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https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Fixed gcc/clang warnings
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c2f4991e99
commit
faa7cbff18
@ -154,7 +154,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
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{
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CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
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for(const int3 &dir : dirs)
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for(const int3 &dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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@ -164,7 +164,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
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void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
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{
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for(const int3 &dir : dirs)
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for(const int3 &dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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@ -1028,6 +1028,10 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
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}
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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TGoalVec GatherArmy::getAllPossibleSubgoals()
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{
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//get all possible towns, heroes and dwellings we may use
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@ -1303,6 +1303,20 @@ bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingI
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return false;//Nothing to build
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}
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//Set of buildings for different goals. Does not include any prerequisites.
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static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
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static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
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static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
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BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
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static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
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static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
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void VCAI::buildStructure(const CGTownInstance * t)
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{
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//TODO make *real* town development system
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@ -2467,7 +2481,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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{
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int3 ourPos = h->convertPosition(h->pos, false);
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std::map<int3, int> dstToRevealedTiles;
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for(crint3 dir : dirs)
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for(crint3 dir : int3::getDirs())
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if(cb->isInTheMap(hpos+dir))
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if (ourPos != dir) //don't stand in place
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if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
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@ -113,20 +113,6 @@ struct SectorMap
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int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
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};
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//Set of buildings for different goals. Does not include any prerequisites.
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const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
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const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
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const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
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const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
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BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
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const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
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const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
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class VCAI : public CAdventureAI
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{
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public:
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@ -52,7 +52,7 @@ public:
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/// CModListContainer overrides
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void resetRepositories() override;
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void addRepository(QVariantMap data) override;
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void modChanged(QString modID);
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void modChanged(QString modID) override;
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QVariant data(const QModelIndex &index, int role) const override;
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QVariant headerData(int section, Qt::Orientation orientation, int role) const override;
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@ -467,7 +467,7 @@ static JsonNode loadModSettings(std::string path)
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JsonNode addMeta(JsonNode config, std::string meta)
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{
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config.setMeta(meta);
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return std::move(config);
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return config;
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}
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CModInfo::CModInfo(std::string identifier,const JsonNode & local, const JsonNode & config):
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11
lib/int3.h
11
lib/int3.h
@ -131,6 +131,12 @@ public:
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{
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h & x & y & z;
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}
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static std::array<int3, 8> getDirs()
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{
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return { { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) } };
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}
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};
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inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
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@ -154,9 +160,6 @@ struct ShashInt3
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}
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};
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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template<typename Container>
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int3 findClosestTile (Container & container, int3 dest)
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{
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@ -175,4 +178,4 @@ int3 findClosestTile (Container & container, int3 dest)
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}
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}
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return result;
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}
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}
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@ -292,7 +292,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & r
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std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
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{
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CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
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CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
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std::vector< std::vector<ui8> > ret;
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do
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@ -363,7 +363,7 @@ std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
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}
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}
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}
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return std::move(lostCrossoverHeroes);
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return lostCrossoverHeroes;
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}
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bool CScenarioTravel::STravelBonus::isBonusForHero() const
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@ -20,7 +20,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const std::string & name)
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getMapPatcher(name)->patchMapHeader(header);
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header.release();
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return std::move(map);
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return map;
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}
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std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
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@ -28,7 +28,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
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auto stream = getStreamFromFS(name);
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std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
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getMapPatcher(name)->patchMapHeader(header);
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return std::move(header);
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return header;
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}
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std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const std::string & name)
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@ -40,7 +40,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const s
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getMapPatcher(name)->patchMapHeader(header);
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header.release();
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return std::move(map);
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return map;
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}
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std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int size, const std::string & name)
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@ -48,7 +48,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int s
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auto stream = getStreamFromMem(buffer, size);
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std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
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getMapPatcher(name)->patchMapHeader(header);
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return std::move(header);
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return header;
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}
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std::unique_ptr<CInputStream> CMapService::getStreamFromFS(const std::string & name)
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@ -17,7 +17,7 @@ static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)}
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void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
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{
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for(const int3 &dir : dirs)
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for(const int3 &dir : int3::getDirs())
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{
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int3 n = pos + dir;
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if(map->isInTheMap(n))
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@ -2336,7 +2336,8 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
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}
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assert (0); //we should never be here
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}
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//FIXME: control reaches end of non-void function. Missing return?
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return ObjectInfo(); // unreachable
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}
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void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
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@ -640,7 +640,7 @@ std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
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}
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}
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return std::move(res);
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return res;
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}
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///CSpell::TargetInfo
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@ -1665,7 +1665,7 @@ std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
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if(!player.second.human)
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playerTurnOrder.push_back(player.first);
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}
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return std::move(playerTurnOrder);
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return playerTurnOrder;
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}
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void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
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