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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Format code

This commit is contained in:
Vadim Markovtsev 2016-10-12 17:16:26 +02:00
parent 516d938f7a
commit 76ac9991ed
4 changed files with 730 additions and 728 deletions

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@ -1010,7 +1010,7 @@ const CGHeroInstance * CStack::getMyHero() const
return nullptr;
}
ui32 CStack::totalHelth() const
ui32 CStack::totalHealth() const
{
return (MaxHealth() * (count-1)) + firstHPleft;
}

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@ -206,7 +206,7 @@ public:
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
ui32 totalHelth() const; // total health for all creatures in stack;
ui32 totalHealth() const; // total health for all creatures in stack;
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);

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@ -37,27 +37,27 @@ std::ostream & operator<<(std::ostream & out, const CPack * pack)
return out << (pack? pack->toString() : "<nullptr>");
}
DLL_LINKAGE void SetResource::applyGs( CGameState *gs )
DLL_LINKAGE void SetResource::applyGs(CGameState *gs)
{
assert(player < PlayerColor::PLAYER_LIMIT);
vstd::amax(val, 0); //new value must be >= 0
gs->getPlayer(player)->resources[resid] = val;
}
DLL_LINKAGE void SetResources::applyGs( CGameState *gs )
DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
{
assert(player < PlayerColor::PLAYER_LIMIT);
gs->getPlayer(player)->resources = res;
}
DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(id);
assert(hero);
hero->setPrimarySkill(which, val, abs);
}
DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
@ -162,7 +162,7 @@ DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
gs->getHero(hid)->setFormation(formation);
}
DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
@ -176,7 +176,7 @@ DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
t->setVisitingHero(nullptr);
}
DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
@ -188,7 +188,7 @@ DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
hero->spells.erase(sid);
}
DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(hid);
@ -202,13 +202,13 @@ DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
vstd::amax(hero->mana, 0); //not less than 0
}
DLL_LINKAGE void SetMovePoints::applyGs( CGameState *gs )
DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
hero->movement = val;
}
DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
{
TeamState * team = gs->getPlayerTeam(player);
for(int3 t : tiles)
@ -237,7 +237,7 @@ DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
team->fogOfWarMap[t.x][t.y][t.z] = 1;
}
}
DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs )
DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayer(player);
p->availableHeroes.clear();
@ -251,7 +251,7 @@ DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *cbsn = nullptr;
switch(who)
@ -292,7 +292,7 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
@ -305,7 +305,7 @@ DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
gs->map->addBlockVisTiles(obj);
}
DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs )
DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
{
switch (mode) {
case VISITOR_ADD:
@ -342,14 +342,14 @@ DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs )
DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayer(player);
if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER;
else p->status = EPlayerStatus::LOSER;
}
DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *node;
if (who == HERO)
@ -371,7 +371,7 @@ DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
@ -499,7 +499,7 @@ static int getDir(int3 src, int3 dst)
return ret;
}
void TryMoveHero::applyGs( CGameState *gs )
void TryMoveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
if (!h)
@ -551,7 +551,7 @@ void TryMoveHero::applyGs( CGameState *gs )
gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
}
DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
@ -564,7 +564,7 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
t->builded = builded;
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
@ -577,14 +577,14 @@ DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs )
DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
{
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
assert(dw);
dw->creatures = creatures;
}
DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs )
DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
@ -613,7 +613,7 @@ DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
{
assert(vstd::contains(gs->hpool.heroesPool, hid));
CGHeroInstance *h = gs->hpool.heroesPool[hid];
@ -654,7 +654,7 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void GiveHero::applyGs( CGameState *gs )
DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
@ -672,7 +672,7 @@ DLL_LINKAGE void GiveHero::applyGs( CGameState *gs )
h->inTownGarrison = false;
}
DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
{
const TerrainTile &t = gs->map->getTile(pos);
ETerrainType terrainType = t.terType;
@ -715,7 +715,7 @@ DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName();
}
DLL_LINKAGE void NewArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
{
assert(!vstd::contains(gs->map->artInstances, art));
gs->map->addNewArtifactInstance(art);
@ -825,7 +825,7 @@ DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
return getHolderArtSet()->getSlot(slot);
}
DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs )
DLL_LINKAGE void ChangeStackCount::applyGs(CGameState *gs)
{
if(absoluteValue)
sl.army->setStackCount(sl.slot, count);
@ -833,17 +833,17 @@ DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs )
sl.army->changeStackCount(sl.slot, count);
}
DLL_LINKAGE void SetStackType::applyGs( CGameState *gs )
DLL_LINKAGE void SetStackType::applyGs(CGameState *gs)
{
sl.army->setStackType(sl.slot, type);
}
DLL_LINKAGE void EraseStack::applyGs( CGameState *gs )
DLL_LINKAGE void EraseStack::applyGs(CGameState *gs)
{
sl.army->eraseStack(sl.slot);
}
DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs )
DLL_LINKAGE void SwapStacks::applyGs(CGameState *gs)
{
CStackInstance *s1 = sl1.army->detachStack(sl1.slot),
*s2 = sl2.army->detachStack(sl2.slot);
@ -852,13 +852,13 @@ DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs )
sl1.army->putStack(sl1.slot, s2);
}
DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs )
DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
{
auto s = new CStackInstance(stack.type, stack.count);
sl.army->putStack(sl.slot, s);
}
DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs )
DLL_LINKAGE void RebalanceStacks::applyGs(CGameState *gs)
{
const CCreature *srcType = src.army->getCreature(src.slot);
TQuantity srcCount = src.army->getStackCount(src.slot);
@ -946,14 +946,14 @@ DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs )
CBonusSystemNode::treeHasChanged();
}
DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
{
assert(art->canBePutAt(al));
art->putAt(al);
//al.hero->putArtifact(al.slot, art);
}
DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
{
auto slot = al.getSlot();
if(slot->locked)
@ -984,7 +984,7 @@ DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs )
al.removeArtifact();
}
DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs)
{
CArtifactInstance *a = src.getArt();
if(dst.slot < GameConstants::BACKPACK_START)
@ -1005,7 +1005,7 @@ DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
{
CArtifactSet *artSet = al.getHolderArtSet();
const CArtifactInstance *transformedArt = al.getArt();
@ -1033,7 +1033,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs )
combinedArt->putAt(al);
}
DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
{
CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
assert(disassembled);
@ -1051,11 +1051,11 @@ DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs )
gs->map->eraseArtifactInstance(disassembled);
}
DLL_LINKAGE void HeroVisit::applyGs( CGameState *gs )
DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
{
}
DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
{
if(id >= 0)
{
@ -1074,7 +1074,7 @@ DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
{
gs->day = day;
@ -1143,7 +1143,7 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
@ -1197,7 +1197,7 @@ DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState *gs)
}
}
DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs )
DLL_LINKAGE void HeroLevelUp::applyGs(CGameState *gs)
{
CGHeroInstance * h = gs->getHero(hero->id);
h->levelUp(skills);
@ -1210,13 +1210,13 @@ DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
commander->levelUp();
}
DLL_LINKAGE void BattleStart::applyGs( CGameState *gs )
DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
{
gs->curB = info;
gs->curB->localInit();
}
DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
{
for (int i = 0; i < 2; ++i)
{
@ -1253,7 +1253,7 @@ DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
obst->battleTurnPassed();
}
DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
{
gs->curB->activeStack = stack;
CStack *st = gs->curB->getStack(stack);
@ -1265,7 +1265,7 @@ DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
st->state.insert(EBattleStackState::HAD_MORALE);
}
DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
{
CStack *st = gs->curB->getStack(stackID);
switch (effect)
@ -1300,7 +1300,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
DLL_LINKAGE void BattleObstaclePlaced::applyGs(CGameState *gs)
{
gs->curB->obstacles.push_back(obstacle);
}
@ -1311,7 +1311,7 @@ DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
gs->curB->si.gateState = state;
}
void BattleResult::applyGs( CGameState *gs )
void BattleResult::applyGs(CGameState *gs)
{
for (CStack *s : gs->curB->stacks)
{
@ -1356,7 +1356,7 @@ void BattleResult::applyGs( CGameState *gs )
gs->curB.dellNull();
}
void BattleStackMoved::applyGs( CGameState *gs )
void BattleStackMoved::applyGs(CGameState *gs)
{
CStack *s = gs->curB->getStack(stack);
assert(s);
@ -1377,9 +1377,9 @@ void BattleStackMoved::applyGs( CGameState *gs )
s->position = dest;
}
DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState *gs)
{
CStack * at = gs->curB->getStack(stackAttacked);
CStack *at = gs->curB->getStack(stackAttacked);
assert(at);
at->popBonuses(Bonus::UntilBeingAttacked);
at->count = newAmount;
@ -1428,7 +1428,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
DLL_LINKAGE void BattleAttack::applyGs(CGameState *gs)
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
@ -1458,7 +1458,7 @@ DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
attacker->popBonuses(Bonus::UntilAttack);
}
DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
{
CStack *st = gs->curB->getStack(ba.stackNumber);
@ -1507,7 +1507,7 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
st->state -= EBattleStackState::WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
}
DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs )
DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
{
assert(gs->curB);
@ -1538,7 +1538,7 @@ void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
}
}
DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
{
if(effect.empty())
{
@ -1581,13 +1581,13 @@ DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs )
DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
{
for(BattleStackAttacked stackAttacked : stacks)
stackAttacked.applyGs(gs);
}
DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
{
for(auto & elem : healedStacks)
{
@ -1609,7 +1609,7 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
changedStack->state.insert(EBattleStackState::ALIVE);
}
//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
int res = std::min( elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
int res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
changedStack->count += res;
if(elem.lowLevelResurrection)
changedStack->resurrected += res;
@ -1659,7 +1659,7 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
DLL_LINKAGE void ObstaclesRemoved::applyGs(CGameState *gs)
{
if(gs->curB) //if there is a battle
{
@ -1687,7 +1687,7 @@ DLL_LINKAGE CatapultAttack::~CatapultAttack()
{
}
DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
DLL_LINKAGE void CatapultAttack::applyGs(CGameState *gs)
{
if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege
{
@ -1715,7 +1715,7 @@ DLL_LINKAGE std::string CatapultAttack::toString() const
return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker);
}
DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs )
DLL_LINKAGE void BattleStacksRemoved::applyGs(CGameState *gs)
{
if(!gs->curB)
return;
@ -1820,7 +1820,7 @@ DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs)
}
}
DLL_LINKAGE void YourTurn::applyGs( CGameState *gs )
DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
{
gs->currentPlayer = player;

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