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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Code style: uncrustify formatting preview

This commit is contained in:
Arseniy Shestakov
2017-07-20 02:50:47 +03:00
parent 456e9fe405
commit 58f32f6dc2
411 changed files with 35164 additions and 33446 deletions

View File

@ -22,145 +22,145 @@
#include "../lib/spells/ISpellMechanics.h"
#define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
#define ERROR_AND_RETURN \
do { if(c) { \
SystemMessage temp_message("You are not allowed to perform this action!"); \
boost::unique_lock<boost::mutex> lock(*c->wmx); \
*c << &temp_message; \
} \
logNetwork->error("Player is not allowed to perform this action!"); \
return false;} while(0)
#define PLAYER_OWNS(id) (gh->getPlayerAt(c) == gh->getOwner(id))
#define ERROR_AND_RETURN \
do { if(c) { \
SystemMessage temp_message("You are not allowed to perform this action!"); \
boost::unique_lock<boost::mutex> lock(* c->wmx); \
* c << & temp_message; \
} \
logNetwork->error("Player is not allowed to perform this action!"); \
return false;} while(0)
#define WRONG_PLAYER_MSG(expectedplayer) do {std::ostringstream oss;\
oss << "You were identified as player " << gh->getPlayerAt(c) << " while expecting " << expectedplayer;\
logNetwork->error(oss.str()); \
if(c) { SystemMessage temp_message(oss.str()); boost::unique_lock<boost::mutex> lock(*c->wmx); *c << &temp_message; } } while(0)
#define WRONG_PLAYER_MSG(expectedplayer) do {std::ostringstream oss; \
oss << "You were identified as player " << gh->getPlayerAt(c) << " while expecting " << expectedplayer; \
logNetwork->error(oss.str()); \
if(c) { SystemMessage temp_message(oss.str()); boost::unique_lock<boost::mutex> lock(* c->wmx); * c << & temp_message; } } while(0)
#define ERROR_IF_NOT_OWNS(id) do{if(!PLAYER_OWNS(id)){WRONG_PLAYER_MSG(gh->getOwner(id)); ERROR_AND_RETURN; }}while(0)
#define ERROR_IF_NOT(player) do{if(player != gh->getPlayerAt(c)){WRONG_PLAYER_MSG(player); ERROR_AND_RETURN; }}while(0)
#define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
#define ERROR_IF_NOT_OWNS(id) do {if(!PLAYER_OWNS(id)) {WRONG_PLAYER_MSG(gh->getOwner(id)); ERROR_AND_RETURN; }} while(0)
#define ERROR_IF_NOT(player) do {if(player != gh->getPlayerAt(c)) {WRONG_PLAYER_MSG(player); ERROR_AND_RETURN; }} while(0)
#define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
CGameState* CPackForServer::GS(CGameHandler *gh)
CGameState * CPackForServer::GS(CGameHandler * gh)
{
return gh->gs;
}
bool SaveGame::applyGh( CGameHandler *gh )
bool SaveGame::applyGh(CGameHandler * gh)
{
gh->save(fname);
logGlobal->info("Game has been saved as %s", fname);
return true;
}
bool CommitPackage::applyGh( CGameHandler *gh )
bool CommitPackage::applyGh(CGameHandler * gh)
{
gh->sendAndApply(packToCommit);
return true;
}
bool CloseServer::applyGh( CGameHandler *gh )
bool CloseServer::applyGh(CGameHandler * gh)
{
gh->close();
return true;
}
bool LeaveGame::applyGh( CGameHandler *gh )
bool LeaveGame::applyGh(CGameHandler * gh)
{
gh->playerLeftGame(c->connectionID);
return true;
}
bool EndTurn::applyGh( CGameHandler *gh )
bool EndTurn::applyGh(CGameHandler * gh)
{
PlayerColor player = GS(gh)->currentPlayer;
ERROR_IF_NOT(player);
if(gh->queries.topQuery(player))
COMPLAIN_AND_RETURN("Cannot end turn before resolving queries!");
gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
gh->states.setFlag(GS(gh)->currentPlayer, &PlayerStatus::makingTurn, false);
return true;
}
bool DismissHero::applyGh( CGameHandler *gh )
bool DismissHero::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(hid);
return gh->removeObject(gh->getObj(hid));
}
bool MoveHero::applyGh( CGameHandler *gh )
bool MoveHero::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(hid);
return gh->moveHero(hid,dest,0,transit,gh->getPlayerAt(c));
return gh->moveHero(hid, dest, 0, transit, gh->getPlayerAt(c));
}
bool CastleTeleportHero::applyGh( CGameHandler *gh )
bool CastleTeleportHero::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(hid);
return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
return gh->teleportHero(hid, dest, source, gh->getPlayerAt(c));
}
bool ArrangeStacks::applyGh( CGameHandler *gh )
bool ArrangeStacks::applyGh(CGameHandler * gh)
{
//checks for owning in the gh func
return gh->arrangeStacks(id1,id2,what,p1,p2,val,gh->getPlayerAt(c));
return gh->arrangeStacks(id1, id2, what, p1, p2, val, gh->getPlayerAt(c));
}
bool DisbandCreature::applyGh( CGameHandler *gh )
bool DisbandCreature::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(id);
return gh->disbandCreature(id,pos);
return gh->disbandCreature(id, pos);
}
bool BuildStructure::applyGh( CGameHandler *gh )
bool BuildStructure::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(tid);
return gh->buildStructure(tid,bid);
return gh->buildStructure(tid, bid);
}
bool RecruitCreatures::applyGh( CGameHandler *gh )
bool RecruitCreatures::applyGh(CGameHandler * gh)
{
return gh->recruitCreatures(tid,dst,crid,amount,level);
return gh->recruitCreatures(tid, dst, crid, amount, level);
}
bool UpgradeCreature::applyGh( CGameHandler *gh )
bool UpgradeCreature::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(id);
return gh->upgradeCreature(id,pos,cid);
return gh->upgradeCreature(id, pos, cid);
}
bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
bool GarrisonHeroSwap::applyGh(CGameHandler * gh)
{
const CGTownInstance * town = gh->getTown(tid);
if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
if(!PLAYER_OWNS(tid) && !(town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id)))
ERROR_AND_RETURN; //neither town nor garrisoned hero (if present) is ours
return gh->garrisonSwap(tid);
}
bool ExchangeArtifacts::applyGh( CGameHandler *gh )
bool ExchangeArtifacts::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT(src.owningPlayer());//second hero can be ally
ERROR_IF_NOT(src.owningPlayer()); //second hero can be ally
return gh->moveArtifact(src, dst);
}
bool AssembleArtifacts::applyGh( CGameHandler *gh )
bool AssembleArtifacts::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(heroID);
return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
}
bool BuyArtifact::applyGh( CGameHandler *gh )
bool BuyArtifact::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(hid);
return gh->buyArtifact(hid,aid);
return gh->buyArtifact(hid, aid);
}
bool TradeOnMarketplace::applyGh( CGameHandler *gh )
bool TradeOnMarketplace::applyGh(CGameHandler * gh)
{
//market must be owned or visited
const IMarket *m = IMarket::castFrom(market);
const IMarket * m = IMarket::castFrom(market);
if(!m)
COMPLAIN_AND_RETURN("market is not-a-market! :/");
@ -203,29 +203,29 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
}
}
bool SetFormation::applyGh( CGameHandler *gh )
bool SetFormation::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(hid);
return gh->setFormation(hid,formation);
return gh->setFormation(hid, formation);
}
bool HireHero::applyGh( CGameHandler *gh )
bool HireHero::applyGh(CGameHandler * gh)
{
const CGObjectInstance *obj = gh->getObj(tid);
const CGTownInstance *town = dynamic_ptr_cast<CGTownInstance>(obj);
const CGObjectInstance * obj = gh->getObj(tid);
const CGTownInstance * town = dynamic_ptr_cast<CGTownInstance>(obj);
if(town && PlayerRelations::ENEMIES == gh->getPlayerRelations(obj->tempOwner, gh->getPlayerAt(c)))
COMPLAIN_AND_RETURN("Can't buy hero in enemy town!");
return gh->hireHero(obj, hid,player);
return gh->hireHero(obj, hid, player);
}
bool BuildBoat::applyGh( CGameHandler *gh )
bool BuildBoat::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(objid);
return gh->buildBoat(objid);
}
bool QueryReply::applyGh( CGameHandler *gh )
bool QueryReply::applyGh(CGameHandler * gh)
{
auto playerToConnection = gh->connections.find(player);
if(playerToConnection == gh->connections.end())
@ -239,15 +239,16 @@ bool QueryReply::applyGh( CGameHandler *gh )
return gh->queryReply(qid, reply, player);
}
bool MakeAction::applyGh( CGameHandler *gh )
bool MakeAction::applyGh(CGameHandler * gh)
{
const BattleInfo *b = GS(gh)->curB;
if(!b) ERROR_AND_RETURN;
const BattleInfo * b = GS(gh)->curB;
if(!b)
ERROR_AND_RETURN;
if(b->tacticDistance)
{
if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
&& ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
&& ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
ERROR_AND_RETURN;
if(gh->connections[b->sides[b->tacticsSide].color] != c)
ERROR_AND_RETURN;
@ -258,19 +259,24 @@ bool MakeAction::applyGh( CGameHandler *gh )
return gh->makeBattleAction(ba);
}
bool MakeCustomAction::applyGh( CGameHandler *gh )
bool MakeCustomAction::applyGh(CGameHandler * gh)
{
const BattleInfo *b = GS(gh)->curB;
if(!b) ERROR_AND_RETURN;
if(b->tacticDistance) ERROR_AND_RETURN;
const CStack *active = GS(gh)->curB->battleGetStackByID(GS(gh)->curB->activeStack);
if(!active) ERROR_AND_RETURN;
if(gh->connections[active->owner] != c) ERROR_AND_RETURN;
if(ba.actionType != Battle::HERO_SPELL) ERROR_AND_RETURN;
const BattleInfo * b = GS(gh)->curB;
if(!b)
ERROR_AND_RETURN;
if(b->tacticDistance)
ERROR_AND_RETURN;
const CStack * active = GS(gh)->curB->battleGetStackByID(GS(gh)->curB->activeStack);
if(!active)
ERROR_AND_RETURN;
if(gh->connections[active->owner] != c)
ERROR_AND_RETURN;
if(ba.actionType != Battle::HERO_SPELL)
ERROR_AND_RETURN;
return gh->makeCustomAction(ba);
}
bool DigWithHero::applyGh( CGameHandler *gh )
bool DigWithHero::applyGh(CGameHandler * gh)
{
ERROR_IF_NOT_OWNS(id);
return gh->dig(gh->getHero(id));
@ -294,13 +300,14 @@ bool CastAdvSpell::applyGh(CGameHandler * gh)
return s->adventureCast(gh->spellEnv, p);
}
bool PlayerMessage::applyGh( CGameHandler *gh )
bool PlayerMessage::applyGh(CGameHandler * gh)
{
if(!player.isSpectator()) // TODO: clearly not a great way to verify permissions
{
ERROR_IF_NOT(player);
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
if(gh->getPlayerAt(c) != player)
ERROR_AND_RETURN;
}
gh->playerMessage(player,text, currObj);
gh->playerMessage(player, text, currObj);
return true;
}