TiborB has proposed merging lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands.
Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/clang-for-ai-files/+merge/244508 This is simple reformatting with clang-format on three files as requested by SirVer here: https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271/comments/601220 -- Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands.
=== modified file 'src/economy/portdock.cc' --- src/economy/portdock.cc 2014-11-28 16:40:55 +0000 +++ src/economy/portdock.cc 2014-12-11 21:38:11 +0000 @@ -46,20 +46,16 @@ return g_portdock_descr; } - PortdockDescr::PortdockDescr(char const* const _name, char const* const _descname) - : - MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname) -{ + : MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname) { } -PortDock::PortDock(Warehouse* wh) : - PlayerImmovable(g_portdock_descr), - m_fleet(nullptr), - m_warehouse(wh), - m_need_ship(false), - m_expedition_ready(false) -{ +PortDock::PortDock(Warehouse* wh) + : PlayerImmovable(g_portdock_descr), + m_fleet(nullptr), + m_warehouse(wh), + m_need_ship(false), + m_expedition_ready(false) { } PortDock::~PortDock() { @@ -76,8 +72,7 @@ * * @note This only works properly when called before @ref init */ -void PortDock::add_position(Coords where) -{ +void PortDock::add_position(Coords where) { m_dockpoints.push_back(where); } @@ -90,29 +85,23 @@ * * @warning This should only be called via @ref Fleet itself. */ -void PortDock::set_fleet(Fleet * fleet) -{ +void PortDock::set_fleet(Fleet* fleet) { m_fleet = fleet; } -int32_t PortDock::get_size() const -{ +int32_t PortDock::get_size() const { return SMALL; } -bool PortDock::get_passable() const -{ +bool PortDock::get_passable() const { return true; } -PortDock::PositionList PortDock::get_positions - (const EditorGameBase &) const -{ +PortDock::PositionList PortDock::get_positions(const EditorGameBase&) const { return m_dockpoints; } -Flag & PortDock::base_flag() -{ +Flag& PortDock::base_flag() { return m_warehouse->base_flag(); } @@ -120,8 +109,7 @@ * Return the dock that has the given flag as its base, or 0 if no dock of our fleet * has the given flag. */ -PortDock * PortDock::get_dock(Flag & flag) const -{ +PortDock* PortDock::get_dock(Flag& flag) const { if (m_fleet) return m_fleet->get_dock(flag); return nullptr; @@ -133,8 +121,7 @@ * Called by @ref Warehouse::set_economy, and responsible for forwarding the * change to @ref Fleet. */ -void PortDock::set_economy(Economy * e) -{ +void PortDock::set_economy(Economy* e) { if (e == get_economy()) return; @@ -152,18 +139,14 @@ m_expedition_bootstrap->set_economy(e); } - -void PortDock::draw - (const EditorGameBase &, RenderTarget &, const FCoords&, const Point&) -{ +void PortDock::draw(const EditorGameBase&, RenderTarget&, const FCoords&, const Point&) { // do nothing } -void PortDock::init(EditorGameBase & egbase) -{ +void PortDock::init(EditorGameBase& egbase) { PlayerImmovable::init(egbase); - for (const Coords& coords: m_dockpoints) { + for (const Coords& coords : m_dockpoints) { set_position(egbase, coords); } @@ -174,16 +157,14 @@ * Create our initial singleton @ref Fleet. The fleet code ensures * that we merge with a larger fleet when possible. */ -void PortDock::init_fleet(EditorGameBase & egbase) -{ - Fleet * fleet = new Fleet(owner()); +void PortDock::init_fleet(EditorGameBase& egbase) { + Fleet* fleet = new Fleet(owner()); fleet->add_port(egbase, this); fleet->init(egbase); // Note: the Fleet calls our set_fleet automatically } -void PortDock::cleanup(EditorGameBase & egbase) -{ +void PortDock::cleanup(EditorGameBase& egbase) { if (egbase.objects().object_still_available(m_warehouse)) { // Transfer all our wares into the warehouse. if (upcast(Game, game, &egbase)) { @@ -212,7 +193,7 @@ if (m_fleet) m_fleet->remove_port(egbase, this); - for (const Coords& coords: m_dockpoints) { + for (const Coords& coords : m_dockpoints) { unset_position(egbase, coords); } @@ -227,8 +208,7 @@ /** * Add the flags of all ports that can be reached via this dock. */ -void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour> & neighbours) -{ +void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour>& neighbours) { if (m_fleet && m_fleet->active()) m_fleet->add_neighbours(*this, neighbours); } @@ -236,8 +216,7 @@ /** * The given @p ware enters the dock, waiting to be transported away. */ -void PortDock::add_shippingitem(Game & game, WareInstance & ware) -{ +void PortDock::add_shippingitem(Game& game, WareInstance& ware) { m_waiting.push_back(ShippingItem(ware)); ware.set_location(game, this); ware.update(game); @@ -247,15 +226,14 @@ * The given @p ware, which is assumed to be inside the dock, has updated * its route. */ -void PortDock::update_shippingitem(Game & game, WareInstance & ware) -{ +void PortDock::update_shippingitem(Game& game, WareInstance& ware) { for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin(); - item_iter != m_waiting.end(); - ++item_iter) { + item_iter != m_waiting.end(); + ++item_iter) { if (item_iter->m_object.serial() == ware.serial()) { _update_shippingitem(game, item_iter); - return; + return; } } } @@ -263,8 +241,7 @@ /** * The given @p worker enters the dock, waiting to be transported away. */ -void PortDock::add_shippingitem(Game & game, Worker & worker) -{ +void PortDock::add_shippingitem(Game& game, Worker& worker) { m_waiting.push_back(ShippingItem(worker)); worker.set_location(this); update_shippingitem(game, worker); @@ -274,24 +251,22 @@ * The given @p worker, which is assumed to be inside the dock, has * updated its route. */ -void PortDock::update_shippingitem(Game & game, Worker & worker) -{ +void PortDock::update_shippingitem(Game& game, Worker& worker) { for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin(); - item_iter != m_waiting.end(); - ++item_iter) { + item_iter != m_waiting.end(); + ++item_iter) { if (item_iter->m_object.serial() == worker.serial()) { _update_shippingitem(game, item_iter); - return; + return; } } } -void PortDock::_update_shippingitem(Game & game, std::vector<ShippingItem>::iterator it) -{ +void PortDock::_update_shippingitem(Game& game, std::vector<ShippingItem>::iterator it) { it->update_destination(game, *this); - PortDock * dst = it->get_destination(game); + PortDock* dst = it->get_destination(game); assert(dst != this); // Destination might have vanished or be in another economy altogether. @@ -312,8 +287,7 @@ * A ship has arrived at the dock. Clear all items designated for this dock, * and load the ship. */ -void PortDock::ship_arrived(Game & game, Ship & ship) -{ +void PortDock::ship_arrived(Game& game, Ship& ship) { std::vector<ShippingItem> items_brought_by_ship; ship.withdraw_items(game, *this, items_brought_by_ship); @@ -330,7 +304,8 @@ // Load the ship std::vector<Worker*> workers; std::vector<WareInstance*> wares; - m_expedition_bootstrap->get_waiting_workers_and_wares(game, owner().tribe(), &workers, &wares); + m_expedition_bootstrap->get_waiting_workers_and_wares( + game, owner().tribe(), &workers, &wares); for (Worker* worker : workers) { ship.add_item(game, ShippingItem(*worker)); @@ -375,8 +350,7 @@ m_fleet->update(game); } -void PortDock::set_need_ship(Game & game, bool need) -{ +void PortDock::set_need_ship(Game& game, bool need) { molog("set_need_ship(%s)\n", need ? "true" : "false"); if (need == m_need_ship) @@ -393,13 +367,12 @@ /** * Return the number of wares or workers of the given type that are waiting at the dock. */ -uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex) -{ +uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex) { uint32_t count = 0; for (ShippingItem& shipping_item : m_waiting) { - WareInstance * ware; - Worker * worker; + WareInstance* ware; + Worker* worker; shipping_item.get(owner().egbase(), &ware, &worker); if (waretype == wwWORKER) { @@ -414,7 +387,6 @@ return count; } - /// \returns whether an expedition was started or is even ready bool PortDock::expedition_started() { return (m_expedition_bootstrap.get() != nullptr) || m_expedition_ready; @@ -425,19 +397,18 @@ assert(!m_expedition_bootstrap); m_expedition_bootstrap.reset(new ExpeditionBootstrap(this)); m_expedition_bootstrap->start(); - } ExpeditionBootstrap* PortDock::expedition_bootstrap() { return m_expedition_bootstrap.get(); } -void PortDock::expedition_bootstrap_complete(Game & game) { +void PortDock::expedition_bootstrap_complete(Game& game) { m_expedition_ready = true; get_fleet()->update(game); } -void PortDock::cancel_expedition(Game & game) { +void PortDock::cancel_expedition(Game& game) { // Reset m_expedition_ready = false; @@ -445,38 +416,34 @@ m_expedition_bootstrap.reset(nullptr); } - -void PortDock::log_general_info(const EditorGameBase & egbase) -{ +void PortDock::log_general_info(const EditorGameBase& egbase) { PlayerImmovable::log_general_info(egbase); Coords pos(m_warehouse->get_position()); - molog - ("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n", - m_warehouse ? m_warehouse->serial() : 0, pos.x, pos.y, - m_fleet ? m_fleet->serial() : 0, - m_need_ship ? "true" : "false", - m_waiting.size()); + molog("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n", + m_warehouse ? m_warehouse->serial() : 0, + pos.x, + pos.y, + m_fleet ? m_fleet->serial() : 0, + m_need_ship ? "true" : "false", + m_waiting.size()); for (ShippingItem& shipping_item : m_waiting) { - molog - (" IT %u, destination %u\n", - shipping_item.m_object.serial(), - shipping_item.m_destination_dock.serial()); + molog(" IT %u, destination %u\n", + shipping_item.m_object.serial(), + shipping_item.m_destination_dock.serial()); } } #define PORTDOCK_SAVEGAME_VERSION 3 -PortDock::Loader::Loader() : m_warehouse(0) -{ +PortDock::Loader::Loader() : m_warehouse(0) { } -void PortDock::Loader::load(FileRead & fr, uint8_t version) -{ +void PortDock::Loader::load(FileRead& fr, uint8_t version) { PlayerImmovable::Loader::load(fr); - PortDock & pd = get<PortDock>(); + PortDock& pd = get<PortDock>(); m_warehouse = fr.unsigned_32(); uint16_t nrdockpoints = fr.unsigned_16(); @@ -507,11 +474,10 @@ } } -void PortDock::Loader::load_pointers() -{ +void PortDock::Loader::load_pointers() { PlayerImmovable::Loader::load_pointers(); - PortDock & pd = get<PortDock>(); + PortDock& pd = get<PortDock>(); pd.m_warehouse = &mol().get<Warehouse>(m_warehouse); pd.m_waiting.resize(m_waiting.size()); @@ -520,11 +486,10 @@ } } -void PortDock::Loader::load_finish() -{ +void PortDock::Loader::load_finish() { PlayerImmovable::Loader::load_finish(); - PortDock & pd = get<PortDock>(); + PortDock& pd = get<PortDock>(); if (pd.m_warehouse->get_portdock() != &pd) { log("Inconsistent PortDock <> Warehouse link\n"); @@ -537,9 +502,7 @@ pd.init_fleet(egbase()); } -MapObject::Loader * PortDock::load - (EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr) -{ +MapObject::Loader* PortDock::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) { std::unique_ptr<Loader> loader(new Loader); try { @@ -551,15 +514,14 @@ loader->load(fr, version); } else throw GameDataError("unknown/unhandled version %u", version); - } catch (const std::exception & e) { + } catch (const std::exception& e) { throw wexception("loading portdock: %s", e.what()); } return loader.release(); } -void PortDock::save(EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw) -{ +void PortDock::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) { fw.unsigned_8(HeaderPortDock); fw.unsigned_8(PORTDOCK_SAVEGAME_VERSION); @@ -567,7 +529,7 @@ fw.unsigned_32(mos.get_object_file_index(*m_warehouse)); fw.unsigned_16(m_dockpoints.size()); - for (const Coords& coords: m_dockpoints) { + for (const Coords& coords : m_dockpoints) { write_coords_32(&fw, coords); } @@ -583,4 +545,4 @@ fw.unsigned_8(m_expedition_ready ? 1 : 0); } -} // namespace Widelands +} // namespace Widelands === modified file 'src/logic/ship.cc' --- src/logic/ship.cc 2014-11-30 18:49:38 +0000 +++ src/logic/ship.cc 2014-12-11 21:38:11 +0000 @@ -49,24 +49,24 @@ namespace Widelands { -ShipDescr::ShipDescr - (const char * given_name, const char * gdescname, - const std::string & directory, Profile & prof, Section & global_s, - const TribeDescr & gtribe) - : - BobDescr(MapObjectType::SHIP, given_name, gdescname, >ribe) -{ - { // global options - Section & idle_s = prof.get_safe_section("idle"); +ShipDescr::ShipDescr(const char* given_name, + const char* gdescname, + const std::string& directory, + Profile& prof, + Section& global_s, + const TribeDescr& gtribe) + : BobDescr(MapObjectType::SHIP, given_name, gdescname, >ribe) { + { // global options + Section& idle_s = prof.get_safe_section("idle"); add_animation("idle", g_gr->animations().load(directory, idle_s)); } m_sail_anims.parse(*this, directory, prof, "sail"); - Section * sinking_s = prof.get_section("sinking"); + Section* sinking_s = prof.get_section("sinking"); if (sinking_s) add_animation("sinking", g_gr->animations().load(directory, *sinking_s)); - m_capacity = global_s.get_natural("capacity", 20); + m_capacity = global_s.get_natural("capacity", 20); m_vision_range = global_s.get_natural("vision_range", 7); } @@ -74,18 +74,12 @@ return MOVECAPS_SWIM; } -Bob & ShipDescr::create_object() const { +Bob& ShipDescr::create_object() const { return *new Ship(*this); } - -Ship::Ship(const ShipDescr & gdescr) : - Bob(gdescr), - m_window(nullptr), - m_fleet(nullptr), - m_economy(nullptr), - m_ship_state(TRANSPORT) -{ +Ship::Ship(const ShipDescr& gdescr) + : Bob(gdescr), m_window(nullptr), m_fleet(nullptr), m_economy(nullptr), m_ship_state(TRANSPORT) { } Ship::~Ship() { @@ -104,11 +98,11 @@ return m_fleet; } -void Ship::init_auto_task(Game & game) { +void Ship::init_auto_task(Game& game) { start_task_ship(game); } -void Ship::init(EditorGameBase & egbase) { +void Ship::init(EditorGameBase& egbase) { Bob::init(egbase); init_fleet(egbase); } @@ -118,15 +112,15 @@ * The fleet code will automatically merge us into a larger * fleet, if one is reachable. */ -void Ship::init_fleet(EditorGameBase & egbase) { +void Ship::init_fleet(EditorGameBase& egbase) { assert(get_owner() != nullptr); - Fleet * fleet = new Fleet(*get_owner()); + Fleet* fleet = new Fleet(*get_owner()); fleet->add_ship(this); fleet->init(egbase); // fleet calls the set_fleet function appropriately } -void Ship::cleanup(EditorGameBase & egbase) { +void Ship::cleanup(EditorGameBase& egbase) { if (m_fleet) { m_fleet->remove_ship(egbase, this); } @@ -142,52 +136,48 @@ /** * This function is to be called only by @ref Fleet. */ -void Ship::set_fleet(Fleet * fleet) { +void Ship::set_fleet(Fleet* fleet) { m_fleet = fleet; } -void Ship::wakeup_neighbours(Game & game) { +void Ship::wakeup_neighbours(Game& game) { FCoords position = get_position(); Area<FCoords> area(position, 1); - std::vector<Bob *> ships; + std::vector<Bob*> ships; game.map().find_bobs(area, &ships, FindBobShip()); - for - (std::vector<Bob *>::const_iterator it = ships.begin(); - it != ships.end(); ++it) - { + for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) { if (*it == this) continue; - static_cast<Ship *>(*it)->ship_wakeup(game); + static_cast<Ship*>(*it)->ship_wakeup(game); } } - /** * Standard behaviour of ships. * * ivar1 = helper flag for coordination of mutual evasion of ships */ const Bob::Task Ship::taskShip = { - "ship", - static_cast<Bob::Ptr>(&Ship::ship_update), - nullptr, - nullptr, - true // unique task + "ship", + static_cast<Bob::Ptr>(&Ship::ship_update), + nullptr, + nullptr, + true // unique task }; -void Ship::start_task_ship(Game & game) { +void Ship::start_task_ship(Game& game) { push_task(game, taskShip); top_state().ivar1 = 0; } -void Ship::ship_wakeup(Game & game) { +void Ship::ship_wakeup(Game& game) { if (get_state(taskShip)) send_signal(game, "wakeup"); } -void Ship::ship_update(Game & game, Bob::State & state) { +void Ship::ship_update(Game& game, Bob::State& state) { // Handle signals std::string signal = get_signal(); if (!signal.empty()) { @@ -211,44 +201,43 @@ } switch (m_ship_state) { - case TRANSPORT: - if (ship_update_transport(game, state)) - return; - break; - case EXP_FOUNDPORTSPACE: - case EXP_SCOUTING: - case EXP_WAITING: - ship_update_expedition(game, state); - break; - case EXP_COLONIZING: - break; - case SINK_REQUEST: - if (descr().is_animation_known("sinking")) { - m_ship_state = SINK_ANIMATION; - start_task_idle(game, descr().get_animation("sinking"), 3000); - return; - } - log("Oh no... this ship has no sinking animation :(!\n"); - // fall trough - case SINK_ANIMATION: - // The sink animation has been played, so finally remove the ship from the map - pop_task(game); - remove(game); - return; - default: - assert(false); // never here + case TRANSPORT: + if (ship_update_transport(game, state)) + return; + break; + case EXP_FOUNDPORTSPACE: + case EXP_SCOUTING: + case EXP_WAITING: + ship_update_expedition(game, state); + break; + case EXP_COLONIZING: + break; + case SINK_REQUEST: + if (descr().is_animation_known("sinking")) { + m_ship_state = SINK_ANIMATION; + start_task_idle(game, descr().get_animation("sinking"), 3000); + return; + } + log("Oh no... this ship has no sinking animation :(!\n"); + // fall trough + case SINK_ANIMATION: + // The sink animation has been played, so finally remove the ship from the map + pop_task(game); + remove(game); + return; + default: + assert(false); // never here } // if the real update function failed (e.g. nothing to transport), the ship goes idle ship_update_idle(game, state); } - /// updates a ships tasks in transport mode \returns false if failed to update tasks -bool Ship::ship_update_transport(Game & game, Bob::State &) { - Map & map = game.map(); +bool Ship::ship_update_transport(Game& game, Bob::State&) { + Map& map = game.map(); - PortDock * dst = get_destination(game); + PortDock* dst = get_destination(game); if (!dst) { molog("ship_update: No destination anymore.\n"); if (m_items.empty()) @@ -277,7 +266,7 @@ molog("ship_update: Go to dock %u\n", dst->serial()); - PortDock * lastdock = m_lastdock.get(game); + PortDock* lastdock = m_lastdock.get(game); if (lastdock && lastdock != dst) { molog("ship_update: Have lastdock %u\n", lastdock->serial()); @@ -332,10 +321,9 @@ return true; } - /// updates a ships tasks in expedition mode -void Ship::ship_update_expedition(Game & game, Bob::State &) { - Map & map = game.map(); +void Ship::ship_update_expedition(Game& game, Bob::State&) { + Map& map = game.map(); assert(m_expedition); @@ -343,30 +331,30 @@ FCoords position = get_position(); for (Direction dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) { m_expedition->swimable[dir - 1] = - map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM; + map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM; } if (m_ship_state == EXP_SCOUTING) { // Check surrounding fields for port buildspaces - std::unique_ptr<std::list<Coords> > temp_port_buildspaces(new std::list<Coords>()); - MapRegion<Area<Coords> > mr(map, Area<Coords>(position, descr().vision_range())); + std::unique_ptr<std::list<Coords>> temp_port_buildspaces(new std::list<Coords>()); + MapRegion<Area<Coords>> mr(map, Area<Coords>(position, descr().vision_range())); bool new_port_space = false; do { if (map.is_port_space(mr.location())) { FCoords fc = map.get_fcoords(mr.location()); - // Check whether the maximum theoretical possible NodeCap of the field is of the size big + // Check whether the maximum theoretical possible NodeCap of the field is of the size + // big // and whether it can theoretically be a port space - if - ((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG - || - map.find_portdock(fc).empty()) - { + if ((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG || + map.find_portdock(fc).empty()) { continue; } - // NOTE This is the place to handle enemy territory and "clearing a port space from the enemy". - // NOTE There is a simple check for the current land owner to avoid placement of ports into enemy + // NOTE This is the place to handle enemy territory and "clearing a port space from the + // enemy". + // NOTE There is a simple check for the current land owner to avoid placement of ports + // into enemy // NOTE territory, as "clearing" is not yet implemented. // NOTE further it checks, whether there is a Player_immovable on one of the fields. // TODO(unknown): handle this more gracefully concering opposing players @@ -378,7 +366,7 @@ invalid = true; continue; } - BaseImmovable * baim = coord.field->get_immovable(); + BaseImmovable* baim = coord.field->get_immovable(); if (baim) if (is_a(PlayerImmovable, baim)) { invalid = true; @@ -387,60 +375,60 @@ // Check all neighboured fields that will be used by the port switch (step) { - case 0: - map.get_ln(fc, &coord); - break; - case 1: - map.get_tln(fc, &coord); - break; - case 2: - map.get_trn(fc, &coord); - break; - case 3: - // Flag coordinate - map.get_brn(fc, &coord); - break; - default: - break; + case 0: + map.get_ln(fc, &coord); + break; + case 1: + map.get_tln(fc, &coord); + break; + case 2: + map.get_trn(fc, &coord); + break; + case 3: + // Flag coordinate + map.get_brn(fc, &coord); + break; + default: + break; } } // Now check whether there is a flag in the surroundings of the flag position FCoords neighb; map.get_ln(coord, &neighb); for (uint8_t step = 0; !invalid && step < 5; ++step) { - BaseImmovable * baim = neighb.field->get_immovable(); + BaseImmovable* baim = neighb.field->get_immovable(); if (baim) if (is_a(Flag, baim)) { invalid = true; continue; } - // Check all neighboured fields but not the one already checked for a PlayerImmovable. + // Check all neighboured fields but not the one already checked for a + // PlayerImmovable. switch (step) { - case 0: - map.get_bln(coord, &neighb); - break; - case 1: - map.get_brn(coord, &neighb); - break; - case 2: - map.get_rn(coord, &neighb); - break; - case 3: - map.get_trn(coord, &neighb); - break; - default: - break; + case 0: + map.get_bln(coord, &neighb); + break; + case 1: + map.get_brn(coord, &neighb); + break; + case 2: + map.get_rn(coord, &neighb); + break; + case 3: + map.get_trn(coord, &neighb); + break; + default: + break; } } if (invalid) continue; bool pbs_saved = false; - for - (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin(); - it != m_expedition->seen_port_buildspaces->end() && !pbs_saved; - ++it) - { + for (std::list<Coords>::const_iterator it = + m_expedition->seen_port_buildspaces->begin(); + it != m_expedition->seen_port_buildspaces->end() && !pbs_saved; + ++it) { // Check if the ship knows this port space already from its last check if (*it == mr.location()) { temp_port_buildspaces->push_back(mr.location()); @@ -465,7 +453,7 @@ } } -void Ship::ship_update_idle(Game & game, Bob::State & state) { +void Ship::ship_update_idle(Game& game, Bob::State& state) { if (state.ivar1) { // We've just completed one step, so give neighbours // a chance to move away first @@ -475,214 +463,221 @@ return; } - // If we are waiting for the next transport job, check if we should move away from ships and shores + // If we are waiting for the next transport job, check if we should move away from ships and + // shores switch (m_ship_state) { - case TRANSPORT: { - FCoords position = get_position(); - Map & map = game.map(); - unsigned int dirs[LAST_DIRECTION + 1]; - unsigned int dirmax = 0; - + case TRANSPORT: { + FCoords position = get_position(); + Map& map = game.map(); + unsigned int dirs[LAST_DIRECTION + 1]; + unsigned int dirmax = 0; + + for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) { + FCoords node = dir ? map.get_neighbour(position, dir) : position; + dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0; + + Area<FCoords> area(node, 0); + std::vector<Bob*> ships; + map.find_bobs(area, &ships, FindBobShip()); + + for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) { + if (*it == this) + continue; + + dirs[dir] += 3; + } + + dirmax = std::max(dirmax, dirs[dir]); + } + + if (dirmax) { + unsigned int prob[LAST_DIRECTION + 1]; + unsigned int totalprob = 0; + + // The probability for moving into a given direction is also + // affected by the "close" directions. for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) { - FCoords node = dir ? map.get_neighbour(position, dir) : position; - dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0; - - Area<FCoords> area(node, 0); - std::vector<Bob *> ships; - map.find_bobs(area, &ships, FindBobShip()); - - for (std::vector<Bob *>::const_iterator it = ships.begin(); it != ships.end(); ++it) { - if (*it == this) - continue; - - dirs[dir] += 3; - } - - dirmax = std::max(dirmax, dirs[dir]); - } - - if (dirmax) { - unsigned int prob[LAST_DIRECTION + 1]; - unsigned int totalprob = 0; - - // The probability for moving into a given direction is also - // affected by the "close" directions. - for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) { - prob[dir] = 10 * dirmax - 10 * dirs[dir]; - - if (dir > 0) { - unsigned int delta = std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]); - prob[dir] -= delta; - } - - totalprob += prob[dir]; - } - - if (totalprob == 0) { - start_task_idle(game, descr().main_animation(), 1500); - return; - } - - unsigned int rnd = game.logic_rand() % totalprob; - Direction dir = 0; - while (rnd >= prob[dir]) { - rnd -= prob[dir]; - ++dir; - } - - if (dir == 0 || dir > LAST_DIRECTION) { - start_task_idle(game, descr().main_animation(), 1500); - return; - } - - FCoords neighbour = map.get_neighbour(position, dir); - if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) { - start_task_idle(game, descr().main_animation(), 1500); - return; - } - - state.ivar1 = 1; - start_task_move(game, dir, descr().get_sail_anims(), false); - return; - } - // No desire to move around, so sleep - start_task_idle(game, descr().main_animation(), -1); + prob[dir] = 10 * dirmax - 10 * dirs[dir]; + + if (dir > 0) { + unsigned int delta = + std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]); + prob[dir] -= delta; + } + + totalprob += prob[dir]; + } + + if (totalprob == 0) { + start_task_idle(game, descr().main_animation(), 1500); + return; + } + + unsigned int rnd = game.logic_rand() % totalprob; + Direction dir = 0; + while (rnd >= prob[dir]) { + rnd -= prob[dir]; + ++dir; + } + + if (dir == 0 || dir > LAST_DIRECTION) { + start_task_idle(game, descr().main_animation(), 1500); + return; + } + + FCoords neighbour = map.get_neighbour(position, dir); + if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) { + start_task_idle(game, descr().main_animation(), 1500); + return; + } + + state.ivar1 = 1; + start_task_move(game, dir, descr().get_sail_anims(), false); return; } - case EXP_SCOUTING: { - if (m_expedition->island_exploration) { // Exploration of the island - if (exp_close_to_coast()) { - if (m_expedition->direction == 0) { - // Make sure we know the location of the coast and use it as initial direction we come from - m_expedition->direction = WALK_SE; - for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) { - assert(secure < 6); - m_expedition->direction = get_cw_neighbour(m_expedition->direction); - } - m_expedition->direction = get_backward_dir(m_expedition->direction); - // Save the position - this is where we start - m_expedition->exploration_start = get_position(); - } else { - // Check whether the island was completely surrounded - if (get_position() == m_expedition->exploration_start) { - std::string msg_head = _("Island Circumnavigated"); - std::string msg_body = _("An expedition ship sailed around its" - " island without any events."); - send_message(game, "exp_island", msg_head, msg_body, - "ship_explore_island_cw.png"); - m_ship_state = EXP_WAITING; - return start_task_idle(game, descr().main_animation(), 1500); - } + // No desire to move around, so sleep + start_task_idle(game, descr().main_animation(), -1); + return; + } + case EXP_SCOUTING: { + if (m_expedition->island_exploration) { // Exploration of the island + if (exp_close_to_coast()) { + if (m_expedition->direction == 0) { + // Make sure we know the location of the coast and use it as initial direction we + // come from + m_expedition->direction = WALK_SE; + for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) { + assert(secure < 6); + m_expedition->direction = get_cw_neighbour(m_expedition->direction); } - // The ship is supposed to follow the coast as close as possible, therefore the check for - // a swimable field begins at the neighbour field of the direction we came from. m_expedition->direction = get_backward_dir(m_expedition->direction); - if (m_expedition->clockwise) { - do { - m_expedition->direction = get_ccw_neighbour(m_expedition->direction); - } while (!exp_dir_swimable(m_expedition->direction)); - } else { - do { - m_expedition->direction = get_cw_neighbour(m_expedition->direction); - } while (!exp_dir_swimable(m_expedition->direction)); - } - state.ivar1 = 1; - return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false); - } else { - // The ship got the command to scout around an island, but is not close to any island - // Most likely the command was send as the ship was on an exploration and just leaving - // the island - therefore we try to find the island again. - FCoords position = get_position(); - Map & map = game.map(); - for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) { - FCoords neighbour = map.get_neighbour(position, dir); - for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur) - if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) { - // Okay we found the next coast, so now the ship should go there. - // However, we do neither save the position as starting position, nor do we save - // the direction we currently go. So the ship can start exploring normally - state.ivar1 = 1; - return start_task_move(game, dir, descr().get_sail_anims(), false); - } - } - // if we are here, it seems something really strange happend. - log("WARNING: ship was not able to start exploration. Entering WAIT mode."); - m_ship_state = EXP_WAITING; - return start_task_idle(game, descr().main_animation(), 1500); - } - } else { // scouting towards a specific direction - if (exp_dir_swimable(m_expedition->direction)) { - // the scouting direction is still free to move - state.ivar1 = 1; - start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false); - return; - } - // coast reached + // Save the position - this is where we start + m_expedition->exploration_start = get_position(); + } else { + // Check whether the island was completely surrounded + if (get_position() == m_expedition->exploration_start) { + std::string msg_head = _("Island Circumnavigated"); + std::string msg_body = _("An expedition ship sailed around its" + " island without any events."); + send_message( + game, "exp_island", msg_head, msg_body, "ship_explore_island_cw.png"); + m_ship_state = EXP_WAITING; + return start_task_idle(game, descr().main_animation(), 1500); + } + } + // The ship is supposed to follow the coast as close as possible, therefore the check + // for + // a swimable field begins at the neighbour field of the direction we came from. + m_expedition->direction = get_backward_dir(m_expedition->direction); + if (m_expedition->clockwise) { + do { + m_expedition->direction = get_ccw_neighbour(m_expedition->direction); + } while (!exp_dir_swimable(m_expedition->direction)); + } else { + do { + m_expedition->direction = get_cw_neighbour(m_expedition->direction); + } while (!exp_dir_swimable(m_expedition->direction)); + } + state.ivar1 = 1; + return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false); + } else { + // The ship got the command to scout around an island, but is not close to any island + // Most likely the command was send as the ship was on an exploration and just leaving + // the island - therefore we try to find the island again. + FCoords position = get_position(); + Map& map = game.map(); + for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) { + FCoords neighbour = map.get_neighbour(position, dir); + for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur) + if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) { + // Okay we found the next coast, so now the ship should go there. + // However, we do neither save the position as starting position, nor do we + // save + // the direction we currently go. So the ship can start exploring normally + state.ivar1 = 1; + return start_task_move(game, dir, descr().get_sail_anims(), false); + } + } + // if we are here, it seems something really strange happend. + log("WARNING: ship was not able to start exploration. Entering WAIT mode."); m_ship_state = EXP_WAITING; - start_task_idle(game, descr().main_animation(), 1500); - // Send a message to the player, that a new coast was reached - std::string msg_head = _("Coast Reached"); - std::string msg_body = - _("An expedition ship reached a coast and is waiting for further commands."); - send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png"); + return start_task_idle(game, descr().main_animation(), 1500); + } + } else { // scouting towards a specific direction + if (exp_dir_swimable(m_expedition->direction)) { + // the scouting direction is still free to move + state.ivar1 = 1; + start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false); return; } - } - case EXP_COLONIZING: { - assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty()); - BaseImmovable * baim = game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable(); - assert(baim); - upcast(ConstructionSite, cs, baim); - - for (int i = m_items.size() - 1; i >= 0; --i) { - WareInstance * ware; - Worker * worker; - m_items.at(i).get(game, &ware, &worker); - if (ware) { - // no, we don't transfer the wares, we create new ones out of air and remove the old ones ;) - WaresQueue & wq = cs->waresqueue(ware->descr_index()); - const uint32_t max = wq.get_max_fill(); - const uint32_t cur = wq.get_filled(); - assert(max > cur); - wq.set_filled(cur + 1); - m_items.at(i).remove(game); - m_items.resize(i); - break; - } else { - assert(worker); - worker->set_economy(nullptr); - worker->set_location(cs); - worker->set_position(game, cs->get_position()); - worker->reset_tasks(game); - PartiallyFinishedBuilding::request_builder_callback - (game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs); - m_items.resize(i); - } - } - if (m_items.empty()) { - m_ship_state = TRANSPORT; // That's it, expedition finished - - init_fleet(game); - m_expedition.reset(nullptr); - - if (upcast(InteractiveGameBase, igb, game.get_ibase())) - refresh_window(*igb); - } - return start_task_idle(game, descr().main_animation(), 1500); // unload the next item - } - - default: { - // wait for input + // coast reached + m_ship_state = EXP_WAITING; start_task_idle(game, descr().main_animation(), 1500); + // Send a message to the player, that a new coast was reached + std::string msg_head = _("Coast Reached"); + std::string msg_body = + _("An expedition ship reached a coast and is waiting for further commands."); + send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png"); return; } } + case EXP_COLONIZING: { + assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty()); + BaseImmovable* baim = + game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable(); + assert(baim); + upcast(ConstructionSite, cs, baim); + + for (int i = m_items.size() - 1; i >= 0; --i) { + WareInstance* ware; + Worker* worker; + m_items.at(i).get(game, &ware, &worker); + if (ware) { + // no, we don't transfer the wares, we create new ones out of air and remove the old + // ones ;) + WaresQueue& wq = cs->waresqueue(ware->descr_index()); + const uint32_t max = wq.get_max_fill(); + const uint32_t cur = wq.get_filled(); + assert(max > cur); + wq.set_filled(cur + 1); + m_items.at(i).remove(game); + m_items.resize(i); + break; + } else { + assert(worker); + worker->set_economy(nullptr); + worker->set_location(cs); + worker->set_position(game, cs->get_position()); + worker->reset_tasks(game); + PartiallyFinishedBuilding::request_builder_callback( + game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs); + m_items.resize(i); + } + } + if (m_items.empty()) { + m_ship_state = TRANSPORT; // That's it, expedition finished + + init_fleet(game); + m_expedition.reset(nullptr); + + if (upcast(InteractiveGameBase, igb, game.get_ibase())) + refresh_window(*igb); + } + return start_task_idle(game, descr().main_animation(), 1500); // unload the next item + } + + default: { + // wait for input + start_task_idle(game, descr().main_animation(), 1500); + return; + } + } // never here - assert (false); + assert(false); } -void Ship::set_economy(Game & game, Economy * e) { +void Ship::set_economy(Game& game, Economy* e) { // Do not check here that the economy actually changed, because on loading // we rely that wares really get reassigned our economy. @@ -697,23 +692,23 @@ * * @note This is supposed to be called only from the scheduling code of @ref Fleet. */ -void Ship::set_destination(Game & game, PortDock & pd) { +void Ship::set_destination(Game& game, PortDock& pd) { molog("set_destination to %u (currently %" PRIuS " items)\n", pd.serial(), m_items.size()); m_destination = &pd; send_signal(game, "wakeup"); } -void Ship::add_item(Game & game, const ShippingItem & item) { +void Ship::add_item(Game& game, const ShippingItem& item) { assert(m_items.size() < descr().get_capacity()); m_items.push_back(item); m_items.back().set_location(game, this); } -void Ship::withdraw_items(Game & game, PortDock & pd, std::vector<ShippingItem> & items) { +void Ship::withdraw_items(Game& game, PortDock& pd, std::vector<ShippingItem>& items) { uint32_t dst = 0; for (uint32_t src = 0; src < m_items.size(); ++src) { - PortDock * destination = m_items[src].get_destination(game); + PortDock* destination = m_items[src].get_destination(game); if (!destination || destination == &pd) { items.push_back(m_items[src]); } else { @@ -726,8 +721,8 @@ /** * Find a path to the dock @p pd and follow it without using precomputed paths. */ -void Ship::start_task_movetodock(Game & game, PortDock & pd) { - Map & map = game.map(); +void Ship::start_task_movetodock(Game& game, PortDock& pd) { + Map& map = game.map(); StepEvalAStar se(pd.get_warehouse()->get_position()); se.m_swim = true; se.m_conservative = false; @@ -753,7 +748,7 @@ } /// Prepare everything for the coming exploration -void Ship::start_task_expedition(Game & game) { +void Ship::start_task_expedition(Game& game) { // Now we are waiting m_ship_state = EXP_WAITING; // Initialize a new, yet empty expedition @@ -773,8 +768,8 @@ set_economy(game, m_expedition->economy.get()); for (int i = m_items.size() - 1; i >= 0; --i) { - WareInstance * ware; - Worker * worker; + WareInstance* ware; + Worker* worker; m_items.at(i).get(game, &ware, &worker); if (worker) { worker->reset_tasks(game); @@ -792,7 +787,7 @@ /// Initializes / changes the direction of scouting to @arg direction /// @note only called via player command -void Ship::exp_scout_direction(Game &, uint8_t direction) { +void Ship::exp_scout_direction(Game&, uint8_t direction) { assert(m_expedition); m_ship_state = EXP_SCOUTING; m_expedition->direction = direction; @@ -801,7 +796,7 @@ /// Initializes the construction of a port at @arg c /// @note only called via player command -void Ship::exp_construct_port (Game &, const Coords& c) { +void Ship::exp_construct_port(Game&, const Coords& c) { assert(m_expedition); BuildingIndex port_idx = get_owner()->tribe().safe_building_index("port"); get_owner()->force_csite(c, port_idx); @@ -810,7 +805,7 @@ /// Initializes / changes the direction the island exploration in @arg clockwise direction /// @note only called via player command -void Ship::exp_explore_island (Game &, bool clockwise) { +void Ship::exp_explore_island(Game&, bool clockwise) { assert(m_expedition); m_ship_state = EXP_SCOUTING; m_expedition->clockwise = clockwise; @@ -820,7 +815,7 @@ /// Cancels a currently running expedition /// @note only called via player command -void Ship::exp_cancel (Game & game) { +void Ship::exp_cancel(Game& game) { // Running colonization has the highest priority before cancelation // + cancelation only works if an expedition is actually running if ((m_ship_state == EXP_COLONIZING) || !state_is_expedition()) @@ -834,7 +829,7 @@ // Theres nothing to be done for wares - they already changed // economy with us and the warehouse will make sure that they are // getting used. - Worker * worker; + Worker* worker; for (ShippingItem& item : m_items) { item.get(game, nullptr, &worker); if (worker) { @@ -859,7 +854,7 @@ /// Sinks the ship /// @note only called via player command -void Ship::sink_ship (Game & game) { +void Ship::sink_ship(Game& game) { // Running colonization has the highest priority + a sink request is only valid once if (!state_is_sinkable()) return; @@ -869,25 +864,22 @@ close_window(); } -void Ship::log_general_info(const EditorGameBase & egbase) -{ +void Ship::log_general_info(const EditorGameBase& egbase) { Bob::log_general_info(egbase); - molog - ("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n", - m_fleet? m_fleet->serial() : 0, - m_destination.serial(), m_lastdock.serial(), - m_items.size()); + molog("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n", + m_fleet ? m_fleet->serial() : 0, + m_destination.serial(), + m_lastdock.serial(), + m_items.size()); for (const ShippingItem& shipping_item : m_items) { - molog - (" IT %u, destination %u\n", - shipping_item.m_object.serial(), - shipping_item.m_destination_dock.serial()); + molog(" IT %u, destination %u\n", + shipping_item.m_object.serial(), + shipping_item.m_destination_dock.serial()); } } - /** * Send a message to the owning player. * @@ -895,31 +887,31 @@ * * \param msgsender a computer-readable description of why the message was sent * \param title user-visible title of the message - * \param description user-visible message body, will be placed in an appropriate rich-text paragraph + * \param description user-visible message body, will be placed in an appropriate rich-text + *paragraph * \param picture picture name relative to the pics directory */ -void Ship::send_message - (Game & game, const std::string & msgsender, - const std::string & title, const std::string & description, - const std::string & picture) -{ +void Ship::send_message(Game& game, + const std::string& msgsender, + const std::string& title, + const std::string& description, + const std::string& picture) { std::string rt_description; if (picture.size() > 3) { - rt_description = "<rt image=pics/"; + rt_description = "<rt image=pics/"; rt_description += picture; rt_description += "><p font-size=14 font-face=DejaVuSerif>"; } else - rt_description = "<rt><p font-size=14 font-face=DejaVuSerif>"; + rt_description = "<rt><p font-size=14 font-face=DejaVuSerif>"; rt_description += description; rt_description += "</p></rt>"; - Message * msg = new Message - (msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial); + Message* msg = + new Message(msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial); get_owner()->add_message(game, *msg); } - /* ============================== @@ -930,20 +922,16 @@ #define SHIP_SAVEGAME_VERSION 4 -Ship::Loader::Loader() : - m_lastdock(0), - m_destination(0) -{ +Ship::Loader::Loader() : m_lastdock(0), m_destination(0) { } -const Bob::Task * Ship::Loader::get_task(const std::string & name) -{ - if (name == "shipidle" || name == "ship") return &taskShip; +const Bob::Task* Ship::Loader::get_task(const std::string& name) { + if (name == "shipidle" || name == "ship") + return &taskShip; return Bob::Loader::get_task(name); } -void Ship::Loader::load(FileRead & fr, uint8_t version) -{ +void Ship::Loader::load(FileRead& fr, uint8_t version) { Bob::Loader::load(fr); if (version >= 2) { @@ -952,15 +940,8 @@ m_ship_state = fr.unsigned_8(); // Expedition specific data - if - (m_ship_state == EXP_SCOUTING - || - m_ship_state == EXP_WAITING - || - m_ship_state == EXP_FOUNDPORTSPACE - || - m_ship_state == EXP_COLONIZING) - { + if (m_ship_state == EXP_SCOUTING || m_ship_state == EXP_WAITING || + m_ship_state == EXP_FOUNDPORTSPACE || m_ship_state == EXP_COLONIZING) { m_expedition.reset(new Expedition()); // Currently seen port build spaces m_expedition->seen_port_buildspaces.reset(new std::list<Coords>()); @@ -992,11 +973,10 @@ } } -void Ship::Loader::load_pointers() -{ +void Ship::Loader::load_pointers() { Bob::Loader::load_pointers(); - Ship & ship = get<Ship>(); + Ship& ship = get<Ship>(); if (m_lastdock) ship.m_lastdock = &mol().get<PortDock>(m_lastdock); @@ -1009,11 +989,10 @@ } } -void Ship::Loader::load_finish() -{ +void Ship::Loader::load_finish() { Bob::Loader::load_finish(); - Ship & ship = get<Ship>(); + Ship& ship = get<Ship>(); // restore the state the ship is in ship.m_ship_state = m_ship_state; @@ -1023,7 +1002,8 @@ ship.m_expedition.swap(m_expedition); ship.m_expedition->economy.reset(new Economy(*ship.get_owner())); ship.m_economy = ship.m_expedition->economy.get(); - } else assert(m_ship_state == TRANSPORT); + } else + assert(m_ship_state == TRANSPORT); // Workers load code set their economy to the economy of their location // (which is a PlayerImmovable), that means that workers on ships do not get @@ -1034,10 +1014,7 @@ ship.set_economy(dynamic_cast<Game&>(egbase()), ship.m_economy); } - -MapObject::Loader * Ship::load - (EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr) -{ +MapObject::Loader* Ship::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) { std::unique_ptr<Loader> loader(new Loader); try { @@ -1047,32 +1024,28 @@ if (1 <= version && version <= SHIP_SAVEGAME_VERSION) { std::string owner = fr.c_string(); std::string name = fr.c_string(); - const ShipDescr * descr = nullptr; + const ShipDescr* descr = nullptr; egbase.manually_load_tribe(owner); - if (const TribeDescr * tribe = egbase.get_tribe(owner)) - descr = dynamic_cast<const ShipDescr *> - (tribe->get_bob_descr(name)); + if (const TribeDescr* tribe = egbase.get_tribe(owner)) + descr = dynamic_cast<const ShipDescr*>(tribe->get_bob_descr(name)); if (!descr) - throw GameDataError - ("undefined ship %s/%s", owner.c_str(), name.c_str()); + throw GameDataError("undefined ship %s/%s", owner.c_str(), name.c_str()); loader->init(egbase, mol, descr->create_object()); loader->load(fr, version); } else throw GameDataError("unknown/unhandled version %u", version); - } catch (const std::exception & e) { + } catch (const std::exception& e) { throw wexception("loading ship: %s", e.what()); } return loader.release(); } -void Ship::save - (EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw) -{ +void Ship::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) { fw.unsigned_8(HeaderShip); fw.unsigned_8(SHIP_SAVEGAME_VERSION); @@ -1089,11 +1062,9 @@ // currently seen port buildspaces assert(m_expedition->seen_port_buildspaces); fw.unsigned_8(m_expedition->seen_port_buildspaces->size()); - for - (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin(); - it != m_expedition->seen_port_buildspaces->end(); - ++it) - { + for (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin(); + it != m_expedition->seen_port_buildspaces->end(); + ++it) { write_coords_32(&fw, *it); } // swimability of the directions @@ -1118,4 +1089,4 @@ } } -} // namespace Widelands +} // namespace Widelands === modified file 'src/logic/warehouse.cc' --- src/logic/warehouse.cc 2014-12-04 09:18:03 +0000 +++ src/logic/warehouse.cc 2014-12-11 21:38:11 +0000 @@ -50,7 +50,7 @@ namespace Widelands { -namespace { +namespace { static const uint32_t WORKER_WITHOUT_COST_SPAWN_INTERVAL = 2500; @@ -68,19 +68,17 @@ } // namespace -WarehouseSupply::~WarehouseSupply() -{ +WarehouseSupply::~WarehouseSupply() { if (m_economy) { - log - ("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to " - "an economy", - m_warehouse->serial()); + log("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to " + "an economy", + m_warehouse->serial()); set_economy(nullptr); } // We're removed from the Economy. Therefore, the wares can simply // be cleared out. The global inventory will be okay. - m_wares .clear(); + m_wares.clear(); m_workers.clear(); } @@ -96,10 +94,8 @@ m_workers.set_nrwares(i); } - /// Add and remove our wares and the Supply to the economies as necessary. -void WarehouseSupply::set_economy(Economy * const e) -{ +void WarehouseSupply::set_economy(Economy* const e) { if (e == m_economy) return; @@ -126,87 +122,74 @@ } } - /// Add wares and update the economy. -void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count) -{ +void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count) { if (!count) return; - if (m_economy) // No economies in the editor + if (m_economy) // No economies in the editor m_economy->add_wares(id, count); m_wares.add(id, count); } - /// Remove wares and update the economy. -void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count) -{ +void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count) { if (!count) return; m_wares.remove(id, count); - if (m_economy) // No economies in the editor + if (m_economy) // No economies in the editor m_economy->remove_wares(id, count); } - /// Add workers and update the economy. -void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count) -{ +void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count) { if (!count) return; - if (m_economy) // No economies in the editor + if (m_economy) // No economies in the editor m_economy->add_workers(id, count); m_workers.add(id, count); } - /** * Remove workers and update the economy. * Comments see add_workers */ -void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count) -{ +void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count) { if (!count) return; m_workers.remove(id, count); - if (m_economy) // No economies in the editor + if (m_economy) // No economies in the editor m_economy->remove_workers(id, count); } /// Return the position of the Supply, i.e. the owning Warehouse. -PlayerImmovable * WarehouseSupply::get_position(Game &) {return m_warehouse;} - +PlayerImmovable* WarehouseSupply::get_position(Game&) { + return m_warehouse; +} /// Warehouse supplies are never active. -bool WarehouseSupply::is_active() const {return false;} +bool WarehouseSupply::is_active() const { + return false; +} -bool WarehouseSupply::has_storage() const -{ +bool WarehouseSupply::has_storage() const { return true; } -void WarehouseSupply::get_ware_type(WareWorker & /* type */, WareIndex & /* ware */) const -{ - throw wexception - ("WarehouseSupply::get_ware_type: calling this is nonsensical"); +void WarehouseSupply::get_ware_type(WareWorker& /* type */, WareIndex& /* ware */) const { + throw wexception("WarehouseSupply::get_ware_type: calling this is nonsensical"); } -void WarehouseSupply::send_to_storage(Game &, Warehouse * /* wh */) -{ +void WarehouseSupply::send_to_storage(Game&, Warehouse* /* wh */) { throw wexception("WarehouseSupply::send_to_storage: should never be called"); } -uint32_t WarehouseSupply::nr_supplies - (const Game & game, const Request & req) const -{ +uint32_t WarehouseSupply::nr_supplies(const Game& game, const Request& req) const { if (req.get_type() == wwWORKER) - return - m_warehouse->count_workers - (game, req.get_index(), req.get_requirements()); + return m_warehouse->count_workers(game, req.get_index(), req.get_requirements()); // Calculate how many wares can be sent out - it might be that we need them // ourselves. E.g. for hiring new soldiers. @@ -216,18 +199,16 @@ // of *this* warehouse + 1 (+1 is important, as else the ware would directly // be taken back to the warehouse as the request of the warehouse would be // highered and would have the same value as the original request) - int32_t const y = - x + (req.get_priority(0) / 100) - - (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1; + int32_t const y = x + (req.get_priority(0) / 100) - + (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1; // But the number should never be higher than the number of wares available if (y > x) return x; return (x > 0) ? x : 0; } - /// Launch a ware. -WareInstance & WarehouseSupply::launch_ware(Game & game, const Request & req) { +WareInstance& WarehouseSupply::launch_ware(Game& game, const Request& req) { if (req.get_type() != wwWARE) throw wexception("WarehouseSupply::launch_ware: called for non-ware request"); if (!m_wares.stock(req.get_index())) @@ -237,29 +218,26 @@ } /// Launch a ware as worker. -Worker & WarehouseSupply::launch_worker(Game & game, const Request & req) -{ - return - m_warehouse->launch_worker - (game, req.get_index(), req.get_requirements()); +Worker& WarehouseSupply::launch_worker(Game& game, const Request& req) { + return m_warehouse->launch_worker(game, req.get_index(), req.get_requirements()); } - /* ============================== Warehouse Building ============================== */ - /// Warehouse Descr -WarehouseDescr::WarehouseDescr - (char const* const _name, char const* const _descname, - const std::string& directory, Profile& prof, Section& global_s, const TribeDescr& _tribe) - : BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe), - m_conquers (0), - m_heal_per_second (0) -{ +WarehouseDescr::WarehouseDescr(char const* const _name, + char const* const _descname, + const std::string& directory, + Profile& prof, + Section& global_s, + const TribeDescr& _tribe) + : BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe), + m_conquers(0), + m_heal_per_second(0) { m_heal_per_second = global_s.get_safe_int("heal_per_second"); if ((m_conquers = prof.get_safe_section("global").get_positive("conquers", 0))) m_workarea_info[m_conquers].insert(descname() + " conquer"); @@ -271,25 +249,21 @@ ============================== */ -Warehouse::Warehouse(const WarehouseDescr & warehouse_descr) : - Building(warehouse_descr), - m_supply(new WarehouseSupply(this)), - m_next_military_act(0), - m_portdock(nullptr) -{ +Warehouse::Warehouse(const WarehouseDescr& warehouse_descr) + : Building(warehouse_descr), + m_supply(new WarehouseSupply(this)), + m_next_military_act(0), + m_portdock(nullptr) { uint8_t nr_worker_types_without_cost = - warehouse_descr.tribe().worker_types_without_cost().size(); - m_next_worker_without_cost_spawn = - new uint32_t[nr_worker_types_without_cost]; + warehouse_descr.tribe().worker_types_without_cost().size(); + m_next_worker_without_cost_spawn = new uint32_t[nr_worker_types_without_cost]; for (int i = 0; i < nr_worker_types_without_cost; ++i) { m_next_worker_without_cost_spawn[i] = never(); } m_next_stock_remove_act = 0; } - -Warehouse::~Warehouse() -{ +Warehouse::~Warehouse() { delete m_supply; delete[] m_next_worker_without_cost_spawn; } @@ -298,22 +272,19 @@ * Try to bring the given \ref PlannedWorkers up to date with our game data. * Return \c false if \p pw cannot be salvaged. */ -bool Warehouse::_load_finish_planned_worker(PlannedWorkers & pw) -{ +bool Warehouse::_load_finish_planned_worker(PlannedWorkers& pw) { if (pw.index == INVALID_INDEX || !(pw.index < m_supply->get_workers().get_nrwareids())) return false; - const WorkerDescr * w_desc = descr().tribe().get_worker_descr(pw.index); + const WorkerDescr* w_desc = descr().tribe().get_worker_descr(pw.index); if (!w_desc || !w_desc->is_buildable()) return false; - const WorkerDescr::Buildcost & cost = w_desc->buildcost(); + const WorkerDescr::Buildcost& cost = w_desc->buildcost(); uint32_t idx = 0; - for - (WorkerDescr::Buildcost::const_iterator cost_it = cost.begin(); - cost_it != cost.end(); ++cost_it, ++idx) - { + for (WorkerDescr::Buildcost::const_iterator cost_it = cost.begin(); cost_it != cost.end(); + ++cost_it, ++idx) { WareWorker type; WareIndex ware; ware = descr().tribe().ware_index(cost_it->first); @@ -325,13 +296,10 @@ return false; if (idx < pw.requests.size()) { - if - (pw.requests[idx]->get_type() == type && - pw.requests[idx]->get_index() == ware) + if (pw.requests[idx]->get_type() == type && pw.requests[idx]->get_index() == ware) continue; - std::vector<Request *>::iterator req_it = - pw.requests.begin() + idx + 1; + std::vector<Request*>::iterator req_it = pw.requests.begin() + idx + 1; while (req_it != pw.requests.end()) { if ((*req_it)->get_type() == type && (*req_it)->get_index() == ware) break; @@ -344,19 +312,16 @@ } } - log - ("_load_finish_planned_worker: old savegame: " - "need to create new request for '%s'\n", - cost_it->first.c_str()); - pw.requests.insert - (pw.requests.begin() + idx, - new Request(*this, ware, &Warehouse::request_cb, type)); + log("_load_finish_planned_worker: old savegame: " + "need to create new request for '%s'\n", + cost_it->first.c_str()); + pw.requests.insert( + pw.requests.begin() + idx, new Request(*this, ware, &Warehouse::request_cb, type)); } while (pw.requests.size() > idx) { - log - ("_load_finish_planned_worker: old savegame: " - "removing outdated request.\n"); + log("_load_finish_planned_worker: old savegame: " + "removing outdated request.\n"); delete pw.requests.back(); pw.requests.pop_back(); } @@ -364,30 +329,31 @@ return true; } -void Warehouse::load_finish(EditorGameBase & egbase) { +void Warehouse::load_finish(EditorGameBase& egbase) { Building::load_finish(egbase); uint32_t next_spawn = never(); - const std::vector<WareIndex> & worker_types_without_cost = - descr().tribe().worker_types_without_cost(); + const std::vector<WareIndex>& worker_types_without_cost = + descr().tribe().worker_types_without_cost(); for (uint8_t i = worker_types_without_cost.size(); i;) { WareIndex const worker_index = worker_types_without_cost.at(--i); - if - (owner().is_worker_type_allowed(worker_index) && - m_next_worker_without_cost_spawn[i] == static_cast<uint32_t>(never())) - { + if (owner().is_worker_type_allowed(worker_index) && + m_next_worker_without_cost_spawn[i] == static_cast<uint32_t>(never())) { if (next_spawn == static_cast<uint32_t>(never())) { - next_spawn = schedule_act(dynamic_cast<Game&>(egbase), WORKER_WITHOUT_COST_SPAWN_INTERVAL); + next_spawn = + schedule_act(dynamic_cast<Game&>(egbase), WORKER_WITHOUT_COST_SPAWN_INTERVAL); } m_next_worker_without_cost_spawn[i] = next_spawn; - log - ("WARNING: player %u is allowed to create worker type %s but his " - "%s %u at (%i, %i) does not have a next_spawn time set for that " - "worker type; setting it to %u\n", - owner().player_number(), - descr().tribe().get_worker_descr(worker_index)->descname().c_str(), - descr().descname().c_str(), serial(), get_position().x, get_position().y, - next_spawn); + log("WARNING: player %u is allowed to create worker type %s but his " + "%s %u at (%i, %i) does not have a next_spawn time set for that " + "worker type; setting it to %u\n", + owner().player_number(), + descr().tribe().get_worker_descr(worker_index)->descname().c_str(), + descr().descname().c_str(), + serial(), + get_position().x, + get_position().y, + next_spawn); } } @@ -405,13 +371,12 @@ } } -void Warehouse::init(EditorGameBase & egbase) -{ +void Warehouse::init(EditorGameBase& egbase) { Building::init(egbase); - WareIndex const nr_wares = descr().tribe().get_nrwares (); + WareIndex const nr_wares = descr().tribe().get_nrwares(); WareIndex const nr_workers = descr().tribe().get_nrworkers(); - m_supply->set_nrwares (nr_wares); + m_supply->set_nrwares(nr_wares); m_supply->set_nrworkers(nr_workers); m_ware_policy.resize(nr_wares, SP_Normal); @@ -420,17 +385,15 @@ // Even though technically, a warehouse might be completely empty, // we let warehouse see always for simplicity's sake (since there's // almost always going to be a carrier inside, that shouldn't hurt). - Player & player = owner(); + Player& player = owner(); if (upcast(Game, game, &egbase)) { - player.see_area - (Area<FCoords> - (egbase.map().get_fcoords(get_position()), descr().vision_range())); + player.see_area( + Area<FCoords>(egbase.map().get_fcoords(get_position()), descr().vision_range())); { - uint32_t const act_time = schedule_act - (*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL); - const std::vector<WareIndex> & worker_types_without_cost = - descr().tribe().worker_types_without_cost(); + uint32_t const act_time = schedule_act(*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL); + const std::vector<WareIndex>& worker_types_without_cost = + descr().tribe().worker_types_without_cost(); for (size_t i = 0; i < worker_types_without_cost.size(); ++i) { if (owner().is_worker_type_allowed(worker_types_without_cost.at(i))) { @@ -445,22 +408,21 @@ m_next_stock_remove_act = schedule_act(*game, 4000); - log("Message: adding (wh) (%s) %i \n", to_string(descr().type()).c_str(), player.player_number()); - send_message - (*game, - "warehouse", - descr().descname(), - (boost::format(_("A new %s was added to your economy.")) - % descr().descname().c_str()).str(), - true); - } + log("Message: adding (wh) (%s) %i \n", + to_string(descr().type()).c_str(), + player.player_number()); + send_message(*game, + "warehouse", + descr().descname(), + (boost::format(_("A new %s was added to your economy.")) % + descr().descname().c_str()).str(), + true); + } if (uint32_t const conquer_radius = descr().get_conquers()) - egbase.conquer_area - (PlayerArea<Area<FCoords> > - (player.player_number(), - Area<FCoords> - (egbase.map().get_fcoords(get_position()), conquer_radius))); + egbase.conquer_area(PlayerArea<Area<FCoords>>( + player.player_number(), + Area<FCoords>(egbase.map().get_fcoords(get_position()), conquer_radius))); if (descr().get_isport()) init_portdock(egbase); @@ -470,11 +432,10 @@ * Find a contiguous set of water fields close to the port for docking * and initialize the @ref PortDock instance. */ -void Warehouse::init_portdock(EditorGameBase & egbase) -{ +void Warehouse::init_portdock(EditorGameBase& egbase) { molog("Setting up port dock fields\n"); - Map & map = egbase.map(); + Map& map = egbase.map(); std::vector<Coords> dock = map.find_portdock(get_position()); if (dock.empty()) { log("Attempting to setup port without neighboring water.\n"); @@ -495,14 +456,12 @@ m_portdock->set_economy(get_economy()); } -void Warehouse::destroy(EditorGameBase & egbase) -{ +void Warehouse::destroy(EditorGameBase& egbase) { Building::destroy(egbase); } /// Destroy the warehouse. -void Warehouse::cleanup(EditorGameBase & egbase) -{ +void Warehouse::cleanup(EditorGameBase& egbase) { if (egbase.objects().object_still_available(m_portdock)) { m_portdock->remove(egbase); m_portdock = nullptr; @@ -529,21 +488,18 @@ Map& map = egbase.map(); if (const uint32_t conquer_radius = descr().get_conquers()) - egbase.unconquer_area - (PlayerArea<Area<FCoords> > - (owner().player_number(), - Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)), - m_defeating_player); + egbase.unconquer_area( + PlayerArea<Area<FCoords>>(owner().player_number(), + Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)), + m_defeating_player); // Unsee the area that we started seeing in init() - Player & player = owner(); - player.unsee_area - (Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range())); + Player& player = owner(); + player.unsee_area(Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range())); Building::cleanup(egbase); } - /// Act regularly to create workers of buildable types without cost. According /// to intelligence, this is some highly advanced technology. Not only do the /// settlers have no problems with birth control, they do not even need anybody @@ -551,12 +507,11 @@ /// what the hell are they doing, killing useless tribesmen! The Borg? Or just /// like Soylent Green? Or maybe I should just stop writing comments that late /// at night ;-) -void Warehouse::act(Game & game, uint32_t const data) -{ +void Warehouse::act(Game& game, uint32_t const data) { uint32_t const gametime = game.get_gametime(); { - const std::vector<WareIndex> & worker_types_without_cost = - owner().tribe().worker_types_without_cost(); + const std::vector<WareIndex>& worker_types_without_cost = + owner().tribe().worker_types_without_cost(); for (size_t i = worker_types_without_cost.size(); i;) if (m_next_worker_without_cost_spawn[--i] <= gametime) { WareIndex const id = worker_types_without_cost.at(i); @@ -574,8 +529,7 @@ remove_workers(id, 1); } - m_next_worker_without_cost_spawn[i] = - schedule_act(game, tdelta); + m_next_worker_without_cost_spawn[i] = schedule_act(game, tdelta); } else m_next_worker_without_cost_spawn[i] = never(); } @@ -586,19 +540,15 @@ WareIndex const ware = descr().tribe().safe_worker_index("soldier"); if (m_incorporated_workers.count(ware)) { - WorkerList & soldiers = m_incorporated_workers[ware]; + WorkerList& soldiers = m_incorporated_workers[ware]; uint32_t total_heal = descr().get_heal_per_second(); // Using an explicit iterator, as we plan to erase some // of those guys - for - (WorkerList::iterator it = soldiers.begin(); - it != soldiers.end(); - ++it) - { + for (WorkerList::iterator it = soldiers.begin(); it != soldiers.end(); ++it) { // This is a safe cast: we know only soldiers can land in this // slot in the incorporated array - Soldier * soldier = static_cast<Soldier *>(*it); + Soldier* soldier = static_cast<Soldier*>(*it); // Soldier dead ... if (!soldier || soldier->get_current_hitpoints() == 0) { @@ -611,7 +561,6 @@ soldier->heal(total_heal); continue; } - } } m_next_military_act = schedule_act(game, 1000); @@ -632,11 +581,9 @@ Building::act(game, data); } - /// Transfer our registration to the new economy. -void Warehouse::set_economy(Economy * const e) -{ - Economy * const old = get_economy(); +void Warehouse::set_economy(Economy* const e) { + Economy* const old = get_economy(); if (old == e) return; @@ -650,7 +597,7 @@ Building::set_economy(e); for (const PlannedWorkers& pw : m_planned_workers) { - for (Request * req : pw.requests) { + for (Request* req : pw.requests) { req->set_economy(e); } } @@ -662,82 +609,62 @@ e->add_warehouse(*this); } - -const WareList & Warehouse::get_wares() const -{ +const WareList& Warehouse::get_wares() const { return m_supply->get_wares(); } - -const WareList & Warehouse::get_workers() const -{ +const WareList& Warehouse::get_workers() const { return m_supply->get_workers(); } -PlayerImmovable::Workers Warehouse::get_incorporated_workers() -{ +PlayerImmovable::Workers Warehouse::get_incorporated_workers() { PlayerImmovable::Workers all_workers; for (const std::pair<WareIndex, WorkerList>& worker_pair : m_incorporated_workers) { - for (Worker * worker : worker_pair.second) { + for (Worker* worker : worker_pair.second) { all_workers.push_back(worker); } } return all_workers; } - /// Magically create wares in this warehouse. Updates the economy accordingly. -void Warehouse::insert_wares(WareIndex const id, uint32_t const count) -{ +void Warehouse::insert_wares(WareIndex const id, uint32_t const count) { m_supply->add_wares(id, count); } - /// Magically destroy wares. -void Warehouse::remove_wares(WareIndex const id, uint32_t const count) -{ +void Warehouse::remove_wares(WareIndex const id, uint32_t const count) { m_supply->remove_wares(id, count); } - /// Magically create workers in this warehouse. Updates the economy accordingly. -void Warehouse::insert_workers(WareIndex const id, uint32_t const count) -{ +void Warehouse::insert_workers(WareIndex const id, uint32_t const count) { m_supply->add_workers(id, count); } - /// Magically destroy workers. -void Warehouse::remove_workers(WareIndex const id, uint32_t const count) -{ +void Warehouse::remove_workers(WareIndex const id, uint32_t const count) { m_supply->remove_workers(id, count); } - - /// Launch a carrier to fetch an ware from our flag. -bool Warehouse::fetch_from_flag(Game & game) -{ +bool Warehouse::fetch_from_flag(Game& game) { WareIndex const carrierid = descr().tribe().safe_worker_index("carrier"); - if (!m_supply->stock_workers(carrierid)) // XXX yep, let's cheat + if (!m_supply->stock_workers(carrierid)) // XXX yep, let's cheat insert_workers(carrierid, 1); - launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag - (game); + launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag(game); return true; } - /** * \return the number of workers that we can launch satisfying the given * requirements. */ -uint32_t Warehouse::count_workers - (const Game & /* game */, WareIndex ware, const Requirements & req) -{ +uint32_t Warehouse::count_workers(const Game& /* game */, WareIndex ware, const Requirements& req) { uint32_t sum = 0; do { @@ -745,7 +672,7 @@ // NOTE: This code lies about the TrainingAttributes of non-instantiated workers. if (m_incorporated_workers.count(ware)) { - for (Worker * worker : m_incorporated_workers[ware]) { + for (Worker* worker : m_incorporated_workers[ware]) { if (!req.check(*worker)) { // This is one of the workers in our sum. // But he is too stupid for this job @@ -762,9 +689,7 @@ /// Start a worker of a given type. The worker will /// be assigned a job by the caller. -Worker & Warehouse::launch_worker - (Game & game, WareIndex ware, const Requirements & req) -{ +Worker& Warehouse::launch_worker(Game& game, WareIndex ware, const Requirements& req) { do { if (m_supply->stock_workers(ware)) { uint32_t unincorporated = m_supply->stock_workers(ware); @@ -777,15 +702,15 @@ remove_no_longer_existing_workers(game, &m_incorporated_workers[ware]); WorkerList& incorporated_workers = m_incorporated_workers[ware]; - for (std::vector<Worker *>::iterator worker_iter = incorporated_workers.begin(); - worker_iter != incorporated_workers.end(); ++worker_iter) - { + for (std::vector<Worker*>::iterator worker_iter = incorporated_workers.begin(); + worker_iter != incorporated_workers.end(); + ++worker_iter) { Worker* worker = *worker_iter; --unincorporated; if (req.check(*worker)) { - worker->reset_tasks(game); // forget everything you did - worker->set_location(this); // back in a economy + worker->reset_tasks(game); // forget everything you did + worker->set_location(this); // back in a economy incorporated_workers.erase(worker_iter); m_supply->remove_workers(ware, 1); @@ -800,7 +725,7 @@ // Create a new one // NOTE: This code lies about the TrainingAttributes of the new worker m_supply->remove_workers(ware, 1); - const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(ware); + const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(ware); return workerdescr.create(game, owner(), this, m_position); } } @@ -813,13 +738,10 @@ } } while (ware != INVALID_INDEX); - throw wexception - ("Warehouse::launch_worker: worker does not actually exist"); + throw wexception("Warehouse::launch_worker: worker does not actually exist"); } - -void Warehouse::incorporate_worker(EditorGameBase & egbase, Worker* w) -{ +void Warehouse::incorporate_worker(EditorGameBase& egbase, Worker* w) { assert(w != nullptr); assert(w->get_owner() == &owner()); @@ -845,10 +767,10 @@ // Incorporate the worker if (!m_incorporated_workers.count(worker_index)) - m_incorporated_workers[worker_index] = std::vector<Worker *>(); + m_incorporated_workers[worker_index] = std::vector<Worker*>(); m_incorporated_workers[worker_index].push_back(w); - w->set_location(nullptr); // no longer in an economy + w->set_location(nullptr); // no longer in an economy if (upcast(Game, game, &egbase)) { // Bind the worker into this house, hide him on the map. @@ -859,9 +781,9 @@ /// Create an instance of a ware and make sure it gets /// carried out of the warehouse. -WareInstance & Warehouse::launch_ware(Game & game, WareIndex const ware_index) { +WareInstance& Warehouse::launch_ware(Game& game, WareIndex const ware_index) { // Create the ware - WareInstance & ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index)); + WareInstance& ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index)); ware.init(game); do_launch_ware(game, ware); @@ -870,15 +792,13 @@ return ware; } - /// Get a carrier to actually move this ware out of the warehouse. -void Warehouse::do_launch_ware(Game & game, WareInstance & ware) -{ +void Warehouse::do_launch_ware(Game& game, WareInstance& ware) { // Create a carrier WareIndex const carrierid = descr().tribe().worker_index("carrier"); - const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(carrierid); + const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(carrierid); - Worker & worker = workerdescr.create(game, owner(), this, m_position); + Worker& worker = workerdescr.create(game, owner(), this, m_position); // Yup, this is cheating. if (m_supply->stock_workers(carrierid)) @@ -888,23 +808,15 @@ worker.start_task_dropoff(game, ware); } - -void Warehouse::incorporate_ware(EditorGameBase & egbase, WareInstance* ware) -{ +void Warehouse::incorporate_ware(EditorGameBase& egbase, WareInstance* ware) { m_supply->add_wares(ware->descr_index(), 1); ware->destroy(egbase); } - /// Called when a transfer for one of the idle Requests completes. -void Warehouse::request_cb - (Game & game, - Request &, - WareIndex const ware, - Worker * const w, - PlayerImmovable & target) -{ - Warehouse & wh = dynamic_cast<Warehouse&>(target); +void Warehouse::request_cb( + Game& game, Request&, WareIndex const ware, Worker* const w, PlayerImmovable& target) { + Warehouse& wh = dynamic_cast<Warehouse&>(target); if (w) { w->schedule_incorporate(game); @@ -921,38 +833,35 @@ /** * Receive a ware from a transfer that was not associated to a \ref Request. */ -void Warehouse::receive_ware(Game & /* game */, WareIndex ware) -{ +void Warehouse::receive_ware(Game& /* game */, WareIndex ware) { m_supply->add_wares(ware, 1); } /** * Receive a worker from a transfer that was not associated to a \ref Request. */ -void Warehouse::receive_worker(Game & game, Worker & worker) -{ +void Warehouse::receive_worker(Game& game, Worker& worker) { worker.schedule_incorporate(game); } -Building & WarehouseDescr::create_object() const { +Building& WarehouseDescr::create_object() const { return *new Warehouse(*this); } - -bool Warehouse::can_create_worker(Game &, WareIndex const worker) const { +bool Warehouse::can_create_worker(Game&, WareIndex const worker) const { if (!(worker < m_supply->get_workers().get_nrwareids())) - throw wexception - ("worker type %d does not exists (max is %d)", - worker, m_supply->get_workers().get_nrwareids()); + throw wexception("worker type %d does not exists (max is %d)", + worker, + m_supply->get_workers().get_nrwareids()); - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker); + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker); assert(&w_desc); if (!w_desc.is_buildable()) return false; // see if we have the resources for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) { - const std::string & input_name = buildcost.first; + const std::string& input_name = buildcost.first; WareIndex id_w = descr().tribe().ware_index(input_name); if (id_w != INVALID_INDEX) { if (m_supply->stock_wares(id_w) < buildcost.second) @@ -961,27 +870,26 @@ if (m_supply->stock_workers(id_w) < buildcost.second) return false; } else - throw wexception - ("worker type %s needs \"%s\" to be built but that is neither " - "a ware type nor a worker type defined in the tribe %s", - w_desc.descname().c_str(), input_name.c_str(), - descr().tribe().name().c_str()); + throw wexception("worker type %s needs \"%s\" to be built but that is neither " + "a ware type nor a worker type defined in the tribe %s", + w_desc.descname().c_str(), + input_name.c_str(), + descr().tribe().name().c_str()); } return true; } - -void Warehouse::create_worker(Game & game, WareIndex const worker) { - assert(can_create_worker (game, worker)); - - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker); +void Warehouse::create_worker(Game& game, WareIndex const worker) { + assert(can_create_worker(game, worker)); + + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker); for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) { - const std::string & input = buildcost.first; + const std::string& input = buildcost.first; WareIndex const id_ware = descr().tribe().ware_index(input); if (id_ware != INVALID_INDEX) { - remove_wares (id_ware, buildcost.second); - //update statistic accordingly + remove_wares(id_ware, buildcost.second); + // update statistic accordingly owner().ware_consumed(id_ware, buildcost.second); } else remove_workers(descr().tribe().safe_worker_index(input), buildcost.second); @@ -1003,8 +911,7 @@ * Return the number of workers of the given type that we plan to * create in this warehouse. */ -uint32_t Warehouse::get_planned_workers(Game & /* game */, WareIndex index) const -{ +uint32_t Warehouse::get_planned_workers(Game& /* game */, WareIndex index) const { for (const PlannedWorkers& pw : m_planned_workers) { if (pw.index == index) return pw.amount; @@ -1018,23 +925,21 @@ * * This is the current stock plus any incoming transfers. */ -std::vector<uint32_t> Warehouse::calc_available_for_worker - (Game & /* game */, WareIndex index) const -{ - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(index); +std::vector<uint32_t> Warehouse::calc_available_for_worker(Game& /* game */, + WareIndex index) const { + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(index); std::vector<uint32_t> available; for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) { - const std::string & input_name = buildcost.first; + const std::string& input_name = buildcost.first; WareIndex id_w = descr().tribe().ware_index(input_name); if (id_w != INVALID_INDEX) { available.push_back(get_wares().stock(id_w)); } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) { available.push_back(get_workers().stock(id_w)); } else - throw wexception - ("Economy::_create_requested_worker: buildcost inconsistency '%s'", - input_name.c_str()); + throw wexception( + "Economy::_create_requested_worker: buildcost inconsistency '%s'", input_name.c_str()); } for (const PlannedWorkers& pw : m_planned_workers) { @@ -1050,14 +955,12 @@ return available; } - /** * Set the amount of workers we plan to create * of the given \p index to \p amount. */ -void Warehouse::plan_workers(Game & game, WareIndex index, uint32_t amount) -{ - PlannedWorkers * pw = nullptr; +void Warehouse::plan_workers(Game& game, WareIndex index, uint32_t amount) { + PlannedWorkers* pw = nullptr; for (PlannedWorkers& planned_worker : m_planned_workers) { if (planned_worker.index == index) { @@ -1075,22 +978,17 @@ pw->index = index; pw->amount = 0; - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw->index); + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw->index); for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) { - const std::string & input_name = buildcost.first; + const std::string& input_name = buildcost.first; WareIndex id_w = descr().tribe().ware_index(input_name); if (id_w != INVALID_INDEX) { - pw->requests.push_back - (new Request - (*this, id_w, &Warehouse::request_cb, wwWARE)); + pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWARE)); } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) { - pw->requests.push_back - (new Request - (*this, id_w, &Warehouse::request_cb, wwWORKER)); + pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWORKER)); } else - throw wexception - ("plan_workers: bad buildcost '%s'", input_name.c_str()); + throw wexception("plan_workers: bad buildcost '%s'", input_name.c_str()); } } @@ -1102,10 +1000,8 @@ * See if we can create the workers of the given plan, * and update requests accordingly. */ -void Warehouse::_update_planned_workers - (Game & game, Warehouse::PlannedWorkers & pw) -{ - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw.index); +void Warehouse::_update_planned_workers(Game& game, Warehouse::PlannedWorkers& pw) { + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw.index); while (pw.amount && can_create_worker(game, pw.index)) { create_worker(game, pw.index); @@ -1114,7 +1010,7 @@ uint32_t idx = 0; for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) { - const std::string & input_name = buildcost.first; + const std::string& input_name = buildcost.first; uint32_t supply; WareIndex id_w = descr().tribe().ware_index(input_name); @@ -1123,14 +1019,12 @@ } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) { supply = m_supply->stock_workers(id_w); } else - throw wexception - ("_update_planned_workers: bad buildcost '%s'", input_name.c_str()); + throw wexception("_update_planned_workers: bad buildcost '%s'", input_name.c_str()); if (supply >= pw.amount * buildcost.second) pw.requests[idx]->set_count(0); else - pw.requests[idx]->set_count - (pw.amount * buildcost.second - supply); + pw.requests[idx]->set_count(pw.amount * buildcost.second - supply); ++idx; } @@ -1146,8 +1040,7 @@ * Needs to be called periodically, because some necessary supplies might arrive * due to idle transfers instead of by explicit request. */ -void Warehouse::_update_all_planned_workers(Game & game) -{ +void Warehouse::_update_all_planned_workers(Game& game) { uint32_t idx = 0; while (idx < m_planned_workers.size()) { _update_planned_workers(game, m_planned_workers[idx]); @@ -1161,51 +1054,35 @@ } } -void Warehouse::enable_spawn - (Game & game, uint8_t const worker_types_without_cost_index) -{ - assert - (m_next_worker_without_cost_spawn[worker_types_without_cost_index] - == - static_cast<uint32_t>(never())); +void Warehouse::enable_spawn(Game& game, uint8_t const worker_types_without_cost_index) { + assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] == + static_cast<uint32_t>(never())); m_next_worker_without_cost_spawn[worker_types_without_cost_index] = - schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL); + schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL); } -void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index) -{ - assert - (m_next_worker_without_cost_spawn[worker_types_without_cost_index] - != - static_cast<uint32_t>(never())); +void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index) { + assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] != + static_cast<uint32_t>(never())); m_next_worker_without_cost_spawn[worker_types_without_cost_index] = never(); } - -bool Warehouse::can_attack() -{ +bool Warehouse::can_attack() { return descr().get_conquers() > 0; } -void Warehouse::aggressor(Soldier & enemy) -{ +void Warehouse::aggressor(Soldier& enemy) { if (!descr().get_conquers()) return; - Game & game = dynamic_cast<Game&>(owner().egbase()); - Map & map = game.map(); - if - (enemy.get_owner() == &owner() || - enemy.get_battle() || - descr().get_conquers() - <= - map.calc_distance(enemy.get_position(), get_position())) + Game& game = dynamic_cast<Game&>(owner().egbase()); + Map& map = game.map(); + if (enemy.get_owner() == &owner() || enemy.get_battle() || + descr().get_conquers() <= map.calc_distance(enemy.get_position(), get_position())) return; - if - (game.map().find_bobs - (Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2), - nullptr, - FindBobEnemySoldier(&owner()))) + if (game.map().find_bobs(Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2), + nullptr, + FindBobEnemySoldier(&owner()))) return; WareIndex const soldier_index = descr().tribe().worker_index("soldier"); @@ -1214,18 +1091,17 @@ if (!count_workers(game, soldier_index, noreq)) return; - Soldier & defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq)); + Soldier& defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq)); defender.start_task_defense(game, false); } -bool Warehouse::attack(Soldier & enemy) -{ - Game & game = dynamic_cast<Game&>(owner().egbase()); +bool Warehouse::attack(Soldier& enemy) { + Game& game = dynamic_cast<Game&>(owner().egbase()); WareIndex const soldier_index = descr().tribe().worker_index("soldier"); Requirements noreq; if (count_workers(game, soldier_index, noreq)) { - Soldier & defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq)); + Soldier& defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq)); defender.start_task_defense(game, true); enemy.send_signal(game, "sleep"); return true; @@ -1236,45 +1112,36 @@ return false; } -void Warehouse::PlannedWorkers::cleanup() -{ +void Warehouse::PlannedWorkers::cleanup() { while (!requests.empty()) { delete requests.back(); requests.pop_back(); } } -Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const -{ +Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const { assert(ware < m_ware_policy.size()); return m_ware_policy[ware]; } -Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const -{ +Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const { assert(ware < m_worker_policy.size()); return m_worker_policy[ware]; } -Warehouse::StockPolicy Warehouse::get_stock_policy - (WareWorker waretype, WareIndex wareindex) const -{ +Warehouse::StockPolicy Warehouse::get_stock_policy(WareWorker waretype, WareIndex wareindex) const { if (waretype == wwWORKER) return get_worker_policy(wareindex); else return get_ware_policy(wareindex); } - -void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy) -{ +void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy) { assert(ware < m_ware_policy.size()); m_ware_policy[ware] = policy; } -void Warehouse::set_worker_policy - (WareIndex ware, Warehouse::StockPolicy policy) -{ +void Warehouse::set_worker_policy(WareIndex ware, Warehouse::StockPolicy policy) { assert(ware < m_worker_policy.size()); m_worker_policy[ware] = policy; } @@ -1283,8 +1150,7 @@ * Check if there are remaining wares with stock policy \ref SP_Remove, * and remove one of them if appropriate. */ -void Warehouse::check_remove_stock(Game & game) -{ +void Warehouse::check_remove_stock(Game& game) { if (base_flag().current_wares() < base_flag().total_capacity() / 2) { for (WareIndex ware = 0; ware < m_ware_policy.size(); ++ware) { if (get_ware_policy(ware) != SP_Remove || !get_wares().stock(ware)) @@ -1299,7 +1165,7 @@ if (get_worker_policy(widx) != SP_Remove || !get_workers().stock(widx)) continue; - Worker & worker = launch_worker(game, widx, Requirements()); + Worker& worker = launch_worker(game, widx, Requirements()); worker.start_task_leavebuilding(game, true); break; } @@ -1315,36 +1181,34 @@ /* * SoldierControl implementations */ -std::vector<Soldier *> Warehouse::present_soldiers() const -{ - std::vector<Soldier *> rv; +std::vector<Soldier*> Warehouse::present_soldiers() const { + std::vector<Soldier*> rv; WareIndex const ware = descr().tribe().safe_worker_index("soldier"); IncorporatedWorkers::const_iterator sidx = m_incorporated_workers.find(ware); if (sidx != m_incorporated_workers.end()) { - const WorkerList & soldiers = sidx->second; + const WorkerList& soldiers = sidx->second; - for (Worker * temp_soldier: soldiers) { - rv.push_back(static_cast<Soldier *>(temp_soldier)); + for (Worker* temp_soldier : soldiers) { + rv.push_back(static_cast<Soldier*>(temp_soldier)); } } return rv; } -int Warehouse::incorporate_soldier(EditorGameBase & egbase, Soldier & soldier) { +int Warehouse::incorporate_soldier(EditorGameBase& egbase, Soldier& soldier) { incorporate_worker(egbase, &soldier); return 0; } -int Warehouse::outcorporate_soldier(EditorGameBase & /* egbase */, Soldier & soldier) { +int Warehouse::outcorporate_soldier(EditorGameBase& /* egbase */, Soldier& soldier) { WareIndex const ware = descr().tribe().safe_worker_index("soldier"); if (m_incorporated_workers.count(ware)) { - WorkerList & soldiers = m_incorporated_workers[ware]; + WorkerList& soldiers = m_incorporated_workers[ware]; - WorkerList::iterator i = std::find - (soldiers.begin(), soldiers.end(), &soldier); + WorkerList::iterator i = std::find(soldiers.begin(), soldiers.end(), &soldier); soldiers.erase(i); m_supply->remove_workers(ware, 1); @@ -1357,13 +1221,10 @@ return 0; } -void Warehouse::log_general_info(const EditorGameBase & egbase) -{ +void Warehouse::log_general_info(const EditorGameBase& egbase) { Building::log_general_info(egbase); if (descr().get_isport()) molog("Port dock: %u\n", m_portdock ? m_portdock->serial() : 0); } - - }
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