1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

Remove usage of ConstTransitivePtr from CTown

This commit is contained in:
Ivan Savenko
2025-03-03 13:49:54 +00:00
parent 4a6a8f9496
commit a061ed04de
24 changed files with 60 additions and 73 deletions

View File

@@ -2048,7 +2048,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
if(t->hasBuilt(requestedID))
COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
const CBuilding * requestedBuilding = t->getTown()->buildings.at(requestedID);
const auto & requestedBuilding = t->getTown()->buildings.at(requestedID);
//Vector with future list of built building and buildings in auto-mode that are not yet built.
std::vector<const CBuilding*> remainingAutoBuildings;
@@ -2144,7 +2144,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
else
{
if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
remainingAutoBuildings.push_back(build.second);
remainingAutoBuildings.push_back(build.second.get());
}
}
@@ -2154,7 +2154,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
ns.built = force ? t->built : (t->built+1);
std::queue<const CBuilding*> buildingsToAdd;
buildingsToAdd.push(requestedBuilding);
buildingsToAdd.push(requestedBuilding.get());
while(!buildingsToAdd.empty())
{