mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
Explicitly convert identifier to underlying enumeration
This commit is contained in:
parent
87f6c7354b
commit
2b9c362d5b
@ -167,7 +167,7 @@ bool CArtifact::isBig() const
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bool CArtifact::isTradable() const
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bool CArtifact::isTradable() const
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{
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{
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switch(id)
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switch(id.getNum())
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{
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{
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case ArtifactID::SPELLBOOK:
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case ArtifactID::SPELLBOOK:
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case ArtifactID::GRAIL:
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case ArtifactID::GRAIL:
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@ -686,7 +686,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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//MODS COMPATIBILITY FOR 0.96
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//MODS COMPATIBILITY FOR 0.96
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if(!ret->produce.nonZero())
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if(!ret->produce.nonZero())
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{
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{
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switch (ret->bid) {
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switch (ret->bid.getNum()) {
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break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500;
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break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500;
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break; case BuildingID::TOWN_HALL : ret->produce[EGameResID::GOLD] = 1000;
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break; case BuildingID::TOWN_HALL : ret->produce[EGameResID::GOLD] = 1000;
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break; case BuildingID::CITY_HALL : ret->produce[EGameResID::GOLD] = 2000;
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break; case BuildingID::CITY_HALL : ret->produce[EGameResID::GOLD] = 2000;
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@ -1663,7 +1663,7 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
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|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
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|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
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continue;
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continue;
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switch (spellID)
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switch (spellID.toEnum())
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{
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{
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case SpellID::SHIELD:
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case SpellID::SHIELD:
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case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
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case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
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@ -18,7 +18,7 @@ void SideInBattle::init(const CGHeroInstance * Hero, const CArmedInstance * Army
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hero = Hero;
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hero = Hero;
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armyObject = Army;
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armyObject = Army;
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switch(armyObject->ID)
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switch(armyObject->ID.toEnum())
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{
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
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case Obj::CREATURE_GENERATOR2:
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@ -931,7 +931,7 @@ void CGameState::initMapObjects()
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if(!obj)
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if(!obj)
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continue;
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continue;
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switch (obj->ID)
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switch (obj->ID.getNum())
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{
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{
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case Obj::QUEST_GUARD:
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case Obj::QUEST_GUARD:
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case Obj::SEER_HUT:
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case Obj::SEER_HUT:
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@ -137,7 +137,7 @@ void CBank::onHeroVisit(const CGHeroInstance * h) const
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cb->sendAndApply(&cov);
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cb->sendAndApply(&cov);
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int banktext = 0;
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int banktext = 0;
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::DERELICT_SHIP:
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case Obj::DERELICT_SHIP:
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banktext = 41;
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banktext = 41;
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@ -180,7 +180,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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if (bc)
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if (bc)
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{
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{
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::DERELICT_SHIP:
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case Obj::DERELICT_SHIP:
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textID = 43;
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textID = 43;
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@ -203,7 +203,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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}
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}
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else
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else
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{
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{
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK:
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case Obj::DERELICT_SHIP:
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case Obj::DERELICT_SHIP:
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@ -216,7 +216,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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gbonus.bonus.sid = BonusSourceID(ID);
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gbonus.bonus.sid = BonusSourceID(ID);
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gbonus.bonus.type = BonusType::MORALE;
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gbonus.bonus.type = BonusType::MORALE;
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gbonus.bonus.val = -1;
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gbonus.bonus.val = -1;
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK:
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textID = 123;
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textID = 123;
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@ -161,7 +161,7 @@ CreatureID CGCreature::getCreature() const
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void CGCreature::pickRandomObject(CRandomGenerator & rand)
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void CGCreature::pickRandomObject(CRandomGenerator & rand)
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case MapObjectID::RANDOM_MONSTER:
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case MapObjectID::RANDOM_MONSTER:
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subID = VLC->creh->pickRandomMonster(rand);
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subID = VLC->creh->pickRandomMonster(rand);
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@ -170,7 +170,7 @@ void CGDwelling::pickRandomObject(CRandomGenerator & rand)
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void CGDwelling::initObj(CRandomGenerator & rand)
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void CGDwelling::initObj(CRandomGenerator & rand)
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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case Obj::CREATURE_GENERATOR4:
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@ -488,7 +488,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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{
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::WAR_MACHINE_FACTORY:
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case Obj::WAR_MACHINE_FACTORY:
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case Obj::REFUGEE_CAMP:
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case Obj::REFUGEE_CAMP:
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@ -173,7 +173,7 @@ void CGObjectInstance::pickRandomObject(CRandomGenerator & rand)
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void CGObjectInstance::initObj(CRandomGenerator & rand)
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void CGObjectInstance::initObj(CRandomGenerator & rand)
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case Obj::TAVERN:
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case Obj::TAVERN:
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blockVisit = true;
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blockVisit = true;
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@ -302,7 +302,7 @@ std::vector<Component> CGObjectInstance::getPopupComponents(const CGHeroInstance
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void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case Obj::SANCTUARY:
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case Obj::SANCTUARY:
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{
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{
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@ -273,7 +273,7 @@ void CGResource::initObj(CRandomGenerator & rand)
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if(amount == CGResource::RANDOM_AMOUNT)
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if(amount == CGResource::RANDOM_AMOUNT)
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{
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{
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switch(resourceID())
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switch(resourceID().toEnum())
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{
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{
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case EGameResID::GOLD:
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case EGameResID::GOLD:
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amount = rand.nextInt(5, 10) * 100;
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amount = rand.nextInt(5, 10) * 100;
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@ -532,7 +532,7 @@ void CGMonolith::initObj(CRandomGenerator & rand)
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{
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{
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std::vector<Obj> IDs;
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std::vector<Obj> IDs;
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IDs.push_back(ID);
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IDs.push_back(ID);
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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type = ENTRANCE;
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type = ENTRANCE;
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@ -723,7 +723,7 @@ ArtifactID CGArtifact::getArtifact() const
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void CGArtifact::pickRandomObject(CRandomGenerator & rand)
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void CGArtifact::pickRandomObject(CRandomGenerator & rand)
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case MapObjectID::RANDOM_ART:
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case MapObjectID::RANDOM_ART:
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subID = VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);
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subID = VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);
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@ -786,7 +786,7 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
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if(storedArtifact->artType->canBePutAt(h))
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if(storedArtifact->artType->canBePutAt(h))
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{
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{
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switch (ID)
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switch (ID.toEnum())
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{
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{
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case Obj::ARTIFACT:
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case Obj::ARTIFACT:
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{
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{
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@ -821,7 +821,7 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
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}
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}
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else
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else
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{
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{
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switch(ID)
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switch(ID.toEnum())
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{
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{
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case Obj::ARTIFACT:
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case Obj::ARTIFACT:
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{
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{
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@ -1488,7 +1488,7 @@ CGObjectInstance * CMapLoaderH3M::readBank(const int3 & mapPosition, std::shared
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CGObjectInstance * CMapLoaderH3M::readObject(std::shared_ptr<const ObjectTemplate> objectTemplate, const int3 & mapPosition, const ObjectInstanceID & objectInstanceID)
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CGObjectInstance * CMapLoaderH3M::readObject(std::shared_ptr<const ObjectTemplate> objectTemplate, const int3 & mapPosition, const ObjectInstanceID & objectInstanceID)
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{
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{
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switch(objectTemplate->id)
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switch(objectTemplate->id.toEnum())
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{
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{
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case Obj::EVENT:
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case Obj::EVENT:
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return readEvent(mapPosition, objectInstanceID);
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return readEvent(mapPosition, objectInstanceID);
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@ -944,7 +944,7 @@ void FoWChange::applyGs(CGameState *gs)
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const CGObjectInstance *o = elem;
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const CGObjectInstance *o = elem;
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if (o)
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if (o)
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{
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{
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switch(o->ID)
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switch(o->ID.toEnum())
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{
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{
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case Obj::HERO:
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case Obj::HERO:
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case Obj::MINE:
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case Obj::MINE:
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@ -302,7 +302,7 @@ bool CPathfinder::isLayerTransitionPossible() const
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if(source.node->action == EPathNodeAction::BATTLE)
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if(source.node->action == EPathNodeAction::BATTLE)
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return false;
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return false;
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switch(source.node->layer)
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switch(source.node->layer.toEnum())
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{
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{
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case ELayer::LAND:
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case ELayer::LAND:
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if(destLayer == ELayer::AIR)
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if(destLayer == ELayer::AIR)
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@ -505,7 +505,7 @@ void CPathfinderHelper::updateTurnInfo(const int Turn)
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bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
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bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
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{
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{
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switch(layer)
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switch(layer.getNum())
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{
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{
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case EPathfindingLayer::AIR:
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case EPathfindingLayer::AIR:
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if(!options.useFlying)
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if(!options.useFlying)
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@ -123,7 +123,7 @@ void DestinationActionRule::process(
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EPathNodeAction action = EPathNodeAction::NORMAL;
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EPathNodeAction action = EPathNodeAction::NORMAL;
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const auto * hero = pathfinderHelper->hero;
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const auto * hero = pathfinderHelper->hero;
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switch(destination.node->layer)
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switch(destination.node->layer.toEnum())
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{
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{
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case EPathfindingLayer::LAND:
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case EPathfindingLayer::LAND:
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if(source.node->layer == EPathfindingLayer::SAIL)
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if(source.node->layer == EPathfindingLayer::SAIL)
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@ -290,7 +290,7 @@ PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingRea
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if(destination.node->accessible == EPathAccessibility::BLOCKED)
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if(destination.node->accessible == EPathAccessibility::BLOCKED)
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return BlockingReason::DESTINATION_BLOCKED;
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return BlockingReason::DESTINATION_BLOCKED;
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switch(destination.node->layer)
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switch(destination.node->layer.toEnum())
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{
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{
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case EPathfindingLayer::LAND:
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case EPathfindingLayer::LAND:
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if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
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if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
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@ -359,7 +359,7 @@ void LayerTransitionRule::process(
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if(source.node->layer == destination.node->layer)
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if(source.node->layer == destination.node->layer)
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return;
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return;
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switch(source.node->layer)
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switch(source.node->layer.toEnum())
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{
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{
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case EPathfindingLayer::LAND:
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case EPathfindingLayer::LAND:
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if(destination.node->layer == EPathfindingLayer::SAIL)
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if(destination.node->layer == EPathfindingLayer::SAIL)
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@ -47,7 +47,7 @@ TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn):
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bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
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bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
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{
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{
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switch(layer)
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switch(layer.toEnum())
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{
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{
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case EPathfindingLayer::AIR:
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case EPathfindingLayer::AIR:
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if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
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if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
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@ -556,7 +556,7 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
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}
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}
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}
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}
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switch (instance->object().ID)
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switch (instance->object().ID.getNum())
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{
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{
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case Obj::RANDOM_TREASURE_ART:
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case Obj::RANDOM_TREASURE_ART:
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case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
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case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
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@ -586,7 +586,7 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
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case Obj::MONOLITH_ONE_WAY_EXIT:
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case Obj::MONOLITH_ONE_WAY_EXIT:
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*/
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*/
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switch (object.instances().front()->object().ID)
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switch (object.instances().front()->object().ID.getNum())
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{
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{
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case Obj::WATER_WHEEL:
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case Obj::WATER_WHEEL:
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if (auto* m = zone.getModificator<RiverPlacer>())
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if (auto* m = zone.getModificator<RiverPlacer>())
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@ -717,7 +717,7 @@ IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s)
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std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
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std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
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{
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{
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switch (s->id)
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switch (s->id.getNum())
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{
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{
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case SpellID::SUMMON_BOAT:
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case SpellID::SUMMON_BOAT:
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return std::make_unique<SummonBoatMechanics>(s);
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return std::make_unique<SummonBoatMechanics>(s);
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