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synced 2025-03-25 21:38:59 +02:00
Code style. Typo. Code clean up.
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b9087e2d63
commit
ad47a7573c
@ -286,7 +286,7 @@ void MoveArtifact::applyCl(CClient *cl)
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void BulkMoveArtifacts::applyCl(CClient * cl)
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{
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auto & movingArts = artsPack0;
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for (auto & slotToMove : movingArts)
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for(auto & slotToMove : movingArts)
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{
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auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
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auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
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@ -295,15 +295,15 @@ void BulkMoveArtifacts::applyCl(CClient * cl)
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callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
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}
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if (swap)
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if(swap)
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{
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movingArts = artsPack1;
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for (auto & slotToMove : movingArts)
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for(auto & slotToMove : movingArts)
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{
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auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
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auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
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callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
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if (srcLoc.owningPlayer() != dstLoc.owningPlayer())
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if(srcLoc.owningPlayer() != dstLoc.owningPlayer())
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callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
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}
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}
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@ -884,33 +884,6 @@ std::vector<CArtifactInstance *> getBackpackArts(const CGHeroInstance * hero)
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return result;
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}
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// Puts all composite arts to backpack and returns their previous location
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std::vector<HeroArtifact> CExchangeController::moveCompositeArtsToBackpack()
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{
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std::vector<const CGHeroInstance *> sides = {left, right};
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std::vector<HeroArtifact> artPositions;
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for(auto hero : sides)
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{
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for(int i = ArtifactPosition::HEAD; i < ArtifactPosition::AFTER_LAST; i++)
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{
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auto artPosition = ArtifactPosition(i);
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auto art = hero->getArt(artPosition);
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if(art && art->canBeDisassembled())
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{
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cb->swapArtifacts(
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ArtifactLocation(hero, artPosition),
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ArtifactLocation(hero, ArtifactPosition(GameConstants::BACKPACK_START)));
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artPositions.push_back(HeroArtifact(hero, art, artPosition));
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}
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}
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}
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return artPositions;
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}
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std::function<void()> CExchangeController::onSwapArtifacts()
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{
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return [&]()
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@ -324,7 +324,6 @@ private:
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void moveArtifacts(bool leftToRight);
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void moveArtifact(const CGHeroInstance * source, const CGHeroInstance * target, ArtifactPosition srcPosition);
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void moveStack(const CGHeroInstance * source, const CGHeroInstance * target, SlotID sourceSlot);
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std::vector<HeroArtifact> moveCompositeArtsToBackpack();
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};
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class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts
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@ -1469,11 +1469,11 @@ void CArtifactFittingSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance
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asi.locked = locked;
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}
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void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance & art)
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void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
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{
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if (art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
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if(art && art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
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{
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for (auto part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
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for(auto & part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
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{
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// For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots
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this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true);
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@ -1491,14 +1491,14 @@ ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
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}
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DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition(const CArtifactInstance * artifact,
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const CArtifactSet * target, ArtBearer::ArtBearer barer)
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const CArtifactSet * target, ArtBearer::ArtBearer bearer)
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{
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for (auto slot : artifact->artType->possibleSlots.at(barer))
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for(auto slot : artifact->artType->possibleSlots.at(bearer))
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{
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auto existingArtifact = target->getArt(slot);
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auto existingArtInfo = target->getSlot(slot);
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if (!existingArtifact
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if(!existingArtifact
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&& (!existingArtInfo || !existingArtInfo->locked)
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&& artifact->canBePutAt(target, slot))
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{
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@ -1524,11 +1524,11 @@ DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * he
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{
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// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
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// Titan's Thunder creates new spellbook on equip
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if (artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
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if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
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{
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if (heroPtr)
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if(heroPtr)
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{
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if (heroPtr && !heroPtr->hasSpellbook())
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if(heroPtr && !heroPtr->hasSpellbook())
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return true;
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}
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}
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@ -381,7 +381,7 @@ namespace ArtifactUtils
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{
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// Calculates where an artifact gets placed when it gets transferred from one hero to another.
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DLL_LINKAGE ArtifactPosition getArtifactDstPosition(const CArtifactInstance * artifact, const CArtifactSet * target,
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ArtBearer::ArtBearer barer);
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ArtBearer::ArtBearer bearer);
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DLL_LINKAGE std::vector<ArtifactPosition> unmovablePositions(); // TODO: Make this constexpr when the toolset is upgraded
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DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
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DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot);
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@ -846,7 +846,7 @@ DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
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DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
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{
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auto s = getSlot();
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if (s)
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if(s)
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return s->getArt();
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else
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return nullptr;
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@ -1098,7 +1098,7 @@ DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
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DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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{
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int numBackpackArtifactsMoved = 0;
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if (swap)
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if(swap)
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{
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// Swap
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auto leftSet = getSrcHolderArtSet();
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@ -1107,17 +1107,17 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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std::vector<std::pair<ArtifactPosition, ArtSlotInfo>> unmovableArtsLeftHero, unmovableArtsRightHero;
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// Keep unmovable artifacts separately until the swap
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for (auto artPos : ArtifactUtils::unmovablePositions())
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for(auto artPos : ArtifactUtils::unmovablePositions())
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{
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auto slotInfo = leftSet->getSlot(artPos);
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if (slotInfo)
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if(slotInfo)
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{
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unmovableArtsLeftHero.push_back(std::make_pair(artPos, *slotInfo));
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leftSet->eraseArtSlot(artPos);
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}
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slotInfo = rightSet->getSlot(artPos);
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if (slotInfo)
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if(slotInfo)
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{
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unmovableArtsRightHero.push_back(std::make_pair(artPos, *slotInfo));
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rightSet->eraseArtSlot(artPos);
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@ -1132,11 +1132,11 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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leftSet->artifactsInBackpack = ArtFittingSet.artifactsInBackpack;
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// Return non movable artifacts to their place after the swap
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for (auto & art : unmovableArtsLeftHero)
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for(auto & art : unmovableArtsLeftHero)
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{
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leftSet->putArtifact(art.first, art.second.artifact);
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}
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for (auto & art : unmovableArtsRightHero)
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for(auto & art : unmovableArtsRightHero)
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{
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rightSet->putArtifact(art.first, art.second.artifact);
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}
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@ -1144,12 +1144,12 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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else
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{
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// Move
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for (auto & slot : artsPack0)
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for(auto & slot : artsPack0)
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{
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// When an object gets removed from the backpack, the backpack shrinks
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// so all the following indices will be affected. Thus, we need to update
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// the subsequent artifact slots to account for that
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if (slot.srcPos >= GameConstants::BACKPACK_START)
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if(slot.srcPos >= GameConstants::BACKPACK_START)
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{
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slot.srcPos = ArtifactPosition(slot.srcPos.num - numBackpackArtifactsMoved);
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}
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@ -1160,7 +1160,7 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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const_cast<CArtifactInstance*>(art)->move(
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ArtifactLocation(srcArtHolder, slot.srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
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if (slot.srcPos >= GameConstants::BACKPACK_START)
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if(slot.srcPos >= GameConstants::BACKPACK_START)
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{
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numBackpackArtifactsMoved++;
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}
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@ -3943,9 +3943,9 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
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// Move over artifacts that are worn
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for (auto & artInfo : psrcHero->artifactsWorn)
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for(auto & artInfo : psrcHero->artifactsWorn)
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{
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if (ArtifactUtils::isArtRemovable(artInfo))
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if(ArtifactUtils::isArtRemovable(artInfo))
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{
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auto artifact = psrcHero->getArt(artInfo.first);
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
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@ -3953,19 +3953,19 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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static_cast<ConstTransitivePtr<CArtifactInstance>>(psrcHero->getArt(artInfo.first)));
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slots->push_back(BulkMoveArtifacts::LinkedSlots(artInfo.first, dstSlot));
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if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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}
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}
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// Move over artifacts that are in backpack
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for (auto & slotInfo : psrcHero->artifactsInBackpack)
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for(auto & slotInfo : psrcHero->artifactsInBackpack)
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{
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auto artifact = psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact));
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
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ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(slotInfo.artifact));
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slots->push_back(BulkMoveArtifacts::LinkedSlots(psrcHero->getArtPos(slotInfo.artifact), dstSlot));
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if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
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giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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}
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sendAndApply(&ma);
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@ -3975,7 +3975,7 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID rightHero)
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{
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// Make sure exchange is even possible between the two heroes.
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if (!isAllowedExchange(leftHero, rightHero))
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if(!isAllowedExchange(leftHero, rightHero))
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COMPLAIN_RET("That heroes cannot make any exchange!");
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auto pleftHero = getHero(leftHero);
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@ -3990,15 +3990,15 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
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auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
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std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
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{
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for (auto & artifact : srcHero->artifactsWorn)
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for(auto & artifact : srcHero->artifactsWorn)
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{
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if (artifact.second.locked)
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if(artifact.second.locked)
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continue;
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if (!ArtifactUtils::isArtRemovable(artifact))
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if(!ArtifactUtils::isArtRemovable(artifact))
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continue;
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slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
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if (ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
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if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
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giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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}
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};
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@ -4007,13 +4007,13 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
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// Move over artifacts that are worn rightHero -> leftHero
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moveArtsWorn(prightHero, pleftHero, slotsRightLeft);
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// Move over artifacts that are in backpack leftHero -> rightHero
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for (auto & slotInfo : pleftHero->artifactsInBackpack)
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for(auto & slotInfo : pleftHero->artifactsInBackpack)
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{
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auto slot = pleftHero->getArtPos(slotInfo.artifact);
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slotsLeftRight.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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}
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// Move over artifacts that are in backpack rightHero -> leftHero
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for (auto & slotInfo : prightHero->artifactsInBackpack)
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for(auto & slotInfo : prightHero->artifactsInBackpack)
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{
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auto slot = prightHero->getArtPos(slotInfo.artifact);
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slotsRightLeft.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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@ -4046,7 +4046,7 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
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if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
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COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
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if (ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
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if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
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giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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AssembledArtifact aa;
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@ -371,7 +371,7 @@ bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
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if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
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return !vstd::contains(ourIds, dismiss->id);
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if (auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
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if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
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return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
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if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))
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@ -184,7 +184,7 @@ bool BulkExchangeArtifacts::applyGh(CGameHandler * gh)
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{
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const CGHeroInstance * pSrcHero = gh->getHero(srcHero);
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throwOnWrongPlayer(gh, pSrcHero->getOwner());
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if (swap)
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if(swap)
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return gh->bulkSwapArtifacts(srcHero, dstHero);
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else
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return gh->bulkMoveArtifacts(srcHero, dstHero);
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