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

Prevent shadowing of function arguments by local vars

This commit is contained in:
Michał Janiszewski 2018-10-29 16:56:14 +01:00
parent e814aca29f
commit 7be9aa4868
11 changed files with 28 additions and 28 deletions

View File

@ -2381,8 +2381,8 @@ void VCAI::striveToGoal(Goals::TSubgoal basicGoal)
logAi->debug("The error message was: %s", e.what());
//erase base goal if we failed to execute decomposed goal
for (auto basicGoal : ultimateGoalsFromBasic[elementarGoal])
goalsToRemove.push_back(basicGoal);
for (auto basicGoalToRemove : ultimateGoalsFromBasic[elementarGoal])
goalsToRemove.push_back(basicGoalToRemove);
}
}
}

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@ -49,10 +49,10 @@ void CreatureCostBox::createItems(TResources res)
{
int curx = pos.w / 2 - (16 * resources.size()) - (8 * (resources.size() - 1));
//reverse to display gold as first resource
for(auto & res : boost::adaptors::reverse(resources))
for(auto & currentRes : boost::adaptors::reverse(resources))
{
res.second.first->moveBy(Point(curx, 22));
res.second.second->moveBy(Point(curx, 22));
currentRes.second.first->moveBy(Point(curx, 22));
currentRes.second.second->moveBy(Point(curx, 22));
curx += 48;
}
}

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@ -277,9 +277,9 @@ void CHeroList::update(const CGHeroInstance * hero)
listBox->resize(LOCPLINT->wanderingHeroes.size());
if (adventureInt->selection)
{
auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
if (hero)
select(hero);
auto selectedHero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
if (selectedHero)
select(selectedHero);
}
CList::update();
}

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@ -377,10 +377,10 @@ QStringList CModListView::findInvalidDependencies(QString mod)
return ret;
}
QStringList CModListView::findBlockingMods(QString mod)
QStringList CModListView::findBlockingMods(QString modUnderTest)
{
QStringList ret;
auto required = modModel->getRequirements(mod);
auto required = modModel->getRequirements(modUnderTest);
for(QString name : modModel->getModList())
{

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@ -51,7 +51,7 @@ class CModListView : public QWidget
// find mods unknown to mod list (not present in repo and not installed)
QStringList findInvalidDependencies(QString mod);
// find mods that block enabling of this mod: conflicting with this mod or one of required mods
QStringList findBlockingMods(QString mod);
QStringList findBlockingMods(QString modUnderTest);
// find mods that depend on this one
QStringList findDependentMods(QString mod, bool excludeDisabled);

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@ -556,9 +556,9 @@ EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTow
const PlayerState *ps = getPlayer(t->tempOwner, false);
if(ps)
{
for(const CGTownInstance *t : ps->towns)
for(const CGTownInstance *town : ps->towns)
{
if(t->hasBuilt(BuildingID::CAPITOL))
if(town->hasBuilt(BuildingID::CAPITOL))
{
return EBuildingState::HAVE_CAPITAL; //no more than one capitol
}

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@ -160,15 +160,15 @@ std::vector<std::string> ZipArchive::listFiles(boost::filesystem::path filename)
do
{
unz_file_info64 info;
std::vector<char> filename;
std::vector<char> zipFilename;
unzGetCurrentFileInfo64 (file, &info, nullptr, 0, nullptr, 0, nullptr, 0);
filename.resize(info.size_filename);
zipFilename.resize(info.size_filename);
// Get name of current file. Contrary to docs "info" parameter can't be null
unzGetCurrentFileInfo64 (file, &info, filename.data(), filename.size(), nullptr, 0, nullptr, 0);
unzGetCurrentFileInfo64 (file, &info, zipFilename.data(), zipFilename.size(), nullptr, 0, nullptr, 0);
ret.push_back(std::string(filename.data(), filename.size()));
ret.push_back(std::string(zipFilename.data(), zipFilename.size()));
}
while (unzGoToNextFile(file) == UNZ_OK);
}

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@ -113,8 +113,8 @@ void CFilesystemGenerator::loadJsonMap(const std::string &mountPoint, const Json
if (filename)
{
auto configData = CResourceHandler::get("initial")->load(ResourceID(URI, EResType::TEXT))->readAll();
const JsonNode config((char*)configData.first.get(), configData.second);
filesystem->addLoader(new CMappedFileLoader(mountPoint, config), false);
const JsonNode configInitial((char*)configData.first.get(), configData.second);
filesystem->addLoader(new CMappedFileLoader(mountPoint, configInitial), false);
}
}

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@ -985,24 +985,24 @@ bool CRmgTemplateZone::createTreasurePile(int3 &pos, float minDistance, const CT
//find object closest to free path, then connect it to the middle of the zone
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
float minTreasureDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
minDistance = closestFreeTile.dist2d(visitablePos);
minTreasureDistance = closestFreeTile.dist2d(visitablePos);
}
}
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
{
closestTile = visitablePos;
minDistance = closestFreeTile.dist2d(visitablePos);
minTreasureDistance = closestFreeTile.dist2d(visitablePos);
}
}
assert (closestTile.valid());

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@ -528,13 +528,13 @@ Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
else
{
const Destination & primary = aimPoint.at(0);
BattleHex aimPoint = primary.hexValue;
BattleHex aimPointHex = primary.hexValue;
//transform primary spell target with spell range (if it`s valid), leave anything else to effects
if(aimPoint.isValid())
if(aimPointHex.isValid())
{
auto spellRange = spellRangeInHexes(aimPoint);
auto spellRange = spellRangeInHexes(aimPointHex);
for(auto & hex : spellRange)
spellTarget.push_back(Destination(hex));
}

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@ -66,7 +66,7 @@ bool Catapult::applicable(Problem & problem, const Mechanics * m) const
return true;
}
void Catapult::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
void Catapult::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & /* eTarget */) const
{
//start with all destructible parts
static const std::set<EWallPart::EWallPart> possibleTargets =