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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* towards ConstTranssitivePointers in CGI
This commit is contained in:
parent
23c501b79e
commit
5806976a9a
@ -232,7 +232,7 @@ const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) const //mode =
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}
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else //object id
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{
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return static_cast<const CGHeroInstance*>(+gs->map->objects[val]);
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return static_cast<const CGHeroInstance*>(gs->map->objects[val].get());
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}
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return NULL;
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}
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@ -599,7 +599,7 @@ const CGTownInstance *CCallback::battleGetDefendedTown()
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if(!gs->curB || gs->curB->tid == -1)
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return NULL;
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return static_cast<const CGTownInstance *>(+gs->map->objects[gs->curB->tid]);
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return static_cast<const CGTownInstance *>(gs->map->objects[gs->curB->tid].get());
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}
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ui8 CCallback::battleGetWallState(int partOfWall)
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@ -12,7 +12,7 @@
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*
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*/
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CGameInfo * CGI; //game info for general use
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const CGameInfo * CGI; //game info for general use
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CGameInfo::CGameInfo()
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{
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@ -41,7 +41,7 @@ class CGameInfo
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{
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CGameState * state; //don't touch it in client's code
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public:
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CArtHandler * arth;
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ConstTransitivePtr<CArtHandler> arth;
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CHeroHandler * heroh;
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CCreatureHandler * creh;
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CSpellHandler * spellh;
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@ -50,13 +50,13 @@ public:
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CGeneralTextHandler * generaltexth;
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CMapHandler * mh;
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CBuildingHandler * buildh;
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CSoundHandler * soundh;
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CMusicHandler * musich;
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mutable CSoundHandler * soundh;
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mutable CMusicHandler * musich;
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CTownHandler * townh;
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//CTownHandler * townh;
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CConsoleHandler * consoleh;
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CCursorHandler * curh;
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CVideoPlayer * videoh;
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mutable CConsoleHandler * consoleh;
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mutable CCursorHandler * curh;
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mutable CVideoPlayer * videoh;
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void setFromLib();
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@ -68,7 +68,7 @@ public:
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// ConstTransitivePtr<CGameState> state; //don't touch it in client's code
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// public:
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// ConstTransitivePtr<CArtHandler> arth;
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//
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// ConstTransitivePtr<CHeroHandler> heroh;
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// ConstTransitivePtr<CCreatureHandler> creh;
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// ConstTransitivePtr<CSpellHandler> spellh;
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@ -138,7 +138,7 @@ void init()
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tlog0<<"Initializing screen and sound handling: "<<tmh.getDif()<<std::endl;
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initDLL(::console,logfile);
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CGI->setFromLib();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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CGI->soundh->initCreaturesSounds(CGI->creh->creatures);
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CGI->soundh->initSpellsSounds(CGI->spellh->spells);
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tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
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@ -610,7 +610,7 @@ static void listenForEvents()
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client = NULL;
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delete CGI->dobjinfo;
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CGI->dobjinfo = new CDefObjInfoHandler;
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const_cast<CGameInfo*>(CGI)->dobjinfo = new CDefObjInfoHandler;
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CGI->dobjinfo->load();
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GH.curInt = CGP;
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@ -207,10 +207,10 @@ void CClient::endGame( bool closeConnection /*= true*/ )
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tlog0 << "Removed GUI." << std::endl;
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delete CGI->mh;
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CGI->mh = NULL;
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const_cast<CGameInfo*>(CGI)->mh = NULL;
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delete CGI->state;
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CGI->state = NULL;
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const_cast<CGameInfo*>(CGI)->state = NULL;
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tlog0 << "Deleted mapHandler and gameState." << std::endl;
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LOCPLINT = NULL;
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@ -244,7 +244,7 @@ void CClient::loadGame( const std::string & fname )
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{
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char sig[8];
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CMapHeader dum;
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CGI->mh = new CMapHandler();
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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StartInfo *si;
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CLoadFile lf(fname + ".vlgm1");
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@ -252,14 +252,14 @@ void CClient::loadGame( const std::string & fname )
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tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
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lf >> *VLC;
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CGI->setFromLib();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
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lf >> gs;
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tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
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CGI->state = gs;
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CGI->mh->map = gs->map;
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const_cast<CGameInfo*>(CGI)->state = gs;
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const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
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pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
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CGI->mh->init();
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initVillagesCapitols(gs->map);
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@ -339,7 +339,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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timeHandler tmh;
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CGI->state = new CGameState();
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const_cast<CGameInfo*>(CGI)->state = new CGameState();
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tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
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CConnection &c(*serv);
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////////////////////////////////////////////////////
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@ -368,7 +368,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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gs->scenarioOps = si;
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gs->init(si, sum, seed);
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CGI->mh = new CMapHandler();
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
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CGI->mh->map = gs->map;
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tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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2
global.h
2
global.h
@ -78,7 +78,7 @@ enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
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enum ECombatInfo{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING};
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class CGameInfo;
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extern CGameInfo* CGI; //game info for general use
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extern const CGameInfo* CGI; //game info for general use
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//a few typedefs for CCreatureSet
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typedef si32 TSlot;
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@ -757,7 +757,7 @@ void CArtHandler::clear()
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* @param artifWorn A hero's set of worn artifacts.
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* @param bonuses Optional list of bonuses to update.
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*/
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void CArtHandler::equipArtifact( std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art )
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void CArtHandler::equipArtifact( std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art ) const
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{
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unequipArtifact(artifWorn, slotID);
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@ -803,7 +803,7 @@ void CArtHandler::equipArtifact( std::map<ui16, const CArtifact*> &artifWorn, ui
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* @param artifWorn A hero's set of worn artifacts.
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* @param bonuses Optional list of bonuses to update.
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*/
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void CArtHandler::unequipArtifact(std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID)
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void CArtHandler::unequipArtifact(std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const
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{
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if (!vstd::contains(artifWorn, slotID))
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return;
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@ -156,9 +156,9 @@ public:
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void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
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void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
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void erasePickedArt (si32 id);
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bool isBigArtifact (ui32 artID) {return bigArtifacts.find(artID) != bigArtifacts.end();}
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void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art);
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void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID);
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bool isBigArtifact (ui32 artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
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void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
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void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
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void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static int convertMachineID(int id, bool creToArt);
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CArtHandler();
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@ -1157,7 +1157,7 @@ CGHeroInstance *CGameState::getHero(int objid)
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{
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if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
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return NULL;
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return static_cast<CGHeroInstance *>(+map->objects[objid]);
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return static_cast<CGHeroInstance *>(map->objects[objid].get());
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}
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const CGHeroInstance * CGameState::getHero( int objid ) const
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@ -1247,13 +1247,13 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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for(unsigned int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(+map->objects[i])->identifier == info->identifier)
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
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{
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randomizeObject(map->objects[i]); //we have to randomize the castle first
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faction = map->objects[i]->subID;
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break;
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}
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else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(+map->objects[i])->identifier == info->identifier)
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else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
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{
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faction = map->objects[i]->subID;
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break;
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@ -1288,13 +1288,13 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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for(unsigned int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(+map->objects[i])->identifier == info->identifier)
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
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{
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randomizeObject(map->objects[i]); //we have to randomize the castle first
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faction = map->objects[i]->subID;
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break;
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}
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else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(+map->objects[i])->identifier == info->identifier)
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else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
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{
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faction = map->objects[i]->subID;
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break;
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@ -2180,7 +2180,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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{
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map->objects[i]->initObj();
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if(map->objects[i]->ID == 62) //prison also needs to initialize hero
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static_cast<CGHeroInstance*>(+map->objects[i])->initHero();
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static_cast<CGHeroInstance*>(map->objects[i].get())->initHero();
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}
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CGTeleport::postInit(); //pairing subterranean gates
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}
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@ -3789,7 +3789,7 @@ int CGameState::victoryCheck( ui8 player ) const
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const CArmedInstance *ai = NULL;
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if(map->objects[i]
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&& map->objects[i]->tempOwner == player //object controlled by player
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&& (ai = dynamic_cast<const CArmedInstance*>(+map->objects[i]))) //contains army
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&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
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{
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for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
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if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature
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@ -297,7 +297,7 @@ public:
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assert(oInfo.vector);
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assert(oInfo.vector->size() > id);
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return const_cast<T*>(+(*oInfo.vector)[id]);
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return const_cast<T*>((*oInfo.vector)[id].get());
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}
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template <typename T>
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@ -21,11 +21,11 @@ public:
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{
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return ptr;
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}
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T* operator+()
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T* get()
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{
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return ptr;
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}
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const T* operator+() const
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const T* get() const
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{
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return ptr;
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}
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@ -54,7 +54,7 @@ const CGTownInstance* IGameCallback::getTown(int objid)
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{
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const CGObjectInstance *obj = getObj(objid, false);
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if(obj)
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return dynamic_cast<const CGTownInstance*>(+gs->map->objects[objid]);
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return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());
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else
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return NULL;
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}
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@ -413,7 +413,7 @@ DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
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}
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DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
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{
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CGDwelling *dw = dynamic_cast<CGDwelling*>(+gs->map->objects[tid]);
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CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid].get());
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assert(dw);
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dw->creatures = creatures;
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}
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@ -687,7 +687,7 @@ DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
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{
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if(id >= 0)
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{
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if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(+gs->map->objects[id]))
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if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
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{
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bm->artifacts = arts;
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}
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@ -199,7 +199,7 @@ void CGameHandler::levelUpHero(int ID, int skill)
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void CGameHandler::levelUpHero(int ID)
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(+gs->map->objects[ID]);
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
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if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
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return;
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@ -2585,8 +2585,8 @@ void CGameHandler::close()
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bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
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{
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CArmedInstance *s1 = static_cast<CArmedInstance*>(+gs->map->objects[id1]),
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*s2 = static_cast<CArmedInstance*>(+gs->map->objects[id2]);
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CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
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*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
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CCreatureSet &S1 = *s1, &S2 = *s2;
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StackLocation sl1(s1, p1), sl2(s2, p2);
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@ -2688,7 +2688,7 @@ int CGameHandler::getPlayerAt( CConnection *c ) const
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bool CGameHandler::disbandCreature( si32 id, ui8 pos )
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{
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CArmedInstance *s1 = static_cast<CArmedInstance*>(+gs->map->objects[id]);
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CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
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if(!vstd::contains(s1->slots,pos))
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{
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complain("Illegal call to disbandCreature - no such stack in army!");
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@ -2701,7 +2701,7 @@ bool CGameHandler::disbandCreature( si32 id, ui8 pos )
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bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
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{
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CGTownInstance * t = static_cast<CGTownInstance*>(+gs->map->objects[tid]);
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CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
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CBuilding * b = VLC->buildh->buildings[t->subID][bid];
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if( !force && gs->canBuildStructure(t,bid) != 7)
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@ -2811,7 +2811,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
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bool CGameHandler::razeStructure (si32 tid, si32 bid)
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{
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///incomplete, simply erases target building
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CGTownInstance * t = static_cast<CGTownInstance*>(+gs->map->objects[tid]);
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CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
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if (t->builtBuildings.find(bid) == t->builtBuildings.end())
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return false;
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RazeStructures rs;
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@ -2840,7 +2840,7 @@ void CGameHandler::sendMessageToAll( const std::string &message )
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bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
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{
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const CGDwelling *dw = static_cast<CGDwelling*>(+gs->map->objects[objid]);
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const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
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const CArmedInstance *dst = NULL;
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const CCreature *c = VLC->creh->creatures[crid];
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bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
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@ -2929,7 +2929,7 @@ bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 from
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bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
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{
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CArmedInstance *obj = static_cast<CArmedInstance*>(+gs->map->objects[objid]);
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CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
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assert(obj->hasStackAtSlot(pos));
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UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
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int player = obj->tempOwner;
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