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Fixes for multiple new issues from Sonar
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@ -412,7 +412,7 @@ BattleHexArray BattleFieldController::getHighlightedHexesForMovementTarget()
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// Range limit highlight helpers
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BattleHexArray BattleFieldController::getRangeHexes(const BattleHex & sourceHex, uint8_t distance)
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BattleHexArray BattleFieldController::getRangeHexes(const BattleHex & sourceHex, uint8_t distance) const
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{
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BattleHexArray rangeHexes;
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@ -430,21 +430,21 @@ BattleHexArray BattleFieldController::getRangeHexes(const BattleHex & sourceHex,
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return rangeHexes;
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}
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BattleHexArray BattleFieldController::getRangeLimitHexes(const BattleHex & hoveredHex, const BattleHexArray & rangeHexes, uint8_t distanceToLimit)
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BattleHexArray BattleFieldController::getRangeLimitHexes(const BattleHex & sourceHex, const BattleHexArray & rangeHexes, uint8_t distanceToLimit) const
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{
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BattleHexArray rangeLimitHexes;
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// from range hexes get only the ones at the limit
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for(auto & hex : rangeHexes)
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{
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if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
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if(BattleHex::getDistance(sourceHex, hex) == distanceToLimit)
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rangeLimitHexes.insert(hex);
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}
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return rangeLimitHexes;
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}
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bool BattleFieldController::IsHexInRangeLimit(const BattleHex & hex, const BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit)
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bool BattleFieldController::isHexInRangeLimit(const BattleHex & hex, const BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit) const
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{
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bool hexInRangeLimit = false;
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@ -459,7 +459,7 @@ bool BattleFieldController::IsHexInRangeLimit(const BattleHex & hex, const Battl
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(
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const BattleHexArray & wholeRangeHexes, const BattleHexArray & rangeLimitHexes)
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const BattleHexArray & wholeRangeHexes, const BattleHexArray & rangeLimitHexes) const
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{
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std::vector<std::vector<BattleHex::EDir>> output;
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@ -565,11 +565,11 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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// calculate if hex is Ranged Full Damage Limit and its position in highlight array
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int hexIndexInRangedFullDamageLimit = 0;
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bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
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bool hexInRangedFullDamageLimit = isHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
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// calculate if hex is Shooting Range Limit and its position in highlight array
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int hexIndexInShootingRangeLimit = 0;
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bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
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bool hexInShootingRangeLimit = isHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
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if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
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{
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@ -663,7 +663,7 @@ BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
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return BattleHex::INVALID;
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}
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BattleHex::EDir BattleFieldController::selectAttackDirection(const BattleHex & myNumber)
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BattleHex::EDir BattleFieldController::selectAttackDirection(const BattleHex & myNumber) const
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{
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const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
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const BattleHexArray & neighbours = myNumber.getAllNeighbouringTiles();
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