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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-29 00:41:38 +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
This commit is contained in:
Ivan Savenko
2013-06-26 11:18:27 +00:00
parent 1a2c8de6ad
commit 2b45e13c5c
110 changed files with 1523 additions and 1567 deletions

View File

@ -2,7 +2,6 @@
#include "BattleState.h"
#include <numeric>
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
@ -23,7 +22,7 @@
* Full text of license available in license.txt file, in main folder
*
*/
extern boost::rand48 ran;
extern std::minstd_rand ran;
const CStack * BattleInfo::getNextStack() const
{
@ -33,7 +32,7 @@ const CStack * BattleInfo::getNextStack() const
if(hlp.size())
return hlp[0];
else
return NULL;
return nullptr;
}
int BattleInfo::getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos) const
@ -193,7 +192,7 @@ bool BattleInfo::resurrects(SpellID spellid) const
const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
{
CStack * stack = NULL;
CStack * stack = nullptr;
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == pos
@ -299,7 +298,7 @@ struct RangeGenerator
{
};
RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
RangeGenerator(int _min, int _max, std::function<int()> _myRand)
{
myRand = _myRand;
min = _min;
@ -317,7 +316,7 @@ struct RangeGenerator
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(boost::function<bool(int)> goodNumberPred = 0)
int getSuchNumber(std::function<bool(int)> goodNumberPred = 0)
{
int ret = -1;
do
@ -343,7 +342,7 @@ struct RangeGenerator
int min, remainingCount;
std::vector<bool> remaining;
boost::function<int()> myRand;
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
@ -376,7 +375,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
}
else
{
curB->town = NULL;
curB->town = nullptr;
curB->siege = CGTownInstance::NONE;
curB->terrainType = terrain;
}
@ -391,7 +390,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
}
//randomize obstacles
if (town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
@ -857,7 +856,7 @@ CStack::CStack()
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
{
type = stack->type;
count = baseAmount = stack->count;
@ -866,8 +865,8 @@ CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO
void CStack::init()
{
base = NULL;
type = NULL;
base = nullptr;
type = nullptr;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
@ -1111,7 +1110,7 @@ const CGHeroInstance * CStack::getMyHero() const
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return NULL;
return nullptr;
}
std::string CStack::nodeName() const