Browse Source

Code style. Typo. Code clean up.

SoundSSGood 2 years ago
parent
commit
ad47a7573c

+ 4 - 4
client/NetPacksClient.cpp

@@ -286,7 +286,7 @@ void MoveArtifact::applyCl(CClient *cl)
 void BulkMoveArtifacts::applyCl(CClient * cl)
 {
 	auto & movingArts = artsPack0;
-	for (auto & slotToMove : movingArts)
+	for(auto & slotToMove : movingArts)
 	{
 		auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
 		auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
@@ -295,15 +295,15 @@ void BulkMoveArtifacts::applyCl(CClient * cl)
 			callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
 	}
 
-	if (swap)
+	if(swap)
 	{
 		movingArts = artsPack1;
-		for (auto & slotToMove : movingArts)
+		for(auto & slotToMove : movingArts)
 		{
 			auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
 			auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
 			callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
-			if (srcLoc.owningPlayer() != dstLoc.owningPlayer())
+			if(srcLoc.owningPlayer() != dstLoc.owningPlayer())
 				callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
 		}
 	}

+ 0 - 27
client/windows/GUIClasses.cpp

@@ -884,33 +884,6 @@ std::vector<CArtifactInstance *> getBackpackArts(const CGHeroInstance * hero)
 	return result;
 }
 
-// Puts all composite arts to backpack and returns their previous location
-std::vector<HeroArtifact> CExchangeController::moveCompositeArtsToBackpack()
-{
-	std::vector<const CGHeroInstance *> sides = {left, right};
-	std::vector<HeroArtifact> artPositions;
-
-	for(auto hero : sides)
-	{
-		for(int i = ArtifactPosition::HEAD; i < ArtifactPosition::AFTER_LAST; i++)
-		{
-			auto artPosition = ArtifactPosition(i);
-			auto art = hero->getArt(artPosition);
-
-			if(art && art->canBeDisassembled())
-			{
-				cb->swapArtifacts(
-					ArtifactLocation(hero, artPosition),
-					ArtifactLocation(hero, ArtifactPosition(GameConstants::BACKPACK_START)));
-
-				artPositions.push_back(HeroArtifact(hero, art, artPosition));
-			}
-		}
-	}
-
-	return artPositions;
-}
-
 std::function<void()> CExchangeController::onSwapArtifacts()
 {
 	return [&]()

+ 0 - 1
client/windows/GUIClasses.h

@@ -324,7 +324,6 @@ private:
 	void moveArtifacts(bool leftToRight);
 	void moveArtifact(const CGHeroInstance * source, const CGHeroInstance * target, ArtifactPosition srcPosition);
 	void moveStack(const CGHeroInstance * source, const CGHeroInstance * target, SlotID sourceSlot);
-	std::vector<HeroArtifact> moveCompositeArtsToBackpack();
 };
 
 class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts

+ 9 - 9
lib/CArtHandler.cpp

@@ -1469,11 +1469,11 @@ void CArtifactFittingSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance
 	asi.locked = locked;
 }
 
-void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance & art)
+void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
 {
-	if (art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
+	if(art && art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
 	{
-		for (auto part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
+		for(auto & part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
 		{
 			// For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots
 			this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true);
@@ -1491,14 +1491,14 @@ ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
 }
 
 DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition(const CArtifactInstance * artifact,
-	const CArtifactSet * target, ArtBearer::ArtBearer barer)
+	const CArtifactSet * target, ArtBearer::ArtBearer bearer)
 {
-	for (auto slot : artifact->artType->possibleSlots.at(barer))
+	for(auto slot : artifact->artType->possibleSlots.at(bearer))
 	{
 		auto existingArtifact = target->getArt(slot);
 		auto existingArtInfo = target->getSlot(slot);
 
-		if (!existingArtifact
+		if(!existingArtifact
 			&& (!existingArtInfo || !existingArtInfo->locked)
 			&& artifact->canBePutAt(target, slot))
 		{
@@ -1524,11 +1524,11 @@ DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * he
 {
 	// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
 	// Titan's Thunder creates new spellbook on equip
-	if (artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
+	if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
 	{
-		if (heroPtr)
+		if(heroPtr)
 		{
-			if (heroPtr && !heroPtr->hasSpellbook())
+			if(heroPtr && !heroPtr->hasSpellbook())
 				return true;
 		}
 	}

+ 1 - 1
lib/CArtHandler.h

@@ -381,7 +381,7 @@ namespace ArtifactUtils
 {
 	// Calculates where an artifact gets placed when it gets transferred from one hero to another.
 	DLL_LINKAGE ArtifactPosition getArtifactDstPosition(const CArtifactInstance * artifact, const CArtifactSet * target,
-		ArtBearer::ArtBearer barer);
+		ArtBearer::ArtBearer bearer);
 	DLL_LINKAGE std::vector<ArtifactPosition> unmovablePositions(); // TODO: Make this constexpr when the toolset is upgraded
 	DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
 	DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot);

+ 10 - 10
lib/NetPacksLib.cpp

@@ -846,7 +846,7 @@ DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
 DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
 {
 	auto s = getSlot();
-	if (s)
+	if(s)
 		return s->getArt();
 	else
 		return nullptr;
@@ -1098,7 +1098,7 @@ DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
 DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
 {
 	int numBackpackArtifactsMoved = 0;
-	if (swap)
+	if(swap)
 	{
 		// Swap
 		auto leftSet = getSrcHolderArtSet();
@@ -1107,17 +1107,17 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
 		std::vector<std::pair<ArtifactPosition, ArtSlotInfo>> unmovableArtsLeftHero, unmovableArtsRightHero;
 
 		// Keep unmovable artifacts separately until the swap
-		for (auto artPos : ArtifactUtils::unmovablePositions())
+		for(auto artPos : ArtifactUtils::unmovablePositions())
 		{
 			auto slotInfo = leftSet->getSlot(artPos);
-			if (slotInfo)
+			if(slotInfo)
 			{
 				unmovableArtsLeftHero.push_back(std::make_pair(artPos, *slotInfo));
 				leftSet->eraseArtSlot(artPos);
 			}
 
 			slotInfo = rightSet->getSlot(artPos);
-			if (slotInfo)
+			if(slotInfo)
 			{
 				unmovableArtsRightHero.push_back(std::make_pair(artPos, *slotInfo));
 				rightSet->eraseArtSlot(artPos);
@@ -1132,11 +1132,11 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
 		leftSet->artifactsInBackpack = ArtFittingSet.artifactsInBackpack;
 
 		// Return non movable artifacts to their place after the swap
-		for (auto & art : unmovableArtsLeftHero)
+		for(auto & art : unmovableArtsLeftHero)
 		{
 			leftSet->putArtifact(art.first, art.second.artifact);
 		}
-		for (auto & art : unmovableArtsRightHero)
+		for(auto & art : unmovableArtsRightHero)
 		{
 			rightSet->putArtifact(art.first, art.second.artifact);
 		}
@@ -1144,12 +1144,12 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
 	else
 	{
 		// Move
-		for (auto & slot : artsPack0)
+		for(auto & slot : artsPack0)
 		{
 			// When an object gets removed from the backpack, the backpack shrinks
 			// so all the following indices will be affected. Thus, we need to update
 			// the subsequent artifact slots to account for that
-			if (slot.srcPos >= GameConstants::BACKPACK_START)
+			if(slot.srcPos >= GameConstants::BACKPACK_START)
 			{
 				slot.srcPos = ArtifactPosition(slot.srcPos.num - numBackpackArtifactsMoved);
 			}
@@ -1160,7 +1160,7 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
 			const_cast<CArtifactInstance*>(art)->move(
 				ArtifactLocation(srcArtHolder, slot.srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
 
-			if (slot.srcPos >= GameConstants::BACKPACK_START)
+			if(slot.srcPos >= GameConstants::BACKPACK_START)
 			{
 				numBackpackArtifactsMoved++;
 			}

+ 13 - 13
server/CGameHandler.cpp

@@ -3943,9 +3943,9 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
 	ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
 
 	// Move over artifacts that are worn
-	for (auto & artInfo : psrcHero->artifactsWorn)
+	for(auto & artInfo : psrcHero->artifactsWorn)
 	{
-		if (ArtifactUtils::isArtRemovable(artInfo))
+		if(ArtifactUtils::isArtRemovable(artInfo))
 		{
 			auto artifact = psrcHero->getArt(artInfo.first);
 			auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
@@ -3953,19 +3953,19 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
 				static_cast<ConstTransitivePtr<CArtifactInstance>>(psrcHero->getArt(artInfo.first)));
 			slots->push_back(BulkMoveArtifacts::LinkedSlots(artInfo.first, dstSlot));
 			
-			if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
+			if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
 				giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 		}
 	}
 	// Move over artifacts that are in backpack
-	for (auto & slotInfo : psrcHero->artifactsInBackpack)
+	for(auto & slotInfo : psrcHero->artifactsInBackpack)
 	{
 		auto artifact = psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact));
 		auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
 		ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(slotInfo.artifact));
 		slots->push_back(BulkMoveArtifacts::LinkedSlots(psrcHero->getArtPos(slotInfo.artifact), dstSlot));
 		
-		if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
+		if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
 			giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 	}
 	sendAndApply(&ma);
@@ -3975,7 +3975,7 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
 bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID rightHero)
 {
 	// Make sure exchange is even possible between the two heroes.
-	if (!isAllowedExchange(leftHero, rightHero))
+	if(!isAllowedExchange(leftHero, rightHero))
 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
 	auto pleftHero = getHero(leftHero);
@@ -3990,15 +3990,15 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
 	auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
 		std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
 	{
-		for (auto & artifact : srcHero->artifactsWorn)
+		for(auto & artifact : srcHero->artifactsWorn)
 		{
-			if (artifact.second.locked)
+			if(artifact.second.locked)
 				continue;
-			if (!ArtifactUtils::isArtRemovable(artifact))
+			if(!ArtifactUtils::isArtRemovable(artifact))
 				continue;
 			slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
 			
-			if (ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
+			if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
 				giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 		}
 	};
@@ -4007,13 +4007,13 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
 	// Move over artifacts that are worn rightHero -> leftHero
 	moveArtsWorn(prightHero, pleftHero, slotsRightLeft);
 	// Move over artifacts that are in backpack leftHero -> rightHero
-	for (auto & slotInfo : pleftHero->artifactsInBackpack)
+	for(auto & slotInfo : pleftHero->artifactsInBackpack)
 	{
 		auto slot = pleftHero->getArtPos(slotInfo.artifact);
 		slotsLeftRight.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
 	}
 	// Move over artifacts that are in backpack rightHero -> leftHero
-	for (auto & slotInfo : prightHero->artifactsInBackpack)
+	for(auto & slotInfo : prightHero->artifactsInBackpack)
 	{
 		auto slot = prightHero->getArtPos(slotInfo.artifact);
 		slotsRightLeft.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
@@ -4046,7 +4046,7 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
 		if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
 			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
 		
-		if (ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
+		if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
 		AssembledArtifact aa;

+ 1 - 1
server/CQuery.cpp

@@ -371,7 +371,7 @@ bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
 	if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
 		return !vstd::contains(ourIds, dismiss->id);
 	
-	if (auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
+	if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
 		return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
 
 	if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))

+ 1 - 1
server/NetPacksServer.cpp

@@ -184,7 +184,7 @@ bool BulkExchangeArtifacts::applyGh(CGameHandler * gh)
 {
 	const CGHeroInstance * pSrcHero = gh->getHero(srcHero);
 	throwOnWrongPlayer(gh, pSrcHero->getOwner());
-	if (swap)
+	if(swap)
 		return gh->bulkSwapArtifacts(srcHero, dstHero);
 	else
 		return gh->bulkMoveArtifacts(srcHero, dstHero);