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Format code
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@ -1010,7 +1010,7 @@ const CGHeroInstance * CStack::getMyHero() const
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return nullptr;
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}
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ui32 CStack::totalHelth() const
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ui32 CStack::totalHealth() const
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{
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return (MaxHealth() * (count-1)) + firstHPleft;
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}
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@ -206,7 +206,7 @@ public:
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static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
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ui32 totalHelth() const; // total health for all creatures in stack;
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ui32 totalHealth() const; // total health for all creatures in stack;
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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)
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return out << (pack? pack->toString() : "<nullptr>");
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}
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DLL_LINKAGE void SetResource::applyGs( CGameState *gs )
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DLL_LINKAGE void SetResource::applyGs(CGameState *gs)
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{
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assert(player < PlayerColor::PLAYER_LIMIT);
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vstd::amax(val, 0); //new value must be >= 0
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gs->getPlayer(player)->resources[resid] = val;
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}
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DLL_LINKAGE void SetResources::applyGs( CGameState *gs )
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DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
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{
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assert(player < PlayerColor::PLAYER_LIMIT);
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gs->getPlayer(player)->resources = res;
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}
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DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
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DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
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{
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CGHeroInstance * hero = gs->getHero(id);
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assert(hero);
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hero->setPrimarySkill(which, val, abs);
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}
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DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
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DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
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{
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CGHeroInstance *hero = gs->getHero(id);
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hero->setSecSkillLevel(which, val, abs);
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@ -162,7 +162,7 @@ DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
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gs->getHero(hid)->setFormation(formation);
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}
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DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
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DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
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{
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CGHeroInstance *h = gs->getHero(hid);
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CGTownInstance *t = gs->getTown(tid);
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@ -176,7 +176,7 @@ DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
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t->setVisitingHero(nullptr);
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}
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DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
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DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
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{
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CGHeroInstance *hero = gs->getHero(hid);
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@ -188,7 +188,7 @@ DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
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hero->spells.erase(sid);
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}
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DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
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DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
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{
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CGHeroInstance * hero = gs->getHero(hid);
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@ -202,13 +202,13 @@ DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
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vstd::amax(hero->mana, 0); //not less than 0
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}
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DLL_LINKAGE void SetMovePoints::applyGs( CGameState *gs )
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DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
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{
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CGHeroInstance *hero = gs->getHero(hid);
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hero->movement = val;
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}
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DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
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DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
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{
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TeamState * team = gs->getPlayerTeam(player);
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for(int3 t : tiles)
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@ -237,7 +237,7 @@ DLL_LINKAGE void FoWChange::applyGs( CGameState *gs )
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team->fogOfWarMap[t.x][t.y][t.z] = 1;
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}
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}
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DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs )
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DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
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{
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PlayerState *p = gs->getPlayer(player);
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p->availableHeroes.clear();
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@ -251,7 +251,7 @@ DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
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DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
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{
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CBonusSystemNode *cbsn = nullptr;
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switch(who)
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@ -292,7 +292,7 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
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boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
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}
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DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
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DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
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{
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CGObjectInstance *obj = gs->getObjInstance(objid);
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if(!obj)
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@ -305,7 +305,7 @@ DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
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gs->map->addBlockVisTiles(obj);
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}
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DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs )
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DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
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{
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switch (mode) {
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case VISITOR_ADD:
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@ -342,14 +342,14 @@ DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs )
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DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
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{
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PlayerState *p = gs->getPlayer(player);
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if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER;
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else p->status = EPlayerStatus::LOSER;
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}
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DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
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DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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{
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CBonusSystemNode *node;
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if (who == HERO)
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@ -371,7 +371,7 @@ DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
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DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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{
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CGObjectInstance *obj = gs->getObjInstance(id);
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@ -499,7 +499,7 @@ static int getDir(int3 src, int3 dst)
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return ret;
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}
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void TryMoveHero::applyGs( CGameState *gs )
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void TryMoveHero::applyGs(CGameState *gs)
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{
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CGHeroInstance *h = gs->getHero(id);
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if (!h)
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@ -551,7 +551,7 @@ void TryMoveHero::applyGs( CGameState *gs )
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gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
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}
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DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
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DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
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{
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CGTownInstance *t = gs->getTown(tid);
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for(const auto & id : bid)
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@ -564,7 +564,7 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
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t->builded = builded;
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t->recreateBuildingsBonuses();
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}
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DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
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DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
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{
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CGTownInstance *t = gs->getTown(tid);
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for(const auto & id : bid)
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@ -577,14 +577,14 @@ DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
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t->recreateBuildingsBonuses();
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}
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DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs )
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DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
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{
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CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
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assert(dw);
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dw->creatures = creatures;
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}
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DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs )
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DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
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{
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CGTownInstance *t = gs->getTown(tid);
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@ -613,7 +613,7 @@ DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
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DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
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{
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assert(vstd::contains(gs->hpool.heroesPool, hid));
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CGHeroInstance *h = gs->hpool.heroesPool[hid];
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@ -654,7 +654,7 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void GiveHero::applyGs( CGameState *gs )
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DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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{
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CGHeroInstance *h = gs->getHero(id);
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@ -672,7 +672,7 @@ DLL_LINKAGE void GiveHero::applyGs( CGameState *gs )
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h->inTownGarrison = false;
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}
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DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
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DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
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{
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const TerrainTile &t = gs->map->getTile(pos);
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ETerrainType terrainType = t.terType;
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@ -715,7 +715,7 @@ DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
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logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName();
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}
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DLL_LINKAGE void NewArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
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{
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assert(!vstd::contains(gs->map->artInstances, art));
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gs->map->addNewArtifactInstance(art);
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@ -825,7 +825,7 @@ DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
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return getHolderArtSet()->getSlot(slot);
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}
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DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs )
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DLL_LINKAGE void ChangeStackCount::applyGs(CGameState *gs)
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{
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if(absoluteValue)
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sl.army->setStackCount(sl.slot, count);
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@ -833,17 +833,17 @@ DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs )
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sl.army->changeStackCount(sl.slot, count);
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}
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DLL_LINKAGE void SetStackType::applyGs( CGameState *gs )
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DLL_LINKAGE void SetStackType::applyGs(CGameState *gs)
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{
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sl.army->setStackType(sl.slot, type);
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}
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DLL_LINKAGE void EraseStack::applyGs( CGameState *gs )
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DLL_LINKAGE void EraseStack::applyGs(CGameState *gs)
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{
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sl.army->eraseStack(sl.slot);
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}
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DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs )
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DLL_LINKAGE void SwapStacks::applyGs(CGameState *gs)
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{
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CStackInstance *s1 = sl1.army->detachStack(sl1.slot),
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*s2 = sl2.army->detachStack(sl2.slot);
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@ -852,13 +852,13 @@ DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs )
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sl1.army->putStack(sl1.slot, s2);
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}
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DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs )
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DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
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{
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auto s = new CStackInstance(stack.type, stack.count);
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sl.army->putStack(sl.slot, s);
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}
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DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs )
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DLL_LINKAGE void RebalanceStacks::applyGs(CGameState *gs)
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{
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const CCreature *srcType = src.army->getCreature(src.slot);
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TQuantity srcCount = src.army->getStackCount(src.slot);
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@ -946,14 +946,14 @@ DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs )
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CBonusSystemNode::treeHasChanged();
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}
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DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
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{
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assert(art->canBePutAt(al));
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art->putAt(al);
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//al.hero->putArtifact(al.slot, art);
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}
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DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
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{
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auto slot = al.getSlot();
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if(slot->locked)
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@ -984,7 +984,7 @@ DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs )
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al.removeArtifact();
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}
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DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs)
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{
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CArtifactInstance *a = src.getArt();
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if(dst.slot < GameConstants::BACKPACK_START)
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@ -1005,7 +1005,7 @@ DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
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{
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CArtifactSet *artSet = al.getHolderArtSet();
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const CArtifactInstance *transformedArt = al.getArt();
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@ -1033,7 +1033,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs )
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combinedArt->putAt(al);
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}
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DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs )
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DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
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{
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CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
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assert(disassembled);
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@ -1051,11 +1051,11 @@ DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs )
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gs->map->eraseArtifactInstance(disassembled);
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}
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DLL_LINKAGE void HeroVisit::applyGs( CGameState *gs )
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DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
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{
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}
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DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
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DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
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{
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if(id >= 0)
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{
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@ -1074,7 +1074,7 @@ DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
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DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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{
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gs->day = day;
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@ -1143,7 +1143,7 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
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DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
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{
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CGObjectInstance *obj = gs->getObjInstance(id);
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if(!obj)
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@ -1197,7 +1197,7 @@ DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState *gs)
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}
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}
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DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs )
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DLL_LINKAGE void HeroLevelUp::applyGs(CGameState *gs)
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{
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CGHeroInstance * h = gs->getHero(hero->id);
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h->levelUp(skills);
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@ -1210,13 +1210,13 @@ DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
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commander->levelUp();
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}
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DLL_LINKAGE void BattleStart::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
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{
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gs->curB = info;
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gs->curB->localInit();
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}
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DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
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{
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for (int i = 0; i < 2; ++i)
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{
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@ -1253,7 +1253,7 @@ DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
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obst->battleTurnPassed();
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}
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DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
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{
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gs->curB->activeStack = stack;
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CStack *st = gs->curB->getStack(stack);
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@ -1265,7 +1265,7 @@ DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
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st->state.insert(EBattleStackState::HAD_MORALE);
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}
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DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
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{
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CStack *st = gs->curB->getStack(stackID);
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switch (effect)
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@ -1300,7 +1300,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
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}
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}
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DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleObstaclePlaced::applyGs(CGameState *gs)
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{
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gs->curB->obstacles.push_back(obstacle);
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}
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@ -1311,7 +1311,7 @@ DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
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gs->curB->si.gateState = state;
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}
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void BattleResult::applyGs( CGameState *gs )
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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;
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user