GunChleoc has proposed merging lp:~gunchleoc/widelands/mapobject_cleanup into lp:widelands.
Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1341082 in widelands: "Building help: clean up name, descname" https://bugs.launchpad.net/widelands/+bug/1341082 For more details, see: https://code.launchpad.net/~gunchleoc/widelands/mapobject_cleanup/+merge/226804 More Map_Object_Descr cleanup -- https://code.launchpad.net/~gunchleoc/widelands/mapobject_cleanup/+merge/226804 Your team Widelands Developers is requested to review the proposed merge of lp:~gunchleoc/widelands/mapobject_cleanup into lp:widelands.
=== modified file 'src/logic/bob.h' --- src/logic/bob.h 2014-07-14 22:18:03 +0000 +++ src/logic/bob.h 2014-07-15 10:58:38 +0000 @@ -229,7 +229,6 @@ virtual int32_t get_type() const override {return BOB;} virtual char const * type_name() const override {return "bob";} virtual Type get_bob_type() const = 0; - const std::string & name() const {return descr().name();} virtual void init(Editor_Game_Base &) override; virtual void cleanup(Editor_Game_Base &) override; === modified file 'src/logic/building.cc' --- src/logic/building.cc 2014-07-15 05:00:50 +0000 +++ src/logic/building.cc 2014-07-15 10:58:38 +0000 @@ -507,17 +507,6 @@ } -/* -=============== -Building::get_ui_anim [virtual] - -Return the animation ID that is used for the building in UI items -(the building UI, messages, etc..) -=============== -*/ -uint32_t Building::get_ui_anim() const {return descr().get_ui_anim();} - - #define FORMAT(key, value) case key: result << value; break std::string Building::info_string(const std::string & format) { std::ostringstream result; === modified file 'src/logic/building.h' --- src/logic/building.h 2014-07-15 05:00:50 +0000 +++ src/logic/building.h 2014-07-15 10:58:38 +0000 @@ -179,7 +179,6 @@ char const * type_name() const override {return "building";} virtual int32_t get_size () const override; virtual bool get_passable() const override; - virtual uint32_t get_ui_anim () const; virtual Flag & base_flag() override; virtual uint32_t get_playercaps() const; === modified file 'src/logic/constructionsite.cc' --- src/logic/constructionsite.cc 2014-07-14 21:52:13 +0000 +++ src/logic/constructionsite.cc 2014-07-15 10:58:38 +0000 @@ -245,7 +245,7 @@ if (static_cast<int32_t>(game.get_gametime() - m_work_steptime) < 0) { worker.start_task_idle (game, - worker.get_animation("work"), + worker.descr().get_animation("work"), m_work_steptime - game.get_gametime()); m_builder_idle = false; return true; @@ -301,14 +301,14 @@ m_work_steptime = game.get_gametime() + CONSTRUCTIONSITE_STEP_TIME; worker.start_task_idle - (game, worker.get_animation("work"), CONSTRUCTIONSITE_STEP_TIME); + (game, worker.descr().get_animation("work"), CONSTRUCTIONSITE_STEP_TIME); m_builder_idle = false; return true; } } // The only work we have got for you, is to run around to look cute ;) if (!m_builder_idle) { - worker.set_animation(game, worker.get_animation("idle")); + worker.set_animation(game, worker.descr().get_animation("idle")); m_builder_idle = true; } worker.schedule_act(game, 2000); === modified file 'src/logic/critter_bob.h' --- src/logic/critter_bob.h 2014-07-05 16:41:51 +0000 +++ src/logic/critter_bob.h 2014-07-15 10:58:38 +0000 @@ -71,7 +71,6 @@ virtual void init_auto_task(Game &) override; void start_task_program(Game &, const std::string & name); - const std::string & descname() const {return descr().descname();} virtual void save(Editor_Game_Base &, Map_Map_Object_Saver &, FileWrite &) override; === modified file 'src/logic/dismantlesite.cc' --- src/logic/dismantlesite.cc 2014-07-14 21:52:13 +0000 +++ src/logic/dismantlesite.cc 2014-07-15 10:58:38 +0000 @@ -220,7 +220,7 @@ } else if (not m_working) { m_work_steptime = game.get_gametime() + DISMANTLESITE_STEP_TIME; worker.start_task_idle - (game, worker.get_animation("work"), DISMANTLESITE_STEP_TIME); + (game, worker.descr().get_animation("work"), DISMANTLESITE_STEP_TIME); m_working = true; } === modified file 'src/logic/partially_finished_building.cc' --- src/logic/partially_finished_building.cc 2014-07-14 21:52:13 +0000 +++ src/logic/partially_finished_building.cc 2014-07-15 10:58:38 +0000 @@ -142,19 +142,6 @@ /* =============== -Return the animation for the building that is in construction, as this -should be more useful to the player. -=============== -*/ -uint32_t Partially_Finished_Building::get_ui_anim() const -{ - return m_building->get_animation("idle"); -} - - - -/* -=============== Return the completion "percentage", where 2^16 = completely built, 0 = nothing built. =============== === modified file 'src/logic/partially_finished_building.h' --- src/logic/partially_finished_building.h 2014-07-05 16:41:51 +0000 +++ src/logic/partially_finished_building.h 2014-07-15 10:58:38 +0000 @@ -48,7 +48,6 @@ virtual int32_t get_size() const override; virtual uint32_t get_playercaps() const override; - virtual uint32_t get_ui_anim() const override; virtual void set_economy(Economy *) override; === modified file 'src/logic/player.cc' --- src/logic/player.cc 2014-07-15 05:12:37 +0000 +++ src/logic/player.cc 2014-07-15 10:58:38 +0000 @@ -853,7 +853,7 @@ void Player::drop_soldier(PlayerImmovable & imm, Soldier & soldier) { if (&imm.owner() != this) return; - if (soldier.get_worker_type() != Worker_Descr::SOLDIER) + if (soldier.descr().get_worker_type() != Worker_Descr::SOLDIER) return; if (upcast(SoldierControl, ctrl, &imm)) ctrl->dropSoldier(soldier); === modified file 'src/logic/soldier.cc' --- src/logic/soldier.cc 2014-07-15 05:08:27 +0000 +++ src/logic/soldier.cc 2014-07-15 10:58:38 +0000 @@ -856,7 +856,7 @@ // We are at enemy building flag, and a defender is coming, sleep until he // "wake up"s me if (signal == "sleep") { - return start_task_idle(game, get_animation("idle"), -1); + return start_task_idle(game, descr().get_animation("idle"), -1); } upcast(Building, location, get_location(game)); @@ -964,7 +964,7 @@ // we check for a battle // Note that we *should* be woken via sendSpaceSignals, // so the timeout is just an additional safety net. - return start_task_idle(game, get_animation("idle"), 5000); + return start_task_idle(game, descr().get_animation("idle"), 5000); } // Count remaining defenders @@ -1182,7 +1182,7 @@ // we check for a battle // Note that we *should* be woken via sendSpaceSignals, // so the timeout is just an additional safety net. - return start_task_idle(game, get_animation("idle"), 5000); + return start_task_idle(game, descr().get_animation("idle"), 5000); // If we only are defending our home ... if (state.ivar1 & CF_DEFEND_STAYHOME) { @@ -1335,7 +1335,7 @@ } } // If the enemy is not in our land, wait - return start_task_idle(game, get_animation("idle"), 250); + return start_task_idle(game, descr().get_animation("idle"), 250); } void Soldier::defense_pop(Game & game, State &) @@ -1454,7 +1454,7 @@ if (signal.size()) { if (signal == "blocked") { signal_handled(); - return start_task_idle(game, get_animation("idle"), 5000); + return start_task_idle(game, descr().get_animation("idle"), 5000); } else if (signal == "location" || signal == "battle" || signal == "wakeup") signal_handled(); === modified file 'src/logic/warehouse.cc' --- src/logic/warehouse.cc 2014-07-14 21:52:13 +0000 +++ src/logic/warehouse.cc 2014-07-15 10:58:38 +0000 @@ -836,7 +836,7 @@ if (WareInstance* ware = w->fetch_carried_ware(egbase)) incorporate_ware(egbase, ware); - Ware_Index worker_index = descr().tribe().worker_index(w->name().c_str()); + Ware_Index worker_index = descr().tribe().worker_index(w->descr().name().c_str()); m_supply->add_workers(worker_index, 1); // We remove carriers, but we keep other workers around. === modified file 'src/logic/worker.cc' --- src/logic/worker.cc 2014-07-15 05:08:27 +0000 +++ src/logic/worker.cc 2014-07-15 10:58:38 +0000 @@ -1137,7 +1137,7 @@ // NOTE we have to explicitly check Worker_Descr::SOLDIER, as SOLDIER is // NOTE as well defined in an enum in instances.h - if (!m_economy || (get_worker_type() == Worker_Descr::SOLDIER)) { + if (!m_economy || (descr().get_worker_type() == Worker_Descr::SOLDIER)) { set_economy(eco); } else if (m_economy != eco) { throw wexception @@ -1171,7 +1171,7 @@ if (m_economy) m_economy->remove_workers - (descr().tribe().worker_index(name().c_str()), 1); + (descr().tribe().worker_index(descr().name().c_str()), 1); m_economy = economy; @@ -1181,7 +1181,7 @@ m_supply->set_economy(m_economy); if (m_economy) - m_economy->add_workers(descr().tribe().worker_index(name().c_str()), 1); + m_economy->add_workers(descr().tribe().worker_index(descr().name().c_str()), 1); } @@ -1337,7 +1337,7 @@ // This silently expects that the new worker is the same type as the old // worker and can fullfill the same jobs (which should be given in all // circumstances) - assert(becomes()); + assert(descr().becomes()); const Tribe_Descr & t = descr().tribe(); Ware_Index const old_index = t.worker_index(descr().name()); Ware_Index const new_index = descr().becomes(); @@ -1447,7 +1447,7 @@ molog("[transfer]: Blocked by a battle\n"); signal_handled(); - return start_task_idle(game, get_animation("idle"), 500); + return start_task_idle(game, descr().get_animation("idle"), 500); } else { molog("[transfer]: Cancel due to signal '%s'\n", signal.c_str()); return pop_task(game); @@ -2051,7 +2051,7 @@ if (!m_supply) m_supply = new IdleWorkerSupply(*this); - return start_task_idle(game, get_animation("idle"), 1000); + return start_task_idle(game, descr().get_animation("idle"), 1000); } void Worker::gowarehouse_signalimmediate === modified file 'src/logic/worker.h' --- src/logic/worker.h 2014-07-14 20:09:27 +0000 +++ src/logic/worker.h 2014-07-15 10:58:38 +0000 @@ -77,16 +77,9 @@ Worker(const Worker_Descr &); virtual ~Worker(); - virtual Worker_Descr::Worker_Type get_worker_type() const { - return descr().get_worker_type(); - } char const * type_name() const override {return "worker";} virtual Bob::Type get_bob_type() const override {return Bob::WORKER;} - uint32_t get_animation(char const * const str) const { - return descr().get_animation(str); - } - Player & owner() const {assert(get_owner()); return *get_owner();} PlayerImmovable * get_location(Editor_Game_Base & egbase) { return m_location.get(egbase); @@ -140,11 +133,8 @@ void create_needed_experience(Game &); Ware_Index level (Game &); - int32_t get_needed_experience() const { - return descr().get_level_experience(); - } int32_t get_current_experience() const {return m_current_exp;} - bool needs_experience() const {return get_needed_experience() != -1;} + bool needs_experience() const {return descr().get_level_experience() != -1;} // debug virtual void log_general_info(const Editor_Game_Base &) override; === modified file 'src/map_io/widelands_map_buildingdata_data_packet.cc' --- src/map_io/widelands_map_buildingdata_data_packet.cc 2014-07-15 05:00:50 +0000 +++ src/map_io/widelands_map_buildingdata_data_packet.cc 2014-07-15 10:58:38 +0000 @@ -552,12 +552,12 @@ Worker & worker = mol.get<Worker>(worker_serial); if (1 == packet_version) { char const * const name = fr.CString(); - if (name != worker.name()) + if (name != worker.descr().name()) throw game_data_error ("expected %s but found \"%s\"", - worker.name().c_str(), name); + worker.descr().name().c_str(), name); } - Ware_Index worker_index = tribe.worker_index(worker.name().c_str()); + Ware_Index worker_index = tribe.worker_index(worker.descr().name().c_str()); if (!warehouse.m_incorporated_workers.count(worker_index)) warehouse.m_incorporated_workers[worker_index] = std::vector<Worker *>(); warehouse.m_incorporated_workers[worker_index].push_back(&worker); === modified file 'src/scripting/lua_map.cc' --- src/scripting/lua_map.cc 2014-07-14 10:45:44 +0000 +++ src/scripting/lua_map.cc 2014-07-15 10:58:38 +0000 @@ -530,7 +530,7 @@ case Bob::CRITTER: return to_lua<L_Bob>(L, new L_Bob(*mo)); case Bob::WORKER: - if (mo->name() == "soldier") + if (mo->descr().name() == "soldier") return CAST_TO_LUA(Soldier); return CAST_TO_LUA(Worker); case Bob::SHIP: === modified file 'src/wui/buildingwindow.cc' --- src/wui/buildingwindow.cc 2014-07-15 05:00:50 +0000 +++ src/wui/buildingwindow.cc 2014-07-15 10:58:38 +0000 @@ -115,7 +115,7 @@ { UI::Window::draw(dst); - const Animation& anim = g_gr->animations().get_animation(building().get_ui_anim()); + const Animation& anim = g_gr->animations().get_animation(building().descr().get_ui_anim()); const Image* dark_frame = ImageTransformations::change_luminosity (&anim.representative_image(building().owner().get_playercolor()), 1.22, true); === modified file 'src/wui/game_debug_ui.cc' --- src/wui/game_debug_ui.cc 2014-06-18 13:20:33 +0000 +++ src/wui/game_debug_ui.cc 2014-07-15 10:58:38 +0000 @@ -432,7 +432,7 @@ container_iterate_const(std::vector<Widelands::Bob *>, bobs, j) { snprintf (buffer, sizeof(buffer), - "%s (%u)", (*j.current)->name().c_str(), (*j.current)->serial()); + "%s (%u)", (*j.current)->descr().name().c_str(), (*j.current)->serial()); m_ui_bobs.add(buffer, (*j.current)->serial()); } } === modified file 'src/wui/productionsitewindow.cc' --- src/wui/productionsitewindow.cc 2014-07-15 05:08:27 +0000 +++ src/wui/productionsitewindow.cc 2014-07-15 10:58:38 +0000 @@ -168,7 +168,7 @@ if (worker->get_current_experience() != -1 and - worker->get_needed_experience () != -1) + worker->descr().get_level_experience () != -1) { assert(worker->descr().becomes() != Widelands::INVALID_INDEX); @@ -178,7 +178,7 @@ (buffer, sizeof(buffer), "%i/%i", worker->get_current_experience(), - worker->get_needed_experience()); + worker->descr().get_level_experience()); er.set_string(1, buffer); er.set_string
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