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https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
Fix for callback return. More code optimization
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@ -181,11 +181,10 @@ bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition
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return true;
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return true;
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}
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}
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bool CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
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void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
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{
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{
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BulkExchangeArtifacts bma(srcHero, dstHero, swap);
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BulkExchangeArtifacts bma(srcHero, dstHero, swap);
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sendRequest(&bma);
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sendRequest(&bma);
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return true;
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}
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}
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bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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@ -97,7 +97,7 @@ public:
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// Moves all artifacts from one hero to another
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// Moves all artifacts from one hero to another
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virtual bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
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virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
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};
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};
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class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
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class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
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@ -155,7 +155,7 @@ public:
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bool dismissHero(const CGHeroInstance * hero) override;
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bool dismissHero(const CGHeroInstance * hero) override;
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bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
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bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
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bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
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bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
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bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
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void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
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bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
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void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
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bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
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bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
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@ -3956,37 +3956,37 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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}
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}
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};
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};
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auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
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std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
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{
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for(auto & slotInfo : pHero->artifactsInBackpack)
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{
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auto slot = pHero->getArtPos(slotInfo.artifact);
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slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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}
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};
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// Move over artifacts that are worn srcHero -> dstHero
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// Move over artifacts that are worn srcHero -> dstHero
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moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
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moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
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// Move over artifacts that are worn dstHero -> srcHero
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// Move over artifacts that are worn dstHero -> srcHero
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moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
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moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
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// Move over artifacts that are in backpack srcHero -> dstHero
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// Move over artifacts that are in backpack srcHero -> dstHero
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for(auto & slotInfo : psrcHero->artifactsInBackpack)
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moveArtsInBackpack(psrcHero, slotsSrcDst);
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{
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auto slot = psrcHero->getArtPos(slotInfo.artifact);
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slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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}
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// Move over artifacts that are in backpack dstHero -> srcHero
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// Move over artifacts that are in backpack dstHero -> srcHero
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for(auto & slotInfo : pdstHero->artifactsInBackpack)
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moveArtsInBackpack(pdstHero, slotsDstSrc);
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{
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auto slot = pdstHero->getArtPos(slotInfo.artifact);
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slotsDstSrc.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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}
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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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auto & slots = ma.artsPack0;
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// Temporary fitting set for artifacts. Used to select available slots before sending data.
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// Temporary fitting set for artifacts. Used to select available slots before sending data.
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CArtifactFittingSet ArtFittingSet(pdstHero->bearerType());
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CArtifactFittingSet ArtFittingSet(pdstHero->bearerType());
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ArtFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
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ArtFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
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ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
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ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
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auto moveArtifact = [this, &ArtFittingSet, &slots](const CArtifactInstance * artifact,
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auto moveArtifact = [this, &ArtFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
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ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
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ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
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{
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{
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
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ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
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ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
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slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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