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https://github.com/vcmi/vcmi.git
synced 2025-04-17 11:56:46 +02:00
try to plug a few coverity false positives
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9094c99759
commit
2dd6a47764
@ -2251,7 +2251,7 @@ void InfoCard::changeSelection( const CMapInfo *to )
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void InfoCard::clickRight( tribool down, bool previousState )
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void InfoCard::clickRight( tribool down, bool previousState )
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{
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{
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static const Rect flagArea(19, 397, 335, 23);
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static const Rect flagArea(19, 397, 335, 23);
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if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
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if(SEL->current && down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
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showTeamsPopup();
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showTeamsPopup();
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}
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}
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@ -191,7 +191,7 @@ void CBattleHero::clickLeft(tribool down, bool previousState)
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if(myOwner->spellDestSelectMode) //we are casting a spell
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if(myOwner->spellDestSelectMode) //we are casting a spell
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return;
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return;
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if(!down && myHero != nullptr && myOwner->myTurn && myOwner->getCurrentPlayerInterface()->cb->battleCanCastSpell()) //check conditions
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if(myHero != nullptr && !down && myOwner->myTurn && myOwner->getCurrentPlayerInterface()->cb->battleCanCastSpell()) //check conditions
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{
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{
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for(int it=0; it<GameConstants::BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
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for(int it=0; it<GameConstants::BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
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{
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{
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@ -239,7 +239,7 @@ bool CHeroArtPlace::askToAssemble(const CArtifactInstance *art, ArtifactPosition
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void CHeroArtPlace::clickRight(tribool down, bool previousState)
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void CHeroArtPlace::clickRight(tribool down, bool previousState)
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{
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{
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if(down && ourArt && !locked && text.size() && !picked) //if there is no description or it's a lock, do nothing ;]
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if(ourArt && down && ourArt && !locked && text.size() && !picked) //if there is no description or it's a lock, do nothing ;]
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{
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{
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if (slotID < GameConstants::BACKPACK_START)
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if (slotID < GameConstants::BACKPACK_START)
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{
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{
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@ -269,7 +269,7 @@ bool CGarrisonSlot::mustForceReselection() const
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void CGarrisonSlot::clickRight(tribool down, bool previousState)
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void CGarrisonSlot::clickRight(tribool down, bool previousState)
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{
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{
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if(down && creature)
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if(creature && down)
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{
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{
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GH.pushInt(new CStackWindow(myStack, true));
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GH.pushInt(new CStackWindow(myStack, true));
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}
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}
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@ -134,13 +134,13 @@ CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero):hero(_hero)
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void CHeroArea::clickLeft(tribool down, bool previousState)
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void CHeroArea::clickLeft(tribool down, bool previousState)
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{
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{
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if((!down) && previousState && hero)
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if(hero && (!down) && previousState)
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LOCPLINT->openHeroWindow(hero);
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LOCPLINT->openHeroWindow(hero);
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}
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}
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void CHeroArea::clickRight(tribool down, bool previousState)
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void CHeroArea::clickRight(tribool down, bool previousState)
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{
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{
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if((!down) && previousState && hero)
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if(hero && (!down) && previousState)
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LOCPLINT->openHeroWindow(hero);
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LOCPLINT->openHeroWindow(hero);
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}
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}
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@ -154,19 +154,19 @@ void CHeroArea::hover(bool on)
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void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
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void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
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{
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{
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if((!down) && previousState && town)
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if(town && (!down) && previousState)
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{
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{
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LOCPLINT->openTownWindow(town);
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LOCPLINT->openTownWindow(town);
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if ( type == 2 )
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if ( type == 2 )
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
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else if ( type == 3 && town->fortLevel() )
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else if ( type == 3 && town->fortLevel() )
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
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}
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}
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}
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}
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void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
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void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
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{
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{
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if((!down) && previousState && town)
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if(town && (!down) && previousState)
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LOCPLINT->openTownWindow(town);//TODO: popup?
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LOCPLINT->openTownWindow(town);//TODO: popup?
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}
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}
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@ -109,7 +109,7 @@ void CBuildingRect::hover(bool on)
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void CBuildingRect::clickLeft(tribool down, bool previousState)
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void CBuildingRect::clickLeft(tribool down, bool previousState)
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{
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{
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if( previousState && !down && area && (parent->selectedBuilding==this) && getBuilding() )
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if( previousState && getBuilding() && area && !down && (parent->selectedBuilding==this))
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if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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parent->buildingClicked(getBuilding()->bid);
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parent->buildingClicked(getBuilding()->bid);
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}
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}
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@ -788,13 +788,13 @@ void CTavernWindow::show(SDL_Surface * to)
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void CTavernWindow::HeroPortrait::clickLeft(tribool down, bool previousState)
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void CTavernWindow::HeroPortrait::clickLeft(tribool down, bool previousState)
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{
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{
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if(previousState && !down && h)
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if(h && previousState && !down)
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*_sel = _id;
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*_sel = _id;
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}
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}
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void CTavernWindow::HeroPortrait::clickRight(tribool down, bool previousState)
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void CTavernWindow::HeroPortrait::clickRight(tribool down, bool previousState)
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{
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{
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if(down && h)
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if(h && down)
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{
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{
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GH.pushInt(new CRClickPopupInt(new CHeroWindow(h), true));
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GH.pushInt(new CRClickPopupInt(new CHeroWindow(h), true));
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}
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}
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