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https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +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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@ -210,8 +210,8 @@ const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
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RETURN_IF_NOT_BATTLE(nullptr);
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if(!getBattle() || getBattle()->town == NULL)
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return NULL;
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if(!getBattle() || getBattle()->town == nullptr)
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return nullptr;
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return getBattle()->town;
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}
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@ -503,7 +503,7 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
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//let's define a huge lambda
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auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
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{
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const CStack *ret = NULL;
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const CStack *ret = nullptr;
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unsigned i, //fastest stack
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j=0; //fastest stack of the other side
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for(i = 0; i < st.size(); i++)
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@ -514,7 +514,7 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
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if(i == st.size())
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return nullptr;
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const CStack *fastest = st[i], *other = NULL;
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const CStack *fastest = st[i], *other = nullptr;
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int bestSpeed = fastest->Speed(turn);
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if(fastest->attackerOwned != lastMoved)
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@ -546,9 +546,9 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
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assert(ret);
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if(ret == fastest)
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st[i] = NULL;
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st[i] = nullptr;
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else
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st[j] = NULL;
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st[j] = nullptr;
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lastMoved = ret->attackerOwned;
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return ret;
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@ -998,7 +998,7 @@ TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, con
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return battleEstimateDamage(bai, retaliationDmg);
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}
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std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= NULL*/) const
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std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
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{
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RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
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@ -1225,7 +1225,7 @@ std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const
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return std::make_pair(minimal->stack, reachability.predecessors[minimal->stack->position]);
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}
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else
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return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
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return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
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}
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si8 CBattleInfoCallback::battleGetTacticDist() const
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@ -1424,7 +1424,7 @@ bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool
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}
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}
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ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= NULL*/) const
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ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
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{
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ReachabilityInfo::TDistances ret;
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ret.fill(-1);
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@ -1811,7 +1811,7 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell
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if (mode == ECastingMode::HERO_CASTING)
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return battleIsImmune(battleGetFightingHero(playerToSide(player)), spell, mode, dest);
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else
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return battleIsImmune(NULL, spell, mode, dest);
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return battleIsImmune(nullptr, spell, mode, dest);
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}
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ui32 CBattleInfoCallback::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
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@ -1999,13 +1999,13 @@ std::set<const CStack*> CBattleInfoCallback::getAffectedCreatures(const CSpell *
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return attackedCres;
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}
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const CStack * CBattleInfoCallback::getStackIf(boost::function<bool(const CStack*)> pred) const
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const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto stacks = battleGetAllStacks();
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auto stackItr = range::find_if(stacks, pred);
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return stackItr == stacks.end()
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? NULL
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? nullptr
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: *stackItr;
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}
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@ -2172,7 +2172,7 @@ int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
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si8 CBattleInfoCallback::battleMaxSpellLevel() const
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{
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const CBonusSystemNode *node = NULL;
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const CBonusSystemNode *node = nullptr;
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if(const CGHeroInstance *h = battleGetFightingHero(battleGetMySide()))
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node = h;
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//TODO else use battle node
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