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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Fix indentation of logging code and around it

That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
This commit is contained in:
Arseniy Shestakov
2016-03-12 04:41:27 +03:00
parent faae305ec0
commit 10dbbead2d
54 changed files with 580 additions and 577 deletions

View File

@ -134,7 +134,7 @@ DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
if (!vstd::contains(*vec, quest))
vec->push_back (quest);
else
logNetwork->warnStream() << "Warning! Attempt to add duplicated quest";
logNetwork->warnStream() << "Warning! Attempt to add duplicated quest";
}
DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
@ -292,7 +292,7 @@ DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";
logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";
return;
}
gs->map->removeBlockVisTiles(obj);
@ -857,7 +857,7 @@ DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs )
//else - artifact cna be lost :/
else
{
logNetwork->warnStream() << "Artifact is present at destination slot!";
logNetwork->warnStream() << "Artifact is present at destination slot!";
}
artHere->move (alHere, alDest);
//TODO: choose from dialog
@ -1036,7 +1036,7 @@ DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
}
else
{
logNetwork->errorStream() << "Wrong black market id!";
logNetwork->errorStream() << "Wrong black market id!";
}
}
else
@ -1100,7 +1100,7 @@ DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
logNetwork->errorStream() << "Wrong object ID - property cannot be set!";
logNetwork->errorStream() << "Wrong object ID - property cannot be set!";
return;
}
@ -1217,7 +1217,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
st->state.insert(EBattleStackState::FEAR);
break;
default:
logNetwork->warnStream() << "Unrecognized trigger effect type "<< type;
logNetwork->warnStream() << "Unrecognized trigger effect type "<< type;
}
}
@ -1467,11 +1467,11 @@ void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
{
if (effect.empty())
{
logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects";
return;
}
if(effect.empty())
{
logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects";
return;
}
int spellid = effect.begin()->sid; //effects' source ID
@ -1494,7 +1494,7 @@ DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
}
}
else
logNetwork->errorStream() << "Cannot find stack " << id;
logNetwork->errorStream() << "Cannot find stack " << id;
}
typedef std::pair<ui32, Bonus> p;
for(p para : uniqueBonuses)
@ -1508,7 +1508,7 @@ DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
actualizeEffect(s, effect);
}
else
logNetwork->errorStream() << "Cannot find stack " << para.first;
logNetwork->errorStream() << "Cannot find stack " << para.first;
}
}
@ -1529,7 +1529,7 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack))
{
logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";
logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";
return; //position is already occupied
}
@ -1666,7 +1666,7 @@ DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
newStackID = 0;
if (!BattleHex(pos).isValid())
{
logNetwork->warnStream() << "No place found for new stack!";
logNetwork->warnStream() << "No place found for new stack!";
return;
}