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https://github.com/vcmi/vcmi.git
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get rid of boost::assign
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parent
66b022f93e
commit
54453aee73
8
Global.h
8
Global.h
@ -126,7 +126,6 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
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#define BOOST_BIND_NO_PLACEHOLDERS
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#include <boost/algorithm/string.hpp>
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#include <boost/assign.hpp>
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#include <boost/cstdint.hpp>
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#include <boost/current_function.hpp>
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#include <boost/crc.hpp>
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@ -676,6 +675,13 @@ namespace vstd
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boost::sort(vec);
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vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
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}
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template <typename T>
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void concatenate(std::vector<T> &dest, const std::vector<T> &src)
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{
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dest.reserve(dest.size() + src.size());
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dest.insert(dest.end(), src.begin(), src.end());
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}
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using boost::math::round;
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}
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@ -55,7 +55,6 @@
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#define ADVOPT (conf.go()->ac)
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using namespace boost::logic;
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using namespace boost::assign;
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using namespace CSDL_Ext;
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CAdvMapInt *adventureInt;
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@ -692,7 +691,7 @@ bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
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void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
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{
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if (sleep)
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LOCPLINT->sleepingHeroes += hero;
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LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
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else
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LOCPLINT->sleepingHeroes -= hero;
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updateNextHero(nullptr);
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@ -32,8 +32,6 @@
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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using namespace boost::assign;
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/*
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* CCastleInterface.cpp, part of VCMI engine
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*
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@ -1449,15 +1447,20 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
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exit = new CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&]{ close(); }, SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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std::vector<Point> positions;
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positions += Point(10, 22), Point(404, 22),
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Point(10, 155), Point(404,155),
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Point(10, 288), Point(404,288);
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std::vector<Point> positions =
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{
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Point(10, 22), Point(404, 22),
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Point(10, 155), Point(404,155),
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Point(10, 288), Point(404,288)
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};
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if (fortSize == GameConstants::CREATURES_PER_TOWN)
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positions += Point(206,421);
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positions.push_back(Point(206,421));
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else
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positions += Point(10, 421), Point(404,421);
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{
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positions.push_back(Point(10, 421));
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positions.push_back(Point(404,421));
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}
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for (ui32 i=0; i<fortSize; i++)
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{
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@ -1658,14 +1661,14 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
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exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&]{ close(); }, SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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std::vector<std::vector<Point> > positions;
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positions.resize(5);
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positions[0] += Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445);
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positions[1] += Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429);
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positions[2] += Point(570,82), Point(672,82), Point(570,157), Point(672,157);
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positions[3] += Point(183,42), Point(183,148), Point(183,253);
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positions[4] += Point(491,325), Point(591,325);
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static const std::vector<std::vector<Point> > positions =
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{
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{Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)},
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{Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429)},
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{Point(570,82), Point(672,82), Point(570,157), Point(672,157)},
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{Point(183,42), Point(183,148), Point(183,253)},
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{Point(491,325), Point(591,325)}
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};
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for(size_t i=0; i<owner->town->town->mageLevel; i++)
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{
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@ -39,7 +39,6 @@
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*
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*/
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using namespace boost::assign;
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const TBonusListPtr CHeroWithMaybePickedArtifact::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
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{
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@ -471,8 +471,6 @@ std::vector<int> *CTradeWindow::getItemsIds(bool Left)
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void CTradeWindow::getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const
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{
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using namespace boost::assign;
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if(mode == EMarketMode::ARTIFACT_EXP && !Left)
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{
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//22 boxes, 5 in row, last row: two boxes centered
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@ -484,10 +482,10 @@ void CTradeWindow::getPositionsFor(std::vector<Rect> &poss, bool Left, EType typ
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dy = 70;
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for (int i = 0; i < 4 ; i++)
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for (int j = 0; j < 5 ; j++)
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poss += Rect(x + dx*j, y + dy*i, w, h);
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poss.push_back(Rect(x + dx*j, y + dy*i, w, h));
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poss += Rect(x + dx*1.5, y + dy*4, w, h);
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poss += Rect(x + dx*2.5, y + dy*4, w, h);
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poss.push_back(Rect(x + dx*1.5, y + dy*4, w, h));
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poss.push_back(Rect(x + dx*2.5, y + dy*4, w, h));
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}
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else
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{
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@ -498,10 +496,15 @@ void CTradeWindow::getPositionsFor(std::vector<Rect> &poss, bool Left, EType typ
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int h, w, x, y, dx, dy;
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int leftToRightOffset;
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getBaseForPositions(type, dx, dy, x, y, h, w, !Left, leftToRightOffset);
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poss += genRect(h, w, x, y), genRect(h, w, x + dx, y), genRect(h, w, x + 2*dx, y),
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const std::vector<Rect> tmp =
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{
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genRect(h, w, x, y), genRect(h, w, x + dx, y), genRect(h, w, x + 2*dx, y),
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genRect(h, w, x, y + dy), genRect(h, w, x + dx, y + dy), genRect(h, w, x + 2*dx, y + dy),
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genRect(h, w, x + dx, y + 2*dy);
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genRect(h, w, x + dx, y + 2*dy)
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};
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vstd::concatenate(poss, tmp);
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if(!Left)
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{
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@ -61,7 +61,6 @@
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*
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*/
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using namespace boost::assign;
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using namespace CSDL_Ext;
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std::list<CFocusable*> CFocusable::focusables;
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@ -23,8 +23,6 @@
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#include "mapObjects/CObjectClassesHandler.h"
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using namespace boost::assign;
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// Note: list must match entries in ArtTraits.txt
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#define ART_POS_LIST \
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ART_POS(SPELLBOOK) \
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@ -277,13 +275,23 @@ ArtifactPosition CArtHandler::stringToSlot(std::string slotName)
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void CArtHandler::addSlot(CArtifact * art, const std::string & slotID)
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{
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static const std::vector<ArtifactPosition> miscSlots =
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{
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ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5
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};
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static const std::vector<ArtifactPosition> ringSlots =
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{
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ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING
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};
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if (slotID == "MISC")
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{
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art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5;
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], miscSlots);
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}
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else if (slotID == "RING")
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{
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art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING;
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], ringSlots);
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}
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else
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{
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@ -14,7 +14,6 @@
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BuildingID CBuildingHandler::campToERMU( int camp, int townType, std::set<BuildingID> builtBuildings )
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{
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using namespace boost::assign;
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static const std::vector<BuildingID> campToERMU =
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{
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BuildingID::TOWN_HALL, BuildingID::CITY_HALL,
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@ -11,8 +11,6 @@
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#include "mapObjects/CObjectClassesHandler.h"
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using namespace boost::assign;
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/*
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* CCreatureHandler.cpp, part of VCMI engine
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*
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@ -26,8 +26,6 @@ namespace SpellConfig
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}
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using namespace boost::assign;
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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@ -16,8 +16,6 @@
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#include "../CGeneralTextHandler.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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void CArmedInstance::randomizeArmy(int type)
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{
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for (auto & elem : stacks)
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@ -19,8 +19,6 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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///helpers
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static std::string & visitedTxt(const bool visited)
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{
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@ -22,8 +22,6 @@
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#include "../CGameState.h"
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#include "../CCreatureHandler.h"
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using namespace boost::assign;
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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@ -1050,9 +1048,10 @@ int CGHeroInstance::getBoatType() const
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void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
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{
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static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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for (auto & dir : dirs)
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offsets += dir;
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offsets =
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{
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int3(0,1,0), int3(0,-1,0), int3(-1,0,0), int3(+1,0,0), int3(1,1,0), int3(-1,1,0), int3(1,-1,0), int3(-1,-1,0)
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};
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}
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int CGHeroInstance::getSpellCost(const CSpell *sp) const
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@ -1162,8 +1161,10 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills()
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}
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if (!skillsInfo.magicSchoolCounter)
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{
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std::vector<SecondarySkill> ss;
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ss += SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC;
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std::vector<SecondarySkill> ss =
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{
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SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
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};
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std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
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@ -18,8 +18,6 @@
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#include "../CCreatureHandler.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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///helpers
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static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
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{
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@ -18,8 +18,6 @@
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#include "../StartInfo.h"
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#include "../IGameCallback.h"
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using namespace boost::assign;
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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@ -18,8 +18,6 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
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std::vector<int> CGTownInstance::universitySkills;
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@ -676,7 +674,7 @@ bool CGTownInstance::passableFor(PlayerColor color) const
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void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
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{
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offsets += int3(-1,2,0), int3(-3,2,0);
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offsets = {int3(-1,2,0), int3(-3,2,0)};
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}
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void CGTownInstance::removeCapitols (PlayerColor owner) const
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@ -205,7 +205,7 @@ public:
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//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
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int getSightRadious() const override; //returns sight distance
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int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
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void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed. Parameter will be cleared
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int getMarketEfficiency() const override; //=market count
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bool allowsTrade(EMarketMode::EMarketMode mode) const;
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std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
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@ -21,8 +21,6 @@
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#include "CObjectClassesHandler.h"
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using namespace boost::assign;
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IGameCallback * IObjectInterface::cb = nullptr;
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///helpers
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@ -20,8 +20,6 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap;
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///helpers
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@ -21,8 +21,6 @@
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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using namespace boost::assign;
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std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > CGTeleport::objs;
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std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > CGTeleport::gates;
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std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
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@ -1419,9 +1417,11 @@ void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
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// H J L K I
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// A x S x B
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// C E G F D
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offsets += int3(-3,0,0), int3(1,0,0), //AB
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offsets = {
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int3(-3,0,0), int3(1,0,0), //AB
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int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG
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int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL
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int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0) //HIJKL
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};
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}
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void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
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