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https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
c++03 -> c++11 switch:
- use std versions of function, bind and ref - OVERRIDE -> override - NULL -> nullptr - use std versions of random distributions NOTE: this may be last revision that supports gcc-4.5
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@@ -30,8 +30,6 @@ class CScriptingModule;
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struct CPathsInfo;
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namespace boost { class thread; }
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void processCommand(const std::string &message, CClient *&client);
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/// structure to handle running server and connecting to it
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class CServerHandler
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{
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@@ -156,7 +154,7 @@ public:
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void campaignMapFinished( shared_ptr<CCampaignState> camp );
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void finishCampaign( shared_ptr<CCampaignState> camp );
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void proposeNextMission(shared_ptr<CCampaignState> camp);
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void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
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void invalidatePaths(const CGHeroInstance *h = nullptr); //invalidates paths for hero h or for any hero if h is nullptr => they'll got recalculated when the next query comes
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void calculatePaths(const CGHeroInstance *h);
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void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
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@@ -164,74 +162,73 @@ public:
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boost::thread *connectionHandler; //thread running run() method
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//////////////////////////////////////////////////////////////////////////
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virtual PlayerColor getLocalPlayer() const OVERRIDE;
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virtual PlayerColor getLocalPlayer() const override;
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//////////////////////////////////////////////////////////////////////////
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//not working yet, will be implement somewhen later with support for local-sim-based gameplay
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
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bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
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void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) OVERRIDE {};
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void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {};
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {};
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bool removeObject(const CGObjectInstance * obj) override {return false;};
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void setBlockVis(ObjectInstanceID objid, bool bv) override {};
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
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void setHoverName(const CGObjectInstance * obj, MetaString * name) override {};
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {};
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {};
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void showBlockingDialog(BlockingDialog *iw) OVERRIDE {};
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) OVERRIDE {};
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE {};
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void giveResource(PlayerColor player, Res::ERes which, int val) OVERRIDE {};
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virtual void giveResources(PlayerColor player, TResources resources) OVERRIDE {};
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void showBlockingDialog(BlockingDialog *iw) override {};
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
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void giveResource(PlayerColor player, Res::ERes which, int val) override {};
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virtual void giveResources(PlayerColor player, TResources resources) override {};
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void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
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bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
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void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {};
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override {};
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bool changeStackType(const StackLocation &sl, CCreature *c) override {return false;};
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;};
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;};
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;}
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;}
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {}
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override {return false;}
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void removeAfterVisit(const CGObjectInstance *object) OVERRIDE {};
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void removeAfterVisit(const CGObjectInstance *object) override {};
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) OVERRIDE {};
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE {};
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {};
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void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {return false;};
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void synchronizeArtifactHandlerLists() OVERRIDE {};
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {};
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {};
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {};
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void removeArtifact(const ArtifactLocation &al) override {};
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;};
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void synchronizeArtifactHandlerLists() override {};
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void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
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void showCompInfo(ShowInInfobox * comp) override {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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//void giveHeroArtifact(int artid, int hid, int position){};
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//void giveNewArtifact(int hid, int position){};
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) OVERRIDE {return false;};
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void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
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void setMovePoints(SetMovePoints * smp) OVERRIDE {};
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void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
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void giveHero(ObjectInstanceID id, PlayerColor player) OVERRIDE {};
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void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
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void sendAndApply(CPackForClient * info) OVERRIDE {};
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {}; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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void setAmount(ObjectInstanceID objid, ui32 val) override {};
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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void giveHeroBonus(GiveBonus * bonus) override {};
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void setMovePoints(SetMovePoints * smp) override {};
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void setManaPoints(ObjectInstanceID hid, int val) override {};
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void giveHero(ObjectInstanceID id, PlayerColor player) override {};
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void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override {};
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void sendAndApply(CPackForClient * info) override {};
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
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//////////////////////////////////////////////////////////////////////////
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friend class CCallback; //handling players actions
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friend class CBattleCallback; //handling players actions
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friend void processCommand(const std::string &message, CClient *&client); //handling console
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int sendRequest(const CPack *request, PlayerColor player); //returns ID given to that request
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void handlePack( CPack * pack ); //applies the given pack and deletes it
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void battleStarted(const BattleInfo * info);
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void commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
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void commitPackage(CPackForClient *pack) OVERRIDE;
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void commitPackage(CPackForClient *pack) override;
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//////////////////////////////////////////////////////////////////////////
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