mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-16 16:29:55 +00:00
Add a ton of const refs
This commit is contained in:
parent
df3a47187b
commit
1123dc46ee
38 changed files with 45 additions and 45 deletions
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@ -88,7 +88,7 @@ namespace MWBase
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virtual void setPlayerClass (const ESM::Class& class_) = 0;
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///< Set player class to custom class.
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virtual void restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) = 0;
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virtual void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) = 0;
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virtual void rest(double hours, bool sleep) = 0;
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///< If the player is sleeping or waiting, this should be called every hour.
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@ -488,7 +488,7 @@ namespace MWGui
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mHistoryContents.clear();
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}
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bool DialogueWindow::setKeywords(std::list<std::string> keyWords)
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bool DialogueWindow::setKeywords(const std::list<std::string>& keyWords)
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{
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if (mKeywords == keyWords && isCompanion() == mIsCompanion)
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return false;
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@ -118,7 +118,7 @@ namespace MWGui
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void setPtr(const MWWorld::Ptr& actor) override;
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/// @return true if stale keywords were updated successfully
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bool setKeywords(std::list<std::string> keyWord);
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bool setKeywords(const std::list<std::string>& keyWord);
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void addResponse (const std::string& title, const std::string& text, bool needMargin = true);
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@ -140,7 +140,7 @@ namespace MWMechanics
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return mSpells;
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}
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void ActiveSpells::addSpell(const std::string &id, bool stack, std::vector<ActiveEffect> effects,
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void ActiveSpells::addSpell(const std::string &id, bool stack, const std::vector<ActiveEffect>& effects,
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const std::string &displayName, int casterActorId)
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{
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TContainer::iterator it(mSpells.find(id));
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@ -74,7 +74,7 @@ namespace MWMechanics
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/// \param effects
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/// \param displayName Name for display in magic menu.
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///
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void addSpell (const std::string& id, bool stack, std::vector<ActiveEffect> effects,
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void addSpell (const std::string& id, bool stack, const std::vector<ActiveEffect>& effects,
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const std::string& displayName, int casterActorId);
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/// Removes the active effects from this spell/potion/.. with \a id
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@ -21,7 +21,7 @@ namespace MWMechanics
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/// Call when \a actor has got in contact with \a carrier (e.g. hit by him, or loots him)
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/// @param actor The actor that will potentially catch diseases. Currently only the player can catch diseases.
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/// @param carrier The disease carrier.
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inline void diseaseContact (MWWorld::Ptr actor, MWWorld::Ptr carrier)
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inline void diseaseContact (const MWWorld::Ptr& actor, const MWWorld::Ptr& carrier)
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{
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if (!carrier.getClass().isActor() || actor != getPlayer())
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return;
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@ -402,7 +402,7 @@ namespace MWMechanics
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mActors.rest(hours, sleep);
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}
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void MechanicsManager::restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep)
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void MechanicsManager::restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep)
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{
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mActors.restoreDynamicStats(actor, hours, sleep);
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}
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@ -75,7 +75,7 @@ namespace MWMechanics
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void setPlayerClass (const ESM::Class& class_) override;
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///< Set player class to custom class.
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void restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) override;
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) override;
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void rest(double hours, bool sleep) override;
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///< If the player is sleeping or waiting, this should be called every hour.
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@ -167,7 +167,7 @@ namespace MWMechanics
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// Caller needs to be careful for very short distances (i.e. less than 1)
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// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
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//
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static float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
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static float distanceSquared(const ESM::Pathgrid::Point& point, const osg::Vec3f& pos)
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{
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return (MWMechanics::PathFinder::makeOsgVec3(point) - pos).length2();
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}
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@ -53,7 +53,7 @@ namespace MWMechanics
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}
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}
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bool Pickpocket::pick(MWWorld::Ptr item, int count)
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bool Pickpocket::pick(const MWWorld::Ptr& item, int count)
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{
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float stackValue = static_cast<float>(item.getClass().getValue(item) * count);
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float fPickPocketMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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@ -13,7 +13,7 @@ namespace MWMechanics
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/// Steal some items
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/// @return Was the thief detected?
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bool pick (MWWorld::Ptr item, int count);
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bool pick (const MWWorld::Ptr& item, int count);
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/// End the pickpocketing process
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/// @return Was the thief detected?
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bool finish ();
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@ -4,7 +4,7 @@
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namespace MWMechanics
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{
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MWWorld::ContainerStoreIterator getActiveWeapon(MWWorld::Ptr actor, int *weaptype)
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MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int *weaptype)
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{
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MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor);
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CreatureStats &stats = actor.getClass().getCreatureStats(actor);
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@ -261,7 +261,7 @@ namespace MWMechanics
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}
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};
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MWWorld::ContainerStoreIterator getActiveWeapon(MWWorld::Ptr actor, int *weaptype);
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MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int *weaptype);
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const ESM::WeaponType* getWeaponType(const int weaponType);
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}
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@ -261,7 +261,7 @@ namespace MWPhysics
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return 0.f;
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}
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RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
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RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, const std::vector<MWWorld::Ptr>& targets, int mask, int group) const
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{
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if (from == to)
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{
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@ -290,7 +290,7 @@ namespace MWPhysics
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if (!targets.empty())
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{
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for (MWWorld::Ptr& target : targets)
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for (const MWWorld::Ptr& target : targets)
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{
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const Actor* actor = getActor(target);
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if (actor)
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@ -175,7 +175,7 @@ namespace MWPhysics
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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const std::vector<MWWorld::Ptr>& targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const override;
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RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const override;
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@ -78,7 +78,7 @@ bool Projectile::canTraverseWater() const
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return mCanCrossWaterSurface;
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}
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void Projectile::hit(MWWorld::Ptr target, btVector3 pos, btVector3 normal)
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void Projectile::hit(const MWWorld::Ptr& target, btVector3 pos, btVector3 normal)
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{
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if (!mActive.load(std::memory_order_acquire))
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return;
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@ -95,7 +95,7 @@ MWWorld::Ptr Projectile::getCaster() const
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return mCaster;
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}
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void Projectile::setCaster(MWWorld::Ptr caster)
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void Projectile::setCaster(const MWWorld::Ptr& caster)
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{
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std::scoped_lock lock(mMutex);
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mCaster = caster;
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@ -58,11 +58,11 @@ namespace MWPhysics
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}
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MWWorld::Ptr getCaster() const;
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void setCaster(MWWorld::Ptr caster);
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void setCaster(const MWWorld::Ptr& caster);
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bool canTraverseWater() const;
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void hit(MWWorld::Ptr target, btVector3 pos, btVector3 normal);
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void hit(const MWWorld::Ptr& target, btVector3 pos, btVector3 normal);
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void setValidTargets(const std::vector<MWWorld::Ptr>& targets);
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bool isValidTarget(const MWWorld::Ptr& target) const;
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@ -28,7 +28,7 @@ namespace MWPhysics
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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virtual RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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const std::vector<MWWorld::Ptr>& targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const = 0;
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virtual RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const = 0;
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@ -415,7 +415,7 @@ namespace MWScript
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return MWBase::Environment::get().getWorld()->getCellName();
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}
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void InterpreterContext::executeActivation(MWWorld::Ptr ptr, MWWorld::Ptr actor)
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void InterpreterContext::executeActivation(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor)
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{
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std::shared_ptr<MWWorld::Action> action = (ptr.getClass().activate(ptr, actor));
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action->execute (actor);
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@ -111,7 +111,7 @@ namespace MWScript
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std::string getCurrentCellName() const override;
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void executeActivation(MWWorld::Ptr ptr, MWWorld::Ptr actor);
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void executeActivation(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor);
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///< Execute the activation action for this ptr. If ptr is mActivated, mark activation as handled.
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int getMemberShort (const std::string& id, const std::string& name, bool global) const override;
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@ -31,7 +31,7 @@
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namespace
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{
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std::string getDialogueActorFaction(MWWorld::ConstPtr actor)
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std::string getDialogueActorFaction(const MWWorld::ConstPtr& actor)
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{
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std::string factionId = actor.getClass().getPrimaryFaction(actor);
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if (factionId.empty())
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@ -1162,7 +1162,7 @@ namespace MWWorld
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update(mBooks.mList);
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}
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void MWWorld::CellStore::checkItem(Ptr ptr)
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void MWWorld::CellStore::checkItem(const Ptr& ptr)
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{
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if (ptr.getClass().getEnchantment(ptr).empty())
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return;
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@ -127,7 +127,7 @@ namespace MWWorld
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void updateRechargingItems();
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void rechargeItems(float duration);
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void checkItem(Ptr ptr);
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void checkItem(const Ptr& ptr);
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// helper function for forEachInternal
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template<class Visitor, class List>
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@ -13,7 +13,7 @@ namespace MWWorld
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{
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std::vector<MWWorld::Ptr> mObjects;
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bool operator() (MWWorld::Ptr ptr)
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bool operator() (const MWWorld::Ptr& ptr)
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{
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if (ptr.getRefData().getBaseNode())
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{
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@ -325,7 +325,7 @@ namespace MWWorld
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mMagicBolts.push_back(state);
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}
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void ProjectileManager::launchProjectile(Ptr actor, ConstPtr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed, float attackStrength)
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void ProjectileManager::launchProjectile(const Ptr& actor, const ConstPtr& projectile, const osg::Vec3f &pos, const osg::Quat &orient, const Ptr& bow, float speed, float attackStrength)
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{
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ProjectileState state;
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state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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@ -51,8 +51,8 @@ namespace MWWorld
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/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
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void launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection);
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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void launchProjectile (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& projectile,
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const osg::Vec3f& pos, const osg::Quat& orient, const MWWorld::Ptr& bow, float speed, float attackStrength);
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void updateCasters();
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@ -753,7 +753,7 @@ namespace MWWorld
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FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) {}
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bool operator() (Ptr ptr)
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bool operator() (const Ptr& ptr)
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{
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if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr))
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{
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@ -3836,7 +3836,7 @@ namespace MWWorld
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struct ResetActorsVisitor
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{
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bool operator() (Ptr ptr)
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bool operator() (const Ptr& ptr)
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{
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if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile())
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{
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@ -406,7 +406,7 @@ Files::IStreamPtr CompressedBSAFile::getFile(const FileRecord& fileRecord)
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return std::shared_ptr<std::istream>(memoryStreamPtr, (std::istream*)memoryStreamPtr.get());
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}
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BsaVersion CompressedBSAFile::detectVersion(std::string filePath)
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BsaVersion CompressedBSAFile::detectVersion(const std::string& filePath)
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{
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namespace bfs = boost::filesystem;
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bfs::ifstream input(bfs::path(filePath), std::ios_base::binary);
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@ -87,7 +87,7 @@ namespace Bsa
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virtual ~CompressedBSAFile();
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//checks version of BSA from file header
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static BsaVersion detectVersion(std::string filePath);
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static BsaVersion detectVersion(const std::string& filePath);
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/// Read header information from the input source
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void readHeader() override;
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@ -133,7 +133,7 @@ namespace DetourNavigator
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addChangedTile(tile, ChangeType::update);
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}
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void NavMeshManager::update(osg::Vec3f playerPosition, const osg::Vec3f& agentHalfExtents)
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void NavMeshManager::update(const osg::Vec3f& playerPosition, const osg::Vec3f& agentHalfExtents)
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{
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const auto playerTile = getTilePosition(mSettings, toNavMeshCoordinates(mSettings, playerPosition));
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auto& lastRevision = mLastRecastMeshManagerRevision[agentHalfExtents];
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@ -43,7 +43,7 @@ namespace DetourNavigator
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void removeOffMeshConnections(const ObjectId id);
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void update(osg::Vec3f playerPosition, const osg::Vec3f& agentHalfExtents);
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void update(const osg::Vec3f& playerPosition, const osg::Vec3f& agentHalfExtents);
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void wait(Loading::Listener& listener, WaitConditionType waitConditionType);
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@ -279,7 +279,7 @@ public:
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// TODO: use the std::string_view once we will use the C++17.
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// It should allow us to avoid data copying while we still will support both string and literal arguments.
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static inline void replaceAll(std::string& data, std::string toSearch, std::string replaceStr)
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static inline void replaceAll(std::string& data, const std::string& toSearch, const std::string& replaceStr)
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{
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size_t pos = data.find(toSearch);
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@ -1996,7 +1996,7 @@ struct ConvexHull
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}
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};
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Vertices findInternalEdges(osg::Vec3d mainVertex, Vertices connectedVertices)
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Vertices findInternalEdges(const osg::Vec3d& mainVertex, const Vertices& connectedVertices)
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{
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Vertices internalEdgeVertices;
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for (const auto& vertex : connectedVertices)
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@ -153,7 +153,7 @@ namespace SceneUtil
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return osg::Vec3f();
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}
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void OsgAnimationController::update(float time, std::string animationName)
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void OsgAnimationController::update(float time, const std::string& animationName)
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{
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for (const auto& mergedAnimationTrack : mMergedAnimationTracks)
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{
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traverse(node, nv);
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}
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void OsgAnimationController::setEmulatedAnimations(std::vector<EmulatedAnimation> emulatedAnimations)
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void OsgAnimationController::setEmulatedAnimations(const std::vector<EmulatedAnimation>& emulatedAnimations)
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{
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mEmulatedAnimations = emulatedAnimations;
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}
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@ -58,13 +58,13 @@ namespace SceneUtil
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osg::Vec3f getTranslation(float time) const override;
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/// @brief Calls animation track update()
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void update(float time, std::string animationName);
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void update(float time, const std::string& animationName);
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/// @brief Called every frame for osgAnimation
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void operator() (osg::Node*, osg::NodeVisitor*) override;
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/// @brief Sets details of the animations
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void setEmulatedAnimations(std::vector<EmulatedAnimation> emulatedAnimations);
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void setEmulatedAnimations(const std::vector<EmulatedAnimation>& emulatedAnimations);
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/// @brief Adds an animation track to a model
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void addMergedAnimationTrack(osg::ref_ptr<Resource::Animation> animationTrack);
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@ -218,7 +218,7 @@ bool hasUserDescription(const osg::Node* node, const std::string pattern)
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return false;
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}
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem, osg::Vec4f glowColor, float glowDuration)
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem, const osg::Vec4f& glowColor, float glowDuration)
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{
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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for (int i=0; i<32; ++i)
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@ -60,7 +60,7 @@ namespace SceneUtil
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bool hasUserDescription(const osg::Node* node, const std::string pattern);
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem, osg::Vec4f glowColor, float glowDuration=-1);
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem, const osg::Vec4f& glowColor, float glowDuration=-1);
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// Alpha-to-coverage requires a multisampled framebuffer, so we need to set that up for RTTs
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bool attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::Camera::BufferComponent buffer, osg::Texture* texture, unsigned int level = 0, unsigned int face = 0, bool mipMapGeneration = false);
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@ -75,7 +75,7 @@ namespace Shader
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// Recursively replaces include statements with the actual source of the included files.
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// Adjusts #line statements accordingly and detects cyclic includes.
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// includingFiles is the set of files that include this file directly or indirectly, and is intentionally not a reference to allow automatic cleanup.
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static bool parseIncludes(boost::filesystem::path shaderPath, std::string& source, const std::string& fileName, int& fileNumber, std::set<boost::filesystem::path> includingFiles)
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static bool parseIncludes(const boost::filesystem::path& shaderPath, std::string& source, const std::string& fileName, int& fileNumber, std::set<boost::filesystem::path> includingFiles)
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{
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||||
// An include is cyclic if it is being included by itself
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if (includingFiles.insert(shaderPath/fileName).second == false)
|
||||
|
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Loading…
Reference in a new issue