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@ -212,7 +212,7 @@ void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
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sendRequest(&pack);
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sendRequest(&pack);
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}
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}
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void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero)
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void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero)
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{
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{
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TradeOnMarketplace pack;
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TradeOnMarketplace pack;
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pack.market = market;
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pack.market = market;
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@ -224,7 +224,7 @@ void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode m
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sendRequest(&pack);
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sendRequest(&pack);
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}
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}
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void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero)
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void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
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{
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{
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TradeOnMarketplace pack;
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TradeOnMarketplace pack;
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pack.market = market;
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pack.market = market;
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@ -56,8 +56,8 @@ public:
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero = nullptr)=0;
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virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
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virtual int selectionMade(int selection, QueryID queryID) =0;
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virtual int selectionMade(int selection, QueryID queryID) =0;
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virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
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virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
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@ -139,8 +139,8 @@ public:
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void endTurn() override;
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void endTurn() override;
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void swapGarrisonHero(const CGTownInstance *town) override;
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void swapGarrisonHero(const CGTownInstance *town) override;
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void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance *hero = nullptr) override;
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void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
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void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, const std::vector<ui32> &id1, const std::vector<ui32> &id2, const std::vector<ui32> &val1, const CGHeroInstance *hero = nullptr) override;
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void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
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void setFormation(const CGHeroInstance * hero, bool tight) override;
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void setFormation(const CGHeroInstance * hero, bool tight) override;
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
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void save(const std::string &fname) override;
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void save(const std::string &fname) override;
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@ -1234,7 +1234,7 @@ void CAltarWindow::makeDeal()
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std::vector<ui32> ids;
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std::vector<ui32> ids;
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std::vector<ui32> toSacrifice;
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std::vector<ui32> toSacrifice;
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for (int i = 0; i < sacrificedUnits.size(); i++)
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for(int i = 0; i < sacrificedUnits.size(); i++)
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{
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{
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if(sacrificedUnits[i])
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if(sacrificedUnits[i])
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{
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{
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@ -5418,7 +5418,7 @@ void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance
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}
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}
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}
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}
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bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, const std::vector<SlotID> &slot, const std::vector<ui32> &count)
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bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
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{
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{
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if (!hero)
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if (!hero)
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COMPLAIN_RET("You need hero to sacrifice creature!");
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COMPLAIN_RET("You need hero to sacrifice creature!");
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@ -5429,16 +5429,16 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
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changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
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changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
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};
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};
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for (int i = 0; i < slot.size(); ++i)
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for(int i = 0; i < slot.size(); ++i)
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{
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{
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int oldCount = hero->getStackCount(slot[i]);
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int oldCount = hero->getStackCount(slot[i]);
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if (oldCount < count[i])
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if(oldCount < count[i])
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{
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{
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finish();
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finish();
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COMPLAIN_RET("Not enough creatures to sacrifice!")
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COMPLAIN_RET("Not enough creatures to sacrifice!")
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}
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}
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else if (oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
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else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
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{
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{
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finish();
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finish();
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COMPLAIN_RET("Cannot sacrifice last creature!");
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COMPLAIN_RET("Cannot sacrifice last creature!");
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@ -5459,7 +5459,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
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return true;
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return true;
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}
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}
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bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> &slot)
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bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
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{
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{
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if (!hero)
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if (!hero)
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COMPLAIN_RET("You need hero to sacrifice artifact!");
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COMPLAIN_RET("You need hero to sacrifice artifact!");
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@ -5470,12 +5470,12 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
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changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
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changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
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};
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};
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for (int i = 0; i < slot.size(); ++i)
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for(int i = 0; i < slot.size(); ++i)
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{
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{
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ArtifactLocation al(hero, slot[i]);
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ArtifactLocation al(hero, slot[i]);
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const CArtifactInstance *a = al.getArt();
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const CArtifactInstance * a = al.getArt();
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if (!a)
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if(!a)
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{
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{
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finish();
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finish();
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COMPLAIN_RET("Cannot find artifact to sacrifice!");
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COMPLAIN_RET("Cannot find artifact to sacrifice!");
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@ -5483,7 +5483,7 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
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const CArtifactInstance * art = hero->getArt(slot[i]);
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const CArtifactInstance * art = hero->getArt(slot[i]);
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if (!art)
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if(!art)
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{
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{
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finish();
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finish();
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COMPLAIN_RET("No artifact at position to sacrifice!");
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COMPLAIN_RET("No artifact at position to sacrifice!");
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@ -204,7 +204,7 @@ public:
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bool buildBoat( ObjectInstanceID objid );
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bool buildBoat( ObjectInstanceID objid );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
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bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, const std::vector<SlotID> &slot, const std::vector<ui32> &count);
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bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
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bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
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bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
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@ -287,7 +287,7 @@ public:
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void handleAttackBeforeCasting(BattleAttack *bat);
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void handleAttackBeforeCasting(BattleAttack *bat);
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void handleAfterAttackCasting (const BattleAttack & bat);
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void handleAfterAttackCasting (const BattleAttack & bat);
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void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
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void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> &slot);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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void spawnWanderingMonsters(CreatureID creatureID);
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void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
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void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
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friend class CVCMIServer;
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friend class CVCMIServer;
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@ -183,31 +183,31 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
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switch(mode)
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switch(mode)
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{
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{
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case EMarketMode::RESOURCE_RESOURCE:
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case EMarketMode::RESOURCE_RESOURCE:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->tradeResources(m, val[i], player, r1[i], r2[i]);
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result &= gh->tradeResources(m, val[i], player, r1[i], r2[i]);
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break;
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break;
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case EMarketMode::RESOURCE_PLAYER:
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case EMarketMode::RESOURCE_PLAYER:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sendResources(val[i], player, static_cast<Res::ERes>(r1[i]), PlayerColor(r2[i]));
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result &= gh->sendResources(val[i], player, static_cast<Res::ERes>(r1[i]), PlayerColor(r2[i]));
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break;
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break;
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case EMarketMode::CREATURE_RESOURCE:
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case EMarketMode::CREATURE_RESOURCE:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sellCreatures(val[i], m, hero, SlotID(r1[i]), static_cast<Res::ERes>(r2[i]));
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result &= gh->sellCreatures(val[i], m, hero, SlotID(r1[i]), static_cast<Res::ERes>(r2[i]));
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break;
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break;
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case EMarketMode::RESOURCE_ARTIFACT:
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case EMarketMode::RESOURCE_ARTIFACT:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1[i]), ArtifactID(r2[i]));
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result &= gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1[i]), ArtifactID(r2[i]));
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break;
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break;
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case EMarketMode::ARTIFACT_RESOURCE:
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case EMarketMode::ARTIFACT_RESOURCE:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sellArtifact(m, hero, ArtifactInstanceID(r1[i]), static_cast<Res::ERes>(r2[i]));
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result &= gh->sellArtifact(m, hero, ArtifactInstanceID(r1[i]), static_cast<Res::ERes>(r2[i]));
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break;
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break;
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case EMarketMode::CREATURE_UNDEAD:
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case EMarketMode::CREATURE_UNDEAD:
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for (int i = 0; i < r1.size(); ++i)
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->transformInUndead(m, hero, SlotID(r1[i]));
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result &= gh->transformInUndead(m, hero, SlotID(r1[i]));
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break;
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break;
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case EMarketMode::RESOURCE_SKILL:
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case EMarketMode::RESOURCE_SKILL:
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for (int i = 0; i < r2.size(); ++i)
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for(int i = 0; i < r2.size(); ++i)
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result &= gh->buySecSkill(m, hero, SecondarySkill(r2[i]));
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result &= gh->buySecSkill(m, hero, SecondarySkill(r2[i]));
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break;
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break;
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case EMarketMode::CREATURE_EXP:
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case EMarketMode::CREATURE_EXP:
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