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Add `override` keyword where applicable

Michał Janiszewski 8 years ago
parent
commit
f5ebc763b4

+ 100 - 100
AI/BattleAI/BattleAI.h

@@ -1,100 +1,100 @@
-/*
- * BattleAI.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
-#pragma once
-#include "../../lib/AI_Base.h"
-#include "PotentialTargets.h"
-
-class CSpell;
-class EnemyInfo;
-
-/*
-struct CurrentOffensivePotential
-{
-	std::map<const CStack *, PotentialTargets> ourAttacks;
-	std::map<const CStack *, PotentialTargets> enemyAttacks;
-
-	CurrentOffensivePotential(ui8 side)
-	{
-		for(auto stack : cbc->battleGetStacks())
-		{
-			if(stack->attackerOwned == !side)
-				ourAttacks[stack] = PotentialTargets(stack);
-			else
-				enemyAttacks[stack] = PotentialTargets(stack);
-		}
-	}
-
-	int potentialValue()
-	{
-		int ourPotential = 0, enemyPotential = 0;
-		for(auto &p : ourAttacks)
-			ourPotential += p.second.bestAction().attackValue();
-
-		for(auto &p : enemyAttacks)
-			enemyPotential += p.second.bestAction().attackValue();
-
-		return ourPotential - enemyPotential;
-	}
-};
-*/ // These lines may be usefull but they are't used in the code.
-
-struct PossibleSpellcast
-{
-	const CSpell *spell;
-	BattleHex dest;
-	si32 value;
-};
-
-class CBattleAI : public CBattleGameInterface
-{
-	int side;
-	std::shared_ptr<CBattleCallback> cb;
-
-	//Previous setting of cb
-	bool wasWaitingForRealize, wasUnlockingGs;
-
-public:
-	CBattleAI(void);
-	~CBattleAI(void);
-
-	void init(std::shared_ptr<CBattleCallback> CB) override;
-	void attemptCastingSpell();
-
-	BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
-	BattleAction goTowards(const CStack * stack, BattleHex hex );
-
-	boost::optional<BattleAction> considerFleeingOrSurrendering();
-
-	std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
-	static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
-	static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
-
-	void print(const std::string &text) const;
-	BattleAction useCatapult(const CStack *stack);
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side);
-	//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
-	//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
-	//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
-	//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
-	//void battleEnd(const BattleResult *br) override;
-	//void battleResultsApplied() override; //called when all effects of last battle are applied
-	//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
-	//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
-	//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
-	//void battleSpellCast(const BattleSpellCast *sc) override;
-	//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
-	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
-	//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
-	//void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
-	//void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
-	//void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set  of obstacles is removed from batlefield; IDs of them are given
-	//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
-	//void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
-};
+/*
+ * BattleAI.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+#include "../../lib/AI_Base.h"
+#include "PotentialTargets.h"
+
+class CSpell;
+class EnemyInfo;
+
+/*
+struct CurrentOffensivePotential
+{
+	std::map<const CStack *, PotentialTargets> ourAttacks;
+	std::map<const CStack *, PotentialTargets> enemyAttacks;
+
+	CurrentOffensivePotential(ui8 side)
+	{
+		for(auto stack : cbc->battleGetStacks())
+		{
+			if(stack->attackerOwned == !side)
+				ourAttacks[stack] = PotentialTargets(stack);
+			else
+				enemyAttacks[stack] = PotentialTargets(stack);
+		}
+	}
+
+	int potentialValue()
+	{
+		int ourPotential = 0, enemyPotential = 0;
+		for(auto &p : ourAttacks)
+			ourPotential += p.second.bestAction().attackValue();
+
+		for(auto &p : enemyAttacks)
+			enemyPotential += p.second.bestAction().attackValue();
+
+		return ourPotential - enemyPotential;
+	}
+};
+*/ // These lines may be usefull but they are't used in the code.
+
+struct PossibleSpellcast
+{
+	const CSpell *spell;
+	BattleHex dest;
+	si32 value;
+};
+
+class CBattleAI : public CBattleGameInterface
+{
+	int side;
+	std::shared_ptr<CBattleCallback> cb;
+
+	//Previous setting of cb
+	bool wasWaitingForRealize, wasUnlockingGs;
+
+public:
+	CBattleAI(void);
+	~CBattleAI(void);
+
+	void init(std::shared_ptr<CBattleCallback> CB) override;
+	void attemptCastingSpell();
+
+	BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
+	BattleAction goTowards(const CStack * stack, BattleHex hex );
+
+	boost::optional<BattleAction> considerFleeingOrSurrendering();
+
+	std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
+	static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
+	static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
+
+	void print(const std::string &text) const;
+	BattleAction useCatapult(const CStack *stack);
+	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
+	//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
+	//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
+	//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
+	//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
+	//void battleEnd(const BattleResult *br) override;
+	//void battleResultsApplied() override; //called when all effects of last battle are applied
+	//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
+	//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
+	//void battleSpellCast(const BattleSpellCast *sc) override;
+	//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
+	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
+	//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
+	//void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
+	//void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
+	//void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set  of obstacles is removed from batlefield; IDs of them are given
+	//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
+	//void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
+};

+ 1 - 1
launcher/modManager/cmodlistmodel_moc.h

@@ -78,7 +78,7 @@ class CModFilterModel : public QSortFilterProxyModel
 
 	bool filterMatchesThis(const QModelIndex & source) const;
 
-	bool filterAcceptsRow(int source_row, const QModelIndex &source_parent) const;
+	bool filterAcceptsRow(int source_row, const QModelIndex &source_parent) const override;
 public:
 	void setTypeFilter(int filteredType, int filterMask);
 

+ 2 - 2
launcher/modManager/cmodlistview_moc.h

@@ -27,9 +27,9 @@ class CModListView : public QWidget
 	SettingsListener settingsListener;
 	bool repositoriesChanged;
 
-	void showEvent(QShowEvent * event);
+	void showEvent(QShowEvent * event) override;
 
-	void keyPressEvent(QKeyEvent * event);
+	void keyPressEvent(QKeyEvent * event) override;
 
 	void setupModModel();
 	void setupFilterModel();

+ 2 - 2
launcher/modManager/imageviewer_moc.h

@@ -19,8 +19,8 @@ public:
 
 	static void showPixmap(QPixmap & pixmap, QWidget *parent = 0);
 protected:
-	void mousePressEvent(QMouseEvent * event);
-	void keyPressEvent(QKeyEvent * event);
+	void mousePressEvent(QMouseEvent * event) override;
+	void keyPressEvent(QKeyEvent * event) override;
 	QSize calculateWindowSize();
 
 

+ 2 - 2
server/CGameHandler.cpp

@@ -93,7 +93,7 @@ public:
 template <typename T> class CApplyOnGH : public CBaseForGHApply
 {
 public:
-	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
+	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
 	{
 		T *ptr = static_cast<T*>(pack);
 		ptr->c = c;
@@ -106,7 +106,7 @@ template <>
 class CApplyOnGH<CPack> : public CBaseForGHApply
 {
 public:
-	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
+	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
 	{
 		logGlobal->error("Cannot apply on GH plain CPack!");
 		assert(0);