From f1eb70285174081f7cc52820ed20d483a0d6bab0 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Wed, 31 Oct 2018 10:09:32 +0400 Subject: [PATCH 1/2] Mark virtual methods in the mechanicsmanagerimp.hpp as overrides --- .../mwmechanics/mechanicsmanagerimp.hpp | 149 +++++++++--------- 1 file changed, 71 insertions(+), 78 deletions(-) diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp index 26eaa968d..7b6bbc636 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp @@ -54,71 +54,71 @@ namespace MWMechanics MechanicsManager(); - virtual void add (const MWWorld::Ptr& ptr); + virtual void add (const MWWorld::Ptr& ptr) override; ///< Register an object for management - virtual void remove (const MWWorld::Ptr& ptr); + virtual void remove (const MWWorld::Ptr& ptr) override; ///< Deregister an object for management - virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr); + virtual void updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) override; ///< Moves an object to a new cell - virtual void drop(const MWWorld::CellStore *cellStore); + virtual void drop(const MWWorld::CellStore *cellStore) override; ///< Deregister all objects in the given cell. - virtual void watchActor(const MWWorld::Ptr& ptr); + virtual void watchActor(const MWWorld::Ptr& ptr) override; ///< On each update look for changes in a previously registered actor and update the /// GUI accordingly. - virtual void update (float duration, bool paused); + virtual void update (float duration, bool paused) override; ///< Update objects /// /// \param paused In game type does not currently advance (this usually means some GUI /// component is up). - virtual void advanceTime (float duration); + virtual void advanceTime (float duration) override; - virtual void setPlayerName (const std::string& name); + virtual void setPlayerName (const std::string& name) override; ///< Set player name. - virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair); + virtual void setPlayerRace (const std::string& id, bool male, const std::string &head, const std::string &hair) override; ///< Set player race. - virtual void setPlayerBirthsign (const std::string& id); + virtual void setPlayerBirthsign (const std::string& id) override; ///< Set player birthsign. - virtual void setPlayerClass (const std::string& id); + virtual void setPlayerClass (const std::string& id) override; ///< Set player class to stock class. - virtual void setPlayerClass (const ESM::Class& class_); + virtual void setPlayerClass (const ESM::Class& class_) override; ///< Set player class to custom class. - virtual void restoreDynamicStats(MWWorld::Ptr actor, bool sleep); + virtual void restoreDynamicStats(MWWorld::Ptr actor, bool sleep) override; - virtual void rest(bool sleep); + virtual void rest(bool sleep) override; ///< If the player is sleeping or waiting, this should be called every hour. /// @param sleep is the player sleeping or waiting? - virtual int getHoursToRest() const; + virtual int getHoursToRest() const override; ///< Calculate how many hours the player needs to rest in order to be fully healed - virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying); + virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) override; ///< This is used by every service to determine the price of objects given the trading skills of the player and NPC. - virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true); + virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true) override; ///< Calculate the diposition of an NPC toward the player. - virtual int countDeaths (const std::string& id) const; + virtual int countDeaths (const std::string& id) const override; ///< Return the number of deaths for actors with the given ID. - virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange); + virtual void getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange) override; ///< Perform a persuasion action on NPC /// Check if \a observer is potentially aware of \a ptr. Does not do a line of sight check! - virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer); + virtual bool awarenessCheck (const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) override; /// Makes \a ptr fight \a target. Also shouts a combat taunt. - virtual void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target); + virtual void startCombat (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override; /** * @note victim may be empty @@ -128,126 +128,119 @@ namespace MWMechanics * @return was the crime seen? */ virtual bool commitCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, - OffenseType type, int arg=0, bool victimAware=false); + OffenseType type, int arg=0, bool victimAware=false) override; /// @return false if the attack was considered a "friendly hit" and forgiven - virtual bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); + virtual bool actorAttacked (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override; /// Notify that actor was killed, add a murder bounty if applicable /// @note No-op for non-player attackers - virtual void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); - - /// Checks if commiting a crime is currently valid - /// @param victim The actor being attacked - /// @param attacker The actor commiting the crime - /// @return true if the victim is a valid target for crime - virtual bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); + virtual void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) override; /// Utility to check if taking this item is illegal and calling commitCrime if so /// @param container The container the item is in; may be empty for an item in the world virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, - int count, bool alarm = true); + int count, bool alarm = true) override; /// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so - virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item); + virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) override; /// Attempt sleeping in a bed. If this is illegal, call commitCrime. /// @return was it illegal, and someone saw you doing it? Also returns fail when enemies are nearby - virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed); + virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) override; - virtual void forceStateUpdate(const MWWorld::Ptr &ptr); + virtual void forceStateUpdate(const MWWorld::Ptr &ptr) override; /// Attempt to play an animation group /// @return Success or error - virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false); - virtual void skipAnimation(const MWWorld::Ptr& ptr); - virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName); - virtual void persistAnimationStates(); + virtual bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false) override; + virtual void skipAnimation(const MWWorld::Ptr& ptr) override; + virtual bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName) override; + virtual void persistAnimationStates() override; /// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently /// paused we may want to do it manually (after equipping permanent enchantment) - virtual void updateMagicEffects (const MWWorld::Ptr& ptr); + virtual void updateMagicEffects (const MWWorld::Ptr& ptr) override; - virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector& objects); - virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects); + virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector& objects) override; + virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects) override; /// Check if there are actors in selected range - virtual bool isAnyActorInRange(const osg::Vec3f &position, float radius); + virtual bool isAnyActorInRange(const osg::Vec3f &position, float radius) override; - virtual std::list getActorsSidingWith(const MWWorld::Ptr& actor); - virtual std::list getActorsFollowing(const MWWorld::Ptr& actor); - virtual std::list getActorsFollowingIndices(const MWWorld::Ptr& actor); + virtual std::list getActorsSidingWith(const MWWorld::Ptr& actor) override; + virtual std::list getActorsFollowing(const MWWorld::Ptr& actor) override; + virtual std::list getActorsFollowingIndices(const MWWorld::Ptr& actor) override; - virtual std::list getActorsFighting(const MWWorld::Ptr& actor); - virtual std::list getEnemiesNearby(const MWWorld::Ptr& actor); + virtual std::list getActorsFighting(const MWWorld::Ptr& actor) override; + virtual std::list getEnemiesNearby(const MWWorld::Ptr& actor) override; /// Recursive version of getActorsFollowing - virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set& out); + virtual void getActorsFollowing(const MWWorld::Ptr& actor, std::set& out) override; /// Recursive version of getActorsSidingWith - virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out); + virtual void getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out) override; - virtual bool toggleAI(); - virtual bool isAIActive(); + virtual bool toggleAI() override; + virtual bool isAIActive() override; - virtual void playerLoaded(); + virtual void playerLoaded() override; - virtual int countSavedGameRecords() const; + virtual int countSavedGameRecords() const override; - virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const; + virtual void write (ESM::ESMWriter& writer, Loading::Listener& listener) const override; - virtual void readRecord (ESM::ESMReader& reader, uint32_t type); + virtual void readRecord (ESM::ESMReader& reader, uint32_t type) override; - virtual void clear(); + virtual void clear() override; - virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target); + virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) override; - virtual void keepPlayerAlive(); + virtual void keepPlayerAlive() override; - virtual bool isCastingSpell (const MWWorld::Ptr& ptr) const; + virtual bool isCastingSpell (const MWWorld::Ptr& ptr) const override; - virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const; + virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const override; /// Is \a ptr casting spell or using weapon now? - virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const; + virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const override; - virtual void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false); + virtual void castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell=false) override; void processChangedSettings(const Settings::CategorySettingVector& settings) override; - virtual float getActorsProcessingRange() const; + virtual float getActorsProcessingRange() const override; /// Check if the target actor was detected by an observer /// If the observer is a non-NPC, check all actors in AI processing distance as observers - virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer); + virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) override; - virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer); + virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) override; /// List the owners that the player has stolen this item from (the owner can be an NPC or a faction). /// - virtual std::vector > getStolenItemOwners(const std::string& itemid); + virtual std::vector > getStolenItemOwners(const std::string& itemid) override; /// Has the player stolen this item from the given owner? - virtual bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr); + virtual bool isItemStolenFrom(const std::string& itemid, const MWWorld::Ptr& ptr) override; - virtual bool isBoundItem(const MWWorld::Ptr& item); + virtual bool isBoundItem(const MWWorld::Ptr& item) override; /// @return is \a ptr allowed to take/use \a target or is it a crime? - virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim); + virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) override; - virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf); - virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor); + virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) override; + virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) override; - virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId); + virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) override; - virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count); + virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) override; - virtual bool isAttackPreparing(const MWWorld::Ptr& ptr); - virtual bool isRunning(const MWWorld::Ptr& ptr); - virtual bool isSneaking(const MWWorld::Ptr& ptr); + virtual bool isAttackPreparing(const MWWorld::Ptr& ptr) override; + virtual bool isRunning(const MWWorld::Ptr& ptr) override; + virtual bool isSneaking(const MWWorld::Ptr& ptr) override; private: + bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker); bool canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set &playerFollowers); bool reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, OffenseType type, int arg=0); - - }; } From a615076c614cf1b648f6ea58bc3487ee6c4305ca Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Wed, 31 Oct 2018 10:18:29 +0400 Subject: [PATCH 2/2] Add default return value --- components/detournavigator/flags.hpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/components/detournavigator/flags.hpp b/components/detournavigator/flags.hpp index df22209bb..684d4fbba 100644 --- a/components/detournavigator/flags.hpp +++ b/components/detournavigator/flags.hpp @@ -17,7 +17,8 @@ namespace DetourNavigator inline std::ostream& operator <<(std::ostream& stream, const Flag value) { - switch (value) { + switch (value) + { case Flag_none: return stream << "none"; case Flag_walk: @@ -27,6 +28,8 @@ namespace DetourNavigator case Flag_openDoor: return stream << "openDoor"; } + + return stream; } struct WriteFlags