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mirror of https://github.com/vcmi/vcmi.git synced 2025-09-16 09:26:28 +02:00

* a few more consts

This commit is contained in:
mateuszb
2010-12-04 19:44:23 +00:00
parent efedb1a55a
commit 6f56b5bb30
8 changed files with 32 additions and 32 deletions

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@@ -1235,7 +1235,7 @@ void CGeniusAI::actionStarted(const BattleAction *action)
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack* ba)
void CGeniusAI::battleAttack(const BattleAttack* ba)
{
DbgBox("\t\t\tCGeniusAI::battleAttack");
}
@@ -1244,7 +1244,7 @@ void CGeniusAI::battleAttack(BattleAttack* ba)
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked>& bsa)
void CGeniusAI::battleStacksAttacked(const std::set<BattleStackAttacked>& bsa)
{
DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
}
@@ -1271,7 +1271,7 @@ void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2
/**
*
*/
void CGeniusAI::battleEnd(BattleResult* br)
void CGeniusAI::battleEnd(const BattleResult* br)
{
switch (br->winner)
{
@@ -1280,7 +1280,7 @@ void CGeniusAI::battleEnd(BattleResult* br)
case 2: tlog6 << "It's a draw." << std::endl; break;
};
tlog6 << "lost ";
for (std::map<ui32,si32>::iterator i = br->casualties[0].begin(); i != br->casualties[0].end(); i++)
for (std::map<ui32,si32>::const_iterator i = br->casualties[0].begin(); i != br->casualties[0].end(); i++)
tlog6 << i->second << " " << VLC->creh->creatures[i->first]->namePl << endl;
delete m_battleLogic;
@@ -1322,7 +1322,7 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
/**
*
*/
void CGeniusAI::battleSpellCast(BattleSpellCast *sc)
void CGeniusAI::battleSpellCast(const BattleSpellCast *sc)
{
DbgBox("\t\t\tCGeniusAI::battleSpellCast");
}

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@@ -201,12 +201,12 @@ public:
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleAttack(const BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(const std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(const BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(BattleSpellCast *sc);
virtual void battleSpellCast(const BattleSpellCast *sc);
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
//virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//

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@@ -111,15 +111,15 @@ public:
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
virtual void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){};
virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(const BattleResult *br){};
virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCast(BattleSpellCast *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleSpellCast(const BattleSpellCast *sc){};
virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
//virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp

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@@ -2670,7 +2670,7 @@ void CBattleInterface::displayBattleFinished()
GH.pushInt(resWindow);
}
void CBattleInterface::spellCast(BattleSpellCast * sc)
void CBattleInterface::spellCast( const BattleSpellCast * sc )
{
const CSpell &spell = CGI->spellh->spells[sc->id];

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@@ -506,7 +506,7 @@ public:
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
void displayBattleFinished(); //displays battle result
void spellCast(BattleSpellCast * sc); //called when a hero casts a spell
void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender

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@@ -715,7 +715,7 @@ BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn
return ret;
}
void CPlayerInterface::battleEnd(BattleResult *br)
void CPlayerInterface::battleEnd(const BattleResult *br)
{
if(LOCPLINT != this)
{ //another local interface should do this
@@ -736,7 +736,7 @@ void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->stackMoved(ID, dest, end, distance);
}
void CPlayerInterface::battleSpellCast(BattleSpellCast *sc)
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
{
if(LOCPLINT != this)
{ //another local interface should do this
@@ -746,7 +746,7 @@ void CPlayerInterface::battleSpellCast(BattleSpellCast *sc)
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
{
if(LOCPLINT != this)
{ //another local interface should do this
@@ -756,7 +756,7 @@ void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & bsa)
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
if(LOCPLINT != this)
{ //another local interface should do this
@@ -769,7 +769,7 @@ void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & b
std::vector<SStackAttackedInfo> arg;
for(std::vector<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
for(std::vector<BattleStackAttacked>::const_iterator i = bsa.begin(); i != bsa.end(); i++)
{
if(i->isEffect() && i->effect != 12) //and not armageddon
{
@@ -789,7 +789,7 @@ void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & b
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(BattleAttack *ba)
void CPlayerInterface::battleAttack(const BattleAttack *ba)
{
if(LOCPLINT != this)
{ //another local interface should do this
@@ -812,7 +812,7 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
if(ba->shot())
{
for(std::vector<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
}
else

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@@ -203,15 +203,15 @@ public:
void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack(int stackID); //called when it's turn of that stack
void battleAttack(BattleAttack *ba); //stack performs attack
void battleEnd(BattleResult *br); //end of battle
void battleAttack(const BattleAttack *ba); //stack performs attack
void battleEnd(const BattleResult *br); //end of battle
//void battleResultQuited();
void battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(int ID, int dest, int distance, bool end);
void battleSpellCast(BattleSpellCast *sc);
void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa);
void battleSpellCast(const BattleSpellCast *sc);
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned

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@@ -1064,19 +1064,19 @@ struct BattleAttack : public CPackForClient//3006
ui32 stackAttacking;
ui8 flags;
bool shot()//distance attack - decrease number of shots
bool shot() const//distance attack - decrease number of shots
{
return flags & 1;
}
bool counter()//is it counterattack?
bool counter() const//is it counterattack?
{
return flags & 2;
}
bool lucky()
bool lucky() const
{
return flags & 4;
}
bool unlucky()
bool unlucky() const
{
//TODO: support?
return flags & 8;