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Rename radious -> radius

There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
This commit is contained in:
Vadim Markovtsev 2016-01-31 18:01:58 +03:00
parent 4352f49a1d
commit 3926920103
28 changed files with 47 additions and 47 deletions

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@ -360,7 +360,7 @@ bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
int3 whereToExplore(HeroPtr h) int3 whereToExplore(HeroPtr h)
{ {
TimeCheck tc ("where to explore"); TimeCheck tc ("where to explore");
int radius = h->getSightRadious(); int radius = h->getSightRadius();
int3 hpos = h->visitablePos(); int3 hpos = h->visitablePos();
auto sm = ai->getCachedSectorMap(h); auto sm = ai->getCachedSectorMap(h);

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@ -2554,7 +2554,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
int3 VCAI::explorationNewPoint(HeroPtr h) int3 VCAI::explorationNewPoint(HeroPtr h)
{ {
int radius = h->getSightRadious(); int radius = h->getSightRadius();
CCallback * cbp = cb.get(); CCallback * cbp = cb.get();
const CGHeroInstance * hero = h.get(); const CGHeroInstance * hero = h.get();
@ -2603,7 +2603,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
int3 VCAI::explorationDesperate(HeroPtr h) int3 VCAI::explorationDesperate(HeroPtr h)
{ {
auto sm = getCachedSectorMap(h); auto sm = getCachedSectorMap(h);
int radius = h->getSightRadious(); int radius = h->getSightRadius();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow] std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
tiles.resize(radius); tiles.resize(radius);

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@ -988,10 +988,10 @@ void CGameState::initGrailPosition()
{ {
logGlobal->debugStream() << "\tPicking grail position"; logGlobal->debugStream() << "\tPicking grail position";
//pick grail location //pick grail location
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
{ {
if(!map->grailRadious) //radius not given -> anywhere on map if(!map->grailRadius) //radius not given -> anywhere on map
map->grailRadious = map->width * 2; map->grailRadius = map->width * 2;
std::vector<int3> allowedPos; std::vector<int3> allowedPos;
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
@ -1008,7 +1008,7 @@ void CGameState::initGrailPosition()
&& !t.visitable && !t.visitable
&& t.terType != ETerrainType::WATER && t.terType != ETerrainType::WATER
&& t.terType != ETerrainType::ROCK && t.terType != ETerrainType::ROCK
&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious)) && map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadius * map->grailRadius))
allowedPos.push_back(int3(i,j,k)); allowedPos.push_back(int3(i,j,k));
} }
} }
@ -1638,7 +1638,7 @@ void CGameState::initFogOfWar()
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
std::unordered_set<int3, ShashInt3> tiles; std::unordered_set<int3, ShashInt3> tiles;
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadious(), obj->tempOwner, 1); getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
for(int3 tile : tiles) for(int3 tile : tiles)
{ {
elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;

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@ -646,10 +646,10 @@ void CPathfinder::initializePatrol()
auto state = PATROL_NONE; auto state = PATROL_NONE;
if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human) if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
{ {
if(hero->patrol.patrolRadious) if(hero->patrol.patrolRadius)
{ {
state = PATROL_RADIUS; state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadious, boost::optional<PlayerColor>(), 0, true); gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
} }
else else
state = PATROL_LOCKED; state = PATROL_LOCKED;

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@ -79,7 +79,7 @@ public:
BONUS_NAME(MORALE) \ BONUS_NAME(MORALE) \
BONUS_NAME(LUCK) \ BONUS_NAME(LUCK) \
BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \ BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
BONUS_NAME(SIGHT_RADIOUS) \ BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \ BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \ BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \ BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \

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@ -223,7 +223,7 @@ DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
case Obj::TOWN: case Obj::TOWN:
case Obj::ABANDONED_MINE: case Obj::ABANDONED_MINE:
if(vstd::contains(team->players, o->tempOwner)) //check owned observators if(vstd::contains(team->players, o->tempOwner)) //check owned observators
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadious(), o->tempOwner, 1); gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
break; break;
} }
} }

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@ -1067,7 +1067,7 @@ int3 CGHeroInstance::getSightCenter() const
return getPosition(false); return getPosition(false);
}*/ }*/
int CGHeroInstance::getSightRadious() const int CGHeroInstance::getSightRadius() const
{ {
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
} }

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@ -76,10 +76,10 @@ public:
struct DLL_LINKAGE Patrol struct DLL_LINKAGE Patrol
{ {
Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;}; Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
bool patrolling; bool patrolling;
int3 initialPos; int3 initialPos;
ui32 patrolRadious; ui32 patrolRadius;
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & patrolling; h & patrolling;
@ -92,7 +92,7 @@ public:
patrolling = false; patrolling = false;
initialPos = int3(); initialPos = int3();
} }
h & patrolRadious; h & patrolRadius;
} }
} patrol; } patrol;
@ -134,7 +134,7 @@ public:
} }
//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const override; //sight distance (should be used if player-owned structure) int getSightRadius() const override; //sight distance (should be used if player-owned structure)
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral

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@ -313,7 +313,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
} }
} }
int CGTownInstance::getSightRadious() const //returns sight distance int CGTownInstance::getSightRadius() const //returns sight distance
{ {
if (subID == ETownType::TOWER) if (subID == ETownType::TOWER)
{ {
@ -1109,7 +1109,7 @@ void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResu
FoWChange fw; FoWChange fw;
fw.player = hero->tempOwner; fw.player = hero->tempOwner;
fw.mode = 1; fw.mode = 1;
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadious(), tempOwner, 1); cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), tempOwner, 1);
cb->sendAndApply (&fw); cb->sendAndApply (&fw);
} }
} }

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@ -206,7 +206,7 @@ public:
bool passableFor(PlayerColor color) const override; bool passableFor(PlayerColor color) const override;
//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
int getSightRadious() const override; //returns sight distance int getSightRadius() const override; //returns sight distance
int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
int getMarketEfficiency() const override; //=market count int getMarketEfficiency() const override; //=market count

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@ -243,7 +243,7 @@ int3 CGObjectInstance::getSightCenter() const
return visitablePos(); return visitablePos();
} }
int CGObjectInstance::getSightRadious() const int CGObjectInstance::getSightRadius() const
{ {
return 3; return 3;
} }

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@ -143,7 +143,7 @@ public:
/// Returns true if player can pass through visitable tiles of this object /// Returns true if player can pass through visitable tiles of this object
virtual bool passableFor(PlayerColor color) const; virtual bool passableFor(PlayerColor color) const;
/// Range of revealed map around this object, counting from getSightCenter() /// Range of revealed map around this object, counting from getSightCenter()
virtual int getSightRadious() const; virtual int getSightRadius() const;
/// returns (x,y,0) offset to a visitable tile of object /// returns (x,y,0) offset to a visitable tile of object
virtual int3 getVisitableOffset() const; virtual int3 getVisitableOffset() const;
/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman") /// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")

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@ -220,7 +220,7 @@ CMapHeader::~CMapHeader()
} }
CMap::CMap() : checksum(0), grailPos(-1, -1, -1), grailRadious(0), terrain(nullptr) CMap::CMap() : checksum(0), grailPos(-1, -1, -1), grailRadius(0), terrain(nullptr)
{ {
allHeroes.resize(allowedHeroes.size()); allHeroes.resize(allowedHeroes.size());
allowedAbilities = VLC->heroh->getDefaultAllowedAbilities(); allowedAbilities = VLC->heroh->getDefaultAllowedAbilities();

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@ -306,7 +306,7 @@ public:
std::vector<bool> allowedAbilities; std::vector<bool> allowedAbilities;
std::list<CMapEvent> events; std::list<CMapEvent> events;
int3 grailPos; int3 grailPos;
int grailRadious; int grailRadius;
//Central lists of items in game. Position of item in the vectors below is their (instance) id. //Central lists of items in game. Position of item in the vectors below is their (instance) id.
std::vector< ConstTransitivePtr<CGObjectInstance> > objects; std::vector< ConstTransitivePtr<CGObjectInstance> > objects;

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@ -1350,7 +1350,7 @@ void CMapLoaderH3M::readObjects()
case Obj::GRAIL: case Obj::GRAIL:
{ {
map->grailPos = objPos; map->grailPos = objPos;
map->grailRadious = reader.readUInt32(); map->grailRadius = reader.readUInt32();
continue; continue;
} }
case Obj::RANDOM_DWELLING: //same as castle + level range case Obj::RANDOM_DWELLING: //same as castle + level range
@ -1650,8 +1650,8 @@ CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven, const i
nhi->formation = reader.readUInt8(); nhi->formation = reader.readUInt8();
loadArtifactsOfHero(nhi); loadArtifactsOfHero(nhi);
nhi->patrol.patrolRadious = reader.readUInt8(); nhi->patrol.patrolRadius = reader.readUInt8();
if(nhi->patrol.patrolRadious == 0xff) if(nhi->patrol.patrolRadius == 0xff)
{ {
nhi->patrol.patrolling = false; nhi->patrol.patrolling = false;
} }

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@ -1869,7 +1869,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
{ {
obj->onHeroLeave(h); obj->onHeroLeave(h);
} }
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1); this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
}; };
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards, auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
@ -2736,7 +2736,7 @@ bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID,
FoWChange fw; FoWChange fw;
fw.player = t->tempOwner; fw.player = t->tempOwner;
fw.mode = 1; fw.mode = 1;
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1); getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
sendAndApply(&fw); sendAndApply(&fw);
if(t->visitingHero) if(t->visitingHero)
@ -5822,11 +5822,11 @@ void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player,
auto p = gs->getPlayer(player); auto p = gs->getPlayer(player);
for (auto h : p->heroes) for (auto h : p->heroes)
{ {
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1); getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
} }
for (auto t : p->towns) for (auto t : p->towns)
{ {
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1); getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
} }
for (auto tile : observedTiles) for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile); vstd::erase_if_present (tiles, tile);