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mirror of https://github.com/vcmi/vcmi.git synced 2025-02-03 13:01:33 +02:00

Throw runtime error explicitely

This commit is contained in:
Tomasz Zieliński 2023-08-10 18:29:49 +02:00
parent f483f7bb53
commit 84436f7f18

View File

@ -38,6 +38,8 @@
VCMI_LIB_NAMESPACE_BEGIN
#define THROW_IF_NO_BATTLE if (!gs->curB) throw std::runtime_error("Trying to apply pack when no battle!");
void CPack::visit(ICPackVisitor & visitor)
{
visitBasic(visitor);
@ -2127,16 +2129,19 @@ void BattleStart::applyGs(CGameState * gs) const
void BattleNextRound::applyGs(CGameState * gs) const
{
THROW_IF_NO_BATTLE
gs->curB->nextRound(round);
}
void BattleSetActiveStack::applyGs(CGameState * gs) const
{
THROW_IF_NO_BATTLE
gs->curB->nextTurn(stack);
}
void BattleTriggerEffect::applyGs(CGameState * gs) const
{
THROW_IF_NO_BATTLE
CStack * st = gs->curB->getStack(stackID);
assert(st);
switch(static_cast<BonusType>(effect))
@ -2232,6 +2237,7 @@ void BattleLogMessage::applyBattle(IBattleState * battleState)
void BattleStackMoved::applyGs(CGameState *gs)
{
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
@ -2242,6 +2248,7 @@ void BattleStackMoved::applyBattle(IBattleState * battleState)
void BattleStackAttacked::applyGs(CGameState * gs)
{
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
@ -2252,6 +2259,7 @@ void BattleStackAttacked::applyBattle(IBattleState * battleState)
void BattleAttack::applyGs(CGameState * gs)
{
THROW_IF_NO_BATTLE
CStack * attacker = gs->curB->getStack(stackAttacking);
assert(attacker);
@ -2265,8 +2273,7 @@ void BattleAttack::applyGs(CGameState * gs)
void StartAction::applyGs(CGameState *gs)
{
if (!gs->curB)
return;
THROW_IF_NO_BATTLE
CStack *st = gs->curB->getStack(ba.stackNumber);
@ -2316,7 +2323,7 @@ void StartAction::applyGs(CGameState *gs)
void BattleSpellCast::applyGs(CGameState * gs) const
{
assert(gs->curB);
THROW_IF_NO_BATTLE
if(castByHero)
{
@ -2329,6 +2336,7 @@ void BattleSpellCast::applyGs(CGameState * gs) const
void SetStackEffect::applyGs(CGameState *gs)
{
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
@ -2347,6 +2355,7 @@ void SetStackEffect::applyBattle(IBattleState * battleState)
void StacksInjured::applyGs(CGameState *gs)
{
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
@ -2358,6 +2367,7 @@ void StacksInjured::applyBattle(IBattleState * battleState)
void BattleUnitsChanged::applyGs(CGameState *gs)
{
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
@ -2388,8 +2398,8 @@ void BattleUnitsChanged::applyBattle(IBattleState * battleState)
void BattleObstaclesChanged::applyGs(CGameState * gs)
{
if(gs->curB)
applyBattle(gs->curB);
THROW_IF_NO_BATTLE;
applyBattle(gs->curB);
}
void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
@ -2420,8 +2430,8 @@ CatapultAttack::~CatapultAttack() = default;
void CatapultAttack::applyGs(CGameState * gs)
{
if(gs->curB)
applyBattle(gs->curB);
THROW_IF_NO_BATTLE
applyBattle(gs->curB);
}
void CatapultAttack::visitTyped(ICPackVisitor & visitor)
@ -2447,6 +2457,7 @@ void CatapultAttack::applyBattle(IBattleState * battleState)
void BattleSetStackProperty::applyGs(CGameState * gs) const
{
THROW_IF_NO_BATTLE
CStack * stack = gs->curB->getStack(stackID);
switch(which)
{