared from batlefiled
-	void stackActivated(const CStack * stack); //active stack has been changed
-	void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
+	void stackActivated(const CStack *stack); //active stack has been changed
+	void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
 	void waitForAnims();
 	void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
-	void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
+	void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
 	void newRoundFirst( int round );
 	void newRound(int number); //caled when round is ended; number is the number of round
 	void hexLclicked(int whichOne); //hex only call-in
 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
 	void displayBattleFinished(); //displays battle result
-	void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
+	void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 	void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
 	void displayEffect(ui32 effect, int destTile); //displays custom effect on the battlefield
@@ -355,15 +355,15 @@ public:
 	Rect hexPosition(BattleHex hex) const;
 
 	void handleHex(BattleHex myNumber, int eventType);
-	bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
-	bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
+	bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
+	bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
 
 	BattleHex fromWhichHexAttack(BattleHex myNumber);
 	void obstaclePlaced(const CObstacleInstance & oi);
 
 	void gateStateChanged(const EGateState state);
 
-	const CGHeroInstance * currentHero() const;
+	const CGHeroInstance *currentHero() const;
 	InfoAboutHero enemyHero() const;
 
 	friend class CPlayerInterface;

部分文件因为文件数量过多而无法显示