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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

* more const-correct interface

This commit is contained in:
mateuszb 2010-12-13 20:16:18 +00:00
parent ad48681d91
commit 3989afd153
12 changed files with 47 additions and 42 deletions

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@ -18,7 +18,9 @@
#include "../hch/CObjectHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CCreatureHandler.h"
#include "../lib/map.h"
#include "../hch/CMusicHandler.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
@ -747,7 +749,7 @@ void CCastleInterface::enterBlacksmith(int ArtifactID)
}
int price = CGI->arth->artifacts[ArtifactID]->price;
bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
if(vstd::contains(hero->artifWorn,ui16(ArtifactID+9))) //hero already has machine
if( hero->hasArt(ui16(ArtifactID+9)) ) //hero already has machine
possible = false;
GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
}

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@ -118,7 +118,7 @@ public:
void stopHeroVisitCastle(int obj, int heroID){};
void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
void giveNewArtifact(int hid, int position){};
bool removeArtifact(CArtifact* art, int hid){return false;};
bool removeArtifact(const CArtifact* art, int hid){return false;};
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle

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@ -47,6 +47,8 @@
#include "../StartInfo.h"
#include "CPreGame.h"
#include "../lib/HeroBonus.h"
#include "../hch/CCreatureHandler.h"
#include "../hch/CMusicHandler.h"
/*
* GUIClasses.cpp, part of VCMI engine
@ -3614,7 +3616,7 @@ void CAltarWindow::SacrificeAll()
}
else
{
for(std::map<ui16,CArtifact*>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
for(std::map<ui16, const CArtifact*>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
{
if(i->second->id != 145) //ignore locks from assembled artifacts
moveFromSlotToAltar(i->first, NULL, i->second->id);

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@ -57,13 +57,13 @@ bool CArtifact::isModable () const
* Checks whether the artifact fits at a given slot.
* @param artifWorn A hero's set of worn artifacts.
*/
bool CArtifact::fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slotID) const
bool CArtifact::fitsAt (const std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const
{
if (!vstd::contains(possibleSlots, slotID))
return false;
// Can't put an artifact in a locked slot.
std::map<ui16, CArtifact*>::const_iterator it = artifWorn.find(slotID);
std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.find(slotID);
if (it != artifWorn.end() && it->second->id == 145)
return false;
@ -72,7 +72,7 @@ bool CArtifact::fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slotID
// Assumes that misc & rings fits only in their slots, and others in only one slot and no duplicates.
if (constituents != NULL)
{
std::map<ui16, CArtifact*> tempArtifWorn = artifWorn;
std::map<ui16, const CArtifact*> tempArtifWorn = artifWorn;
const ui16 ringSlots[] = {6, 7};
const ui16 miscSlots[] = {9, 10, 11, 12, 18};
int rings = 0;
@ -115,7 +115,7 @@ bool CArtifact::fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slotID
return true;
}
bool CArtifact::canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const
bool CArtifact::canBeAssembledTo (const std::map<ui16, const CArtifact*> &artifWorn, ui32 artifactID) const
{
if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
return false;
@ -126,7 +126,7 @@ bool CArtifact::canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, u
BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
{
bool found = false;
for (std::map<ui16, CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
for (std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
{
if (it->second->id == constituentID)
{
@ -752,16 +752,16 @@ void CArtHandler::clear()
* @param artifWorn A hero's set of worn artifacts.
* @param bonuses Optional list of bonuses to update.
*/
void CArtHandler::equipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* newArtifact)
void CArtHandler::equipArtifact( std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art )
{
unequipArtifact(artifWorn, slotID);
if (newArtifact) //false when artifact is NULL -> slot set to empty
if (art) //false when artifact is NULL -> slot set to empty
{
const CArtifact &artifact = *newArtifact;
const CArtifact &artifact = *art;
// Add artifact.
artifWorn[slotID] = const_cast<CArtifact*>(newArtifact);
artifWorn[slotID] = art;
// Add locks, in reverse order of being removed.
if (artifact.constituents != NULL)
@ -798,7 +798,7 @@ void CArtHandler::equipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slot
* @param artifWorn A hero's set of worn artifacts.
* @param bonuses Optional list of bonuses to update.
*/
void CArtHandler::unequipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID)
void CArtHandler::unequipArtifact(std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID)
{
if (!vstd::contains(artifWorn, slotID))
return;

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@ -29,8 +29,8 @@ public:
const std::string &Description() const; //getter
bool isBig () const;
bool isModable () const;
bool fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slot) const;
bool canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const;
bool fitsAt (const std::map<ui16, const CArtifact*> &artifWorn, ui16 slot) const;
bool canBeAssembledTo (const std::map<ui16, const CArtifact*> &artifWorn, ui32 artifactID) const;
void addBonusesTo (BonusList *otherBonuses) const;
void removeBonusesFrom (BonusList *otherBonuses) const;
virtual void SetProperty (int mod){};
@ -134,8 +134,8 @@ public:
void getAllowed(std::vector<CArtifact*> &out, int flags);
void erasePickedArt (si32 id);
bool isBigArtifact (ui32 artID) {return bigArtifacts.find(artID) != bigArtifacts.end();}
void equipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art);
void unequipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID);
void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art);
void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID);
void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static int convertMachineID(int id, bool creToArt);
CArtHandler();

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@ -729,7 +729,7 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
return int(base + base*modifier) + bonus;
}
CArtifact* CGHeroInstance::getArtAtPos(ui16 pos) const
const CArtifact* CGHeroInstance::getArtAtPos(ui16 pos) const
{
if(pos<19)
if(vstd::contains(artifWorn,pos))
@ -1417,7 +1417,7 @@ si32 CGHeroInstance::manaRegain() const
si32 CGHeroInstance::getArtPos(int aid) const
{
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
for(std::map<ui16, const CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second->id == aid)
return i->first;
return -1;
@ -1450,10 +1450,10 @@ void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
bool CGHeroInstance::hasArt( ui32 aid ) const
{
for(std::vector<CArtifact*>::const_iterator i = artifacts.begin(); i != artifacts.end(); i++)
for(std::vector<const CArtifact*>::const_iterator i = artifacts.begin(); i != artifacts.end(); i++)
if((*i)->id == aid)
return true;
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
for(std::map<ui16, const CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second->id == aid)
return true;
@ -1497,7 +1497,7 @@ void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= N
out.insert(visitedTown);
}
for (std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
for (std::map<ui16, const CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
out.insert(i->second);
out.insert(&speciality);
@ -6540,7 +6540,8 @@ void CArmedInstance::setArmy(const CCreatureSet &src)
CCreatureSet& CArmedInstance::getArmy() const
{ //do not return itself by value, or it will xplode
// CCreatureSet set = *this; return set;
return *((CCreatureSet*)(this));
//WARNING! A DIRTY CONST_CAST! TO BE INVESTIGATED AND PROBABLY REMOVED!
return *(const_cast<CArmedInstance*>(this));
}
void CArmedInstance::randomizeArmy(int type)

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@ -267,8 +267,8 @@ public:
ui8 inTownGarrison; // if hero is in town garrison
const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
const CGBoat *boat; //set to CGBoat when sailing
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16, CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::set<ui32> spells; //known spells (spell IDs)
struct DLL_EXPORT Patrol
@ -338,7 +338,7 @@ public:
int maxMovePoints(bool onLand) const;
CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
const CArtifact * getArt(int pos) const;
si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)

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@ -94,7 +94,7 @@ public:
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
virtual void giveNewArtifact(int hid, int position)=0;
virtual bool removeArtifact(CArtifact* art, int hid) = 0;
virtual bool removeArtifact(const CArtifact* art, int hid) = 0;
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle

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@ -605,15 +605,15 @@ struct SetHeroArtifacts : public CPackForClient //509
DLL_EXPORT void setArtAtPos(ui16 pos, const CArtifact* art);
si32 hid;
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16,CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & artifacts & artifWorn;
}
std::vector<CArtifact*> equiped, unequiped; //used locally
std::vector<const CArtifact*> equiped, unequiped; //used locally
BonusList gained, lost; //used locally as hlp when applying
};

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@ -451,11 +451,11 @@ DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
for(std::map<ui16,CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
for(std::map<ui16, const CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
unequiped.push_back(i->second);
for(std::map<ui16,CArtifact*>::iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
for(std::map<ui16, const CArtifact*>::iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
{
equiped.push_back(i->second);
@ -484,9 +484,9 @@ DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art)
else // Goes into the backpack.
{
if(pos - 19 < artifacts.size())
artifacts.insert(artifacts.begin() + (pos - 19), const_cast<CArtifact*>(art));
artifacts.insert(artifacts.begin() + (pos - 19), art);
else
artifacts.push_back(const_cast<CArtifact*>(art));
artifacts.push_back(art);
}
}
}

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@ -2318,7 +2318,7 @@ void CGameHandler::giveNewArtifact(int hid, int position)
sendAndApply(&sha);
}
bool CGameHandler::removeArtifact(CArtifact* art, int hid)
bool CGameHandler::removeArtifact(const CArtifact* art, int hid)
{
const CGHeroInstance* h = getHero(hid);
@ -2327,12 +2327,12 @@ bool CGameHandler::removeArtifact(CArtifact* art, int hid)
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
std::vector<CArtifact*>::iterator it;
std::vector<const CArtifact*>::iterator it;
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), art)) != sha.artifacts.end()) //it is in backpack
sha.artifacts.erase(it);
else //worn
{
std::map<ui16,CArtifact*>::iterator itr;
std::map<ui16, const CArtifact*>::iterator itr;
for (itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
{
if (itr->second == art)
@ -3329,7 +3329,7 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
}
bool found = false;
for (std::map<ui16, CArtifact*>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it)
for (std::map<ui16, const CArtifact*>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it)
{
if (it->second->id == constituentID)
{ // Found possible constituent to substitute.
@ -3388,7 +3388,7 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
{
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID]->id == 145)
{
sha.artifWorn[slotID]->id = constituentID;
const_cast<CArtifact*>(sha.artifWorn[slotID])->id = constituentID;
break;
}
}
@ -5304,7 +5304,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art)
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const CArtifact* art)
{
if(!removeArtifact(art, hero->id))
COMPLAIN_RET("Cannot find artifact to sacrifice!");

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@ -147,7 +147,7 @@ public:
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void giveNewArtifact(int hid, int position);
void moveArtifact(int hid, int oldPosition, int destPos);
bool removeArtifact(CArtifact* art, int hid);
bool removeArtifact(const CArtifact* art, int hid);
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL); //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
@ -225,7 +225,7 @@ public:
void run(bool resume);
void newTurn();
void handleAfterAttackCasting( const BattleAttack & bat );
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art);
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const CArtifact* art);
friend class CVCMIServer;
friend class CScriptCallback;
};