mirror of
https://github.com/vcmi/vcmi.git
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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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@@ -144,7 +144,7 @@ DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
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if(start())
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t->setVisitingHero(h);
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else
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t->setVisitingHero(NULL);
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t->setVisitingHero(nullptr);
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}
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DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
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@@ -217,7 +217,7 @@ DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs )
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DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
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{
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CBonusSystemNode *cbsn = NULL;
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CBonusSystemNode *cbsn = nullptr;
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switch(who)
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{
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case HERO:
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@@ -316,10 +316,10 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
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if(h->visitedTown)
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{
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if(h->inTownGarrison)
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h->visitedTown->garrisonHero = NULL;
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h->visitedTown->garrisonHero = nullptr;
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else
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h->visitedTown->visitingHero = NULL;
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h->visitedTown = NULL;
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h->visitedTown->visitingHero = nullptr;
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h->visitedTown = nullptr;
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}
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//return hero to the pool, so he may reappear in tavern
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@@ -327,7 +327,7 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
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if(!vstd::contains(gs->hpool.pavailable, h->subID))
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gs->hpool.pavailable[h->subID] = 0xff;
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gs->map->objects[id.getNum()] = NULL;
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gs->map->objects[id.getNum()] = nullptr;
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return;
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@@ -336,14 +336,14 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
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auto quest = dynamic_cast<const CQuest *>(obj);
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if (quest)
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{
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gs->map->quests[quest->qid] = NULL;
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gs->map->quests[quest->qid] = nullptr;
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BOOST_FOREACH (auto &player, gs->players)
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{
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BOOST_FOREACH (auto &q, player.second.quests)
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{
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if (q.obj == obj)
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{
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q.obj = NULL;
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q.obj = nullptr;
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}
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}
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}
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@@ -415,9 +415,9 @@ void TryMoveHero::applyGs( CGameState *gs )
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CGBoat *b = const_cast<CGBoat *>(h->boat);
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b->direction = h->moveDir;
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b->pos = start;
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b->hero = NULL;
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b->hero = nullptr;
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gs->map->addBlockVisTiles(b);
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h->boat = NULL;
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h->boat = nullptr;
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}
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if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
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@@ -472,9 +472,9 @@ DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs )
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bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
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if(newVisitorComesFromGarrison)
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t->setGarrisonedHero(NULL);
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t->setGarrisonedHero(nullptr);
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if(newGarrisonComesFromVisiting)
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t->setVisitingHero(NULL);
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t->setVisitingHero(nullptr);
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if(!newGarrisonComesFromVisiting || v)
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t->setVisitingHero(v);
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if(!newVisitorComesFromGarrison || g)
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@@ -543,7 +543,7 @@ DLL_LINKAGE void GiveHero::applyGs( CGameState *gs )
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DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
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{
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CGObjectInstance *o = NULL;
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CGObjectInstance *o = nullptr;
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switch(ID)
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{
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case Obj::BOAT:
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@@ -607,7 +607,7 @@ DLL_LINKAGE const CStackInstance * StackLocation::getStack()
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if(!army->hasStackAtSlot(slot))
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{
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logNetwork->warnStream() << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot;
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return NULL;
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return nullptr;
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}
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return &army->getStack(slot);
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}
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@@ -664,10 +664,10 @@ DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
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else
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{
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logNetwork->warnStream() << "ArtifactLocation::getArt: That location is locked!";
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return NULL;
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return nullptr;
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}
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}
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return NULL;
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return nullptr;
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}
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DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
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@@ -1130,7 +1130,7 @@ void BattleResult::applyGs( CGameState *gs )
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CBonusSystemNode::treeHasChanged();
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}
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gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
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gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = nullptr;
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gs->curB.dellNull();
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}
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