mirror of
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convert line endings from CRLF (Windows) to LF (Linux/Unix)
Mixed line endings cause problems when exporting patches with git-format-patch and then trying to "git am" a patch with mixed and non-matching line endings. In such a situation git will fail to apply the patch. This commit runs the dos2unix tools on the remaining files with CRLF (\r\n) line endings to convert them to line-feeds (\n) only. Files that are Windows specific like *.vcxproj and *.props files were not converted. Closes: #3073
This commit is contained in:
@ -1,271 +1,271 @@
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/*
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* PlayerLocalState.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "PlayerLocalState.h"
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#include "../CCallback.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "CPlayerInterface.h"
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#include "adventureMap/AdventureMapInterface.h"
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PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
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: owner(owner)
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, currentSelection(nullptr)
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{
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}
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void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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for(auto & p : paths)
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{
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if(p.second.nodes.size())
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pathsMap[p.first] = p.second.endPos();
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else
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logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
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}
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}
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void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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if(owner.cb)
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{
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for(auto & p : pathsMap)
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{
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CGPath path;
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owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
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paths[p.first] = path;
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logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
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}
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}
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}
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void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
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{
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paths[h] = path;
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}
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const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
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{
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assert(hasPath(h));
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return paths.at(h);
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}
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bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
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{
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return paths.count(h) > 0;
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}
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bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
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{
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CGPath path;
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if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
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{
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paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
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return false;
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}
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setPath(h, path);
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return true;
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}
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void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
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{
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assert(hasPath(h));
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if(!hasPath(h))
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return;
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auto & path = paths[h];
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path.nodes.pop_back();
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if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
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erasePath(h);
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}
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void PlayerLocalState::erasePath(const CGHeroInstance * h)
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{
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paths.erase(h);
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adventureInt->onHeroChanged(h);
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}
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void PlayerLocalState::verifyPath(const CGHeroInstance * h)
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{
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if(!hasPath(h))
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return;
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setPath(h, getPath(h).endPos());
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}
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const CGHeroInstance * PlayerLocalState::getCurrentHero() const
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{
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if(currentSelection && currentSelection->ID == Obj::HERO)
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return dynamic_cast<const CGHeroInstance *>(currentSelection);
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else
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return nullptr;
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}
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const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
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{
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bool currentHeroFound = false;
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const CGHeroInstance * firstSuitable = nullptr;
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const CGHeroInstance * nextSuitable = nullptr;
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for(const auto * hero : getWanderingHeroes())
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{
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if (hero == currentHero)
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{
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currentHeroFound = true;
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continue;
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}
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if (isHeroSleeping(hero))
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continue;
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if (hero->movementPointsRemaining() == 0)
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continue;
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if (!firstSuitable)
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firstSuitable = hero;
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if (!nextSuitable && currentHeroFound)
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nextSuitable = hero;
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}
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// if we found suitable hero after currently selected hero -> return this hero
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if (nextSuitable)
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return nextSuitable;
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// othervice -> loop over and return first suitable hero in the list (or null if none)
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return firstSuitable;
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}
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const CGTownInstance * PlayerLocalState::getCurrentTown() const
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{
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if(currentSelection && currentSelection->ID == Obj::TOWN)
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return dynamic_cast<const CGTownInstance *>(currentSelection);
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else
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return nullptr;
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}
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const CArmedInstance * PlayerLocalState::getCurrentArmy() const
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{
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if(currentSelection)
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return dynamic_cast<const CArmedInstance *>(currentSelection);
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else
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return nullptr;
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}
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void PlayerLocalState::setSelection(const CArmedInstance * selection)
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{
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if (currentSelection == selection)
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return;
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currentSelection = selection;
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if (selection)
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adventureInt->onSelectionChanged(selection);
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}
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bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
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{
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return vstd::contains(sleepingHeroes, hero);
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}
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void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
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{
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assert(hero);
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assert(vstd::contains(wanderingHeroes, hero));
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assert(!vstd::contains(sleepingHeroes, hero));
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sleepingHeroes.push_back(hero);
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}
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void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
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{
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assert(hero);
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assert(vstd::contains(wanderingHeroes, hero));
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assert(vstd::contains(sleepingHeroes, hero));
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vstd::erase(sleepingHeroes, hero);
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}
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const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
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{
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return wanderingHeroes;
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}
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const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
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{
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if(index < wanderingHeroes.size())
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return wanderingHeroes[index];
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return nullptr;
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}
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void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
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{
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assert(hero);
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assert(!vstd::contains(wanderingHeroes, hero));
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wanderingHeroes.push_back(hero);
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}
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void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
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{
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assert(hero);
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assert(vstd::contains(wanderingHeroes, hero));
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if (hero == currentSelection)
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{
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auto const * nextHero = getNextWanderingHero(hero);
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setSelection(nextHero);
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}
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vstd::erase(wanderingHeroes, hero);
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vstd::erase(sleepingHeroes, hero);
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if (currentSelection == nullptr && !wanderingHeroes.empty())
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setSelection(wanderingHeroes.front());
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if (currentSelection == nullptr && !ownedTowns.empty())
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setSelection(ownedTowns.front());
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}
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const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
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{
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return ownedTowns;
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}
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const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
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{
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if(index < ownedTowns.size())
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return ownedTowns[index];
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return nullptr;
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}
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void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
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{
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assert(town);
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assert(!vstd::contains(ownedTowns, town));
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ownedTowns.push_back(town);
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}
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void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
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{
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assert(town);
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assert(vstd::contains(ownedTowns, town));
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vstd::erase(ownedTowns, town);
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if (town == currentSelection)
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setSelection(nullptr);
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if (currentSelection == nullptr && !wanderingHeroes.empty())
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setSelection(wanderingHeroes.front());
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if (currentSelection == nullptr && !ownedTowns.empty())
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setSelection(ownedTowns.front());
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}
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/*
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* PlayerLocalState.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "PlayerLocalState.h"
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#include "../CCallback.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "CPlayerInterface.h"
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#include "adventureMap/AdventureMapInterface.h"
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PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
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: owner(owner)
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, currentSelection(nullptr)
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{
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}
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void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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for(auto & p : paths)
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{
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if(p.second.nodes.size())
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pathsMap[p.first] = p.second.endPos();
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else
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logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
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}
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}
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void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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if(owner.cb)
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{
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for(auto & p : pathsMap)
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{
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CGPath path;
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owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
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paths[p.first] = path;
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logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
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}
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}
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}
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void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
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{
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paths[h] = path;
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}
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const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
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{
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assert(hasPath(h));
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return paths.at(h);
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}
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bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
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{
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return paths.count(h) > 0;
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}
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bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
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{
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CGPath path;
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if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
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{
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paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
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return false;
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}
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setPath(h, path);
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return true;
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}
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void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
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{
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assert(hasPath(h));
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if(!hasPath(h))
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return;
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auto & path = paths[h];
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path.nodes.pop_back();
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if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
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erasePath(h);
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}
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void PlayerLocalState::erasePath(const CGHeroInstance * h)
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{
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paths.erase(h);
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adventureInt->onHeroChanged(h);
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}
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void PlayerLocalState::verifyPath(const CGHeroInstance * h)
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{
|
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if(!hasPath(h))
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return;
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setPath(h, getPath(h).endPos());
|
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}
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const CGHeroInstance * PlayerLocalState::getCurrentHero() const
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{
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if(currentSelection && currentSelection->ID == Obj::HERO)
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return dynamic_cast<const CGHeroInstance *>(currentSelection);
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else
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return nullptr;
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}
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const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
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{
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bool currentHeroFound = false;
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const CGHeroInstance * firstSuitable = nullptr;
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const CGHeroInstance * nextSuitable = nullptr;
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for(const auto * hero : getWanderingHeroes())
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{
|
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if (hero == currentHero)
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{
|
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currentHeroFound = true;
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continue;
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}
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||||
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if (isHeroSleeping(hero))
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continue;
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||||
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||||
if (hero->movementPointsRemaining() == 0)
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continue;
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||||
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if (!firstSuitable)
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firstSuitable = hero;
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if (!nextSuitable && currentHeroFound)
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nextSuitable = hero;
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}
|
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|
||||
// if we found suitable hero after currently selected hero -> return this hero
|
||||
if (nextSuitable)
|
||||
return nextSuitable;
|
||||
|
||||
// othervice -> loop over and return first suitable hero in the list (or null if none)
|
||||
return firstSuitable;
|
||||
}
|
||||
|
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const CGTownInstance * PlayerLocalState::getCurrentTown() const
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{
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||||
if(currentSelection && currentSelection->ID == Obj::TOWN)
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return dynamic_cast<const CGTownInstance *>(currentSelection);
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const CArmedInstance * PlayerLocalState::getCurrentArmy() const
|
||||
{
|
||||
if(currentSelection)
|
||||
return dynamic_cast<const CArmedInstance *>(currentSelection);
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void PlayerLocalState::setSelection(const CArmedInstance * selection)
|
||||
{
|
||||
if (currentSelection == selection)
|
||||
return;
|
||||
|
||||
currentSelection = selection;
|
||||
|
||||
if (selection)
|
||||
adventureInt->onSelectionChanged(selection);
|
||||
}
|
||||
|
||||
bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
|
||||
{
|
||||
return vstd::contains(sleepingHeroes, hero);
|
||||
}
|
||||
|
||||
void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
|
||||
{
|
||||
assert(hero);
|
||||
assert(vstd::contains(wanderingHeroes, hero));
|
||||
assert(!vstd::contains(sleepingHeroes, hero));
|
||||
|
||||
sleepingHeroes.push_back(hero);
|
||||
}
|
||||
|
||||
void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
|
||||
{
|
||||
assert(hero);
|
||||
assert(vstd::contains(wanderingHeroes, hero));
|
||||
assert(vstd::contains(sleepingHeroes, hero));
|
||||
|
||||
vstd::erase(sleepingHeroes, hero);
|
||||
}
|
||||
|
||||
const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
|
||||
{
|
||||
return wanderingHeroes;
|
||||
}
|
||||
|
||||
const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
|
||||
{
|
||||
if(index < wanderingHeroes.size())
|
||||
return wanderingHeroes[index];
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
|
||||
{
|
||||
assert(hero);
|
||||
assert(!vstd::contains(wanderingHeroes, hero));
|
||||
wanderingHeroes.push_back(hero);
|
||||
}
|
||||
|
||||
void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
|
||||
{
|
||||
assert(hero);
|
||||
assert(vstd::contains(wanderingHeroes, hero));
|
||||
|
||||
if (hero == currentSelection)
|
||||
{
|
||||
auto const * nextHero = getNextWanderingHero(hero);
|
||||
setSelection(nextHero);
|
||||
}
|
||||
|
||||
vstd::erase(wanderingHeroes, hero);
|
||||
vstd::erase(sleepingHeroes, hero);
|
||||
|
||||
if (currentSelection == nullptr && !wanderingHeroes.empty())
|
||||
setSelection(wanderingHeroes.front());
|
||||
|
||||
if (currentSelection == nullptr && !ownedTowns.empty())
|
||||
setSelection(ownedTowns.front());
|
||||
}
|
||||
|
||||
const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
|
||||
{
|
||||
return ownedTowns;
|
||||
}
|
||||
|
||||
const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
|
||||
{
|
||||
if(index < ownedTowns.size())
|
||||
return ownedTowns[index];
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
|
||||
{
|
||||
assert(town);
|
||||
assert(!vstd::contains(ownedTowns, town));
|
||||
ownedTowns.push_back(town);
|
||||
}
|
||||
|
||||
void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
|
||||
{
|
||||
assert(town);
|
||||
assert(vstd::contains(ownedTowns, town));
|
||||
vstd::erase(ownedTowns, town);
|
||||
|
||||
if (town == currentSelection)
|
||||
setSelection(nullptr);
|
||||
|
||||
if (currentSelection == nullptr && !wanderingHeroes.empty())
|
||||
setSelection(wanderingHeroes.front());
|
||||
|
||||
if (currentSelection == nullptr && !ownedTowns.empty())
|
||||
setSelection(ownedTowns.front());
|
||||
}
|
||||
|
Reference in New Issue
Block a user