Merge lp:~widelands-dev/widelands/bug-1395278-tribes-a-p into lp:widelands

Proposed by GunChleoc
Status: Merged
Merged at revision: 7809
Proposed branch: lp:~widelands-dev/widelands/bug-1395278-tribes-a-p
Merge into: lp:widelands
Diff against target: 3668 lines (+724/-724)
29 files modified
src/ai/defaultai.cc (+1/-1)
src/graphic/animation.cc (+6/-6)
src/graphic/diranimations.h (+4/-4)
src/logic/map_objects/tribes/battle.cc (+99/-99)
src/logic/map_objects/tribes/battle.h (+11/-11)
src/logic/map_objects/tribes/building.cc (+116/-116)
src/logic/map_objects/tribes/building.h (+50/-50)
src/logic/map_objects/tribes/carrier.cc (+23/-23)
src/logic/map_objects/tribes/carrier.h (+2/-2)
src/logic/map_objects/tribes/constructionsite.cc (+62/-62)
src/logic/map_objects/tribes/constructionsite.h (+5/-5)
src/logic/map_objects/tribes/dismantlesite.cc (+27/-27)
src/logic/map_objects/tribes/militarysite.cc (+114/-114)
src/logic/map_objects/tribes/militarysite.h (+26/-26)
src/logic/map_objects/tribes/partially_finished_building.cc (+29/-29)
src/logic/map_objects/tribes/partially_finished_building.h (+12/-12)
src/logic/map_objects/tribes/production_program.cc (+4/-4)
src/logic/map_objects/tribes/productionsite.cc (+1/-1)
src/logic/map_objects/tribes/warehouse.cc (+4/-4)
src/logic/player.cc (+5/-5)
src/logic/player.h (+1/-1)
src/map_io/map_building_packet.cc (+2/-2)
src/map_io/map_buildingdata_packet.cc (+86/-86)
src/scripting/lua_map.cc (+1/-1)
src/wui/building_ui.cc (+13/-13)
src/wui/buildingwindow.cc (+4/-4)
src/wui/fieldaction.cc (+1/-1)
src/wui/soldiercapacitycontrol.cc (+5/-5)
src/wui/soldierlist.cc (+10/-10)
To merge this branch: bzr merge lp:~widelands-dev/widelands/bug-1395278-tribes-a-p
Reviewer Review Type Date Requested Status
SirVer code Approve
Review via email: mp+285395@code.launchpad.net

Commit message

Fixed member variable names in src/logic/map_objects/tribes from battle - partially_finished_building.

Description of the change

Fixed member variable names in src/logic/map_objects/tribes from battle - partially_finished_building.

To post a comment you must log in.
Revision history for this message
bunnybot (widelandsofficial) wrote :

Continuous integration builds have changed state:

Travis build 638. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/107834812.
Appveyor build 494. State: failed. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1395278_tribes_a_p-494.

Revision history for this message
SirVer (sirver) wrote :

lgtm.

@bunnybot merge

review: Approve (code)

Preview Diff

[H/L] Next/Prev Comment, [J/K] Next/Prev File, [N/P] Next/Prev Hunk
1=== modified file 'src/ai/defaultai.cc'
2--- src/ai/defaultai.cc 2016-02-03 10:01:08 +0000
3+++ src/ai/defaultai.cc 2016-02-08 18:17:36 +0000
4@@ -3114,7 +3114,7 @@
5
6 // Get max radius of recursive workarea
7 WorkareaInfo::size_type radius = 0;
8- const WorkareaInfo& workarea_info = site.bo->desc->m_workarea_info;
9+ const WorkareaInfo& workarea_info = site.bo->desc->workarea_info_;
10 for (const std::pair<uint32_t, std::set<std::string>>& temp_info : workarea_info) {
11 if (radius < temp_info.first) {
12 radius = temp_info.first;
13
14=== modified file 'src/graphic/animation.cc'
15--- src/graphic/animation.cc 2016-01-28 05:24:34 +0000
16+++ src/graphic/animation.cc 2016-02-08 18:17:36 +0000
17@@ -299,12 +299,12 @@
18 uint32_t dir5,
19 uint32_t dir6)
20 {
21- m_animations[0] = dir1;
22- m_animations[1] = dir2;
23- m_animations[2] = dir3;
24- m_animations[3] = dir4;
25- m_animations[4] = dir5;
26- m_animations[5] = dir6;
27+ animations_[0] = dir1;
28+ animations_[1] = dir2;
29+ animations_[2] = dir3;
30+ animations_[3] = dir4;
31+ animations_[4] = dir5;
32+ animations_[5] = dir6;
33 }
34
35 /*
36
37=== modified file 'src/graphic/diranimations.h'
38--- src/graphic/diranimations.h 2016-01-17 19:54:32 +0000
39+++ src/graphic/diranimations.h 2016-02-08 18:17:36 +0000
40@@ -33,20 +33,20 @@
41 uint32_t dir4 = 0, uint32_t dir5 = 0, uint32_t dir6 = 0);
42
43 uint32_t get_animation(Widelands::Direction const dir) const {
44- return m_animations[dir - 1];
45+ return animations_[dir - 1];
46 }
47 void set_animation(const Widelands::Direction dir, const uint32_t anim) {
48- m_animations[dir - 1] = anim;
49+ animations_[dir - 1] = anim;
50 }
51
52 static DirAnimations null() {
53 return DirAnimations(0); // Since real animation IDs are positive, this is safe
54 }
55
56- operator bool() const {return m_animations[0];}
57+ operator bool() const {return animations_[0];}
58
59 private:
60- uint32_t m_animations[6];
61+ uint32_t animations_[6];
62 };
63
64 #endif // end of include guard: WL_GRAPHIC_DIRANIMATIONS_H
65
66=== modified file 'src/logic/map_objects/tribes/battle.cc'
67--- src/logic/map_objects/tribes/battle.cc 2015-11-28 22:29:26 +0000
68+++ src/logic/map_objects/tribes/battle.cc 2016-02-08 18:17:36 +0000
69@@ -45,22 +45,22 @@
70 Battle::Battle ()
71 :
72 MapObject(&g_battle_descr),
73- m_first(nullptr),
74- m_second(nullptr),
75- m_creationtime(0),
76- m_readyflags(0),
77- m_damage(0),
78- m_first_strikes(true),
79- m_last_attack_hits(false)
80+ first_(nullptr),
81+ second_(nullptr),
82+ creationtime_(0),
83+ readyflags_(0),
84+ damage_(0),
85+ first_strikes_(true),
86+ last_attack_hits_(false)
87 {}
88
89 Battle::Battle(Game & game, Soldier & First, Soldier & Second) :
90 MapObject (&g_battle_descr),
91- m_first (&First),
92- m_second (&Second),
93- m_readyflags (0),
94- m_damage (0),
95- m_first_strikes(true)
96+ first_ (&First),
97+ second_ (&Second),
98+ readyflags_ (0),
99+ damage_ (0),
100+ first_strikes_(true)
101 {
102 assert(First.get_owner() != Second.get_owner());
103 {
104@@ -81,30 +81,30 @@
105 {
106 MapObject::init(egbase);
107
108- m_creationtime = egbase.get_gametime();
109+ creationtime_ = egbase.get_gametime();
110
111 Game& game = dynamic_cast<Game&>(egbase);
112
113- if (Battle* battle = m_first ->get_battle()) {
114- battle->cancel(game, *m_first);
115- }
116- m_first->set_battle(game, this);
117- if (Battle* battle = m_second->get_battle()) {
118- battle->cancel(game, *m_second);
119- }
120- m_second->set_battle(game, this);
121+ if (Battle* battle = first_ ->get_battle()) {
122+ battle->cancel(game, *first_);
123+ }
124+ first_->set_battle(game, this);
125+ if (Battle* battle = second_->get_battle()) {
126+ battle->cancel(game, *second_);
127+ }
128+ second_->set_battle(game, this);
129 }
130
131
132 void Battle::cleanup (EditorGameBase & egbase)
133 {
134- if (m_first) {
135- m_first ->set_battle(dynamic_cast<Game&>(egbase), nullptr);
136- m_first = nullptr;
137+ if (first_) {
138+ first_ ->set_battle(dynamic_cast<Game&>(egbase), nullptr);
139+ first_ = nullptr;
140 }
141- if (m_second) {
142- m_second->set_battle(dynamic_cast<Game&>(egbase), nullptr);
143- m_second = nullptr;
144+ if (second_) {
145+ second_->set_battle(dynamic_cast<Game&>(egbase), nullptr);
146+ second_ = nullptr;
147 }
148
149 MapObject::cleanup(egbase);
150@@ -116,11 +116,11 @@
151 */
152 void Battle::cancel(Game & game, Soldier & soldier)
153 {
154- if (&soldier == m_first) {
155- m_first = nullptr;
156+ if (&soldier == first_) {
157+ first_ = nullptr;
158 soldier.set_battle(game, nullptr);
159- } else if (&soldier == m_second) {
160- m_second = nullptr;
161+ } else if (&soldier == second_) {
162+ second_ = nullptr;
163 soldier.set_battle(game, nullptr);
164 } else
165 return;
166@@ -131,17 +131,17 @@
167
168 bool Battle::locked(Game & game)
169 {
170- if (!m_first || !m_second)
171+ if (!first_ || !second_)
172 return false;
173- if (game.get_gametime() - m_creationtime < 1000)
174+ if (game.get_gametime() - creationtime_ < 1000)
175 return true; // don't change battles around willy-nilly
176- return m_first->get_position() == m_second->get_position();
177+ return first_->get_position() == second_->get_position();
178 }
179
180 Soldier * Battle::opponent(Soldier& soldier)
181 {
182- assert(m_first == &soldier || m_second == &soldier);
183- Soldier* other_soldier = m_first == &soldier ? m_second : m_first;
184+ assert(first_ == &soldier || second_ == &soldier);
185+ Soldier* other_soldier = first_ == &soldier ? second_ : first_;
186 return other_soldier;
187 }
188
189@@ -153,35 +153,35 @@
190 void Battle::get_battle_work(Game & game, Soldier & soldier)
191 {
192 // Identify what soldier is calling the routine
193- uint8_t const this_soldier_is = &soldier == m_first ? 1 : 2;
194+ uint8_t const this_soldier_is = &soldier == first_ ? 1 : 2;
195
196- assert(m_first->get_battle() == this || m_second->get_battle() == this);
197+ assert(first_->get_battle() == this || second_->get_battle() == this);
198
199 // Created this four 'states' of the battle:
200 // *First time entered, one enters :
201- // oneReadyToFight, mark m_readyflags as he is ready to fight
202+ // oneReadyToFight, mark readyflags_ as he is ready to fight
203 // *Next time, the opponent enters:
204- // bothReadyToFight, mark m_readyflags as 3 (round fighted)
205+ // bothReadyToFight, mark readyflags_ as 3 (round fighted)
206 // *Next time, the first enters again:
207- // roundFought, reset m_readyflags
208+ // roundFought, reset readyflags_
209 // *Opponent not on field yet, so one enters :
210 // waitingForOpponent, if others are false
211
212- bool const oneReadyToFight = (m_readyflags == 0);
213- bool const roundFought = (m_readyflags == 3);
214- bool const bothReadyToFight = ((this_soldier_is | m_readyflags) == 3) &&
215+ bool const oneReadyToFight = (readyflags_ == 0);
216+ bool const roundFought = (readyflags_ == 3);
217+ bool const bothReadyToFight = ((this_soldier_is | readyflags_) == 3) &&
218 (!roundFought);
219 bool const waitingForOpponent = !(oneReadyToFight || roundFought || bothReadyToFight);
220 std::string what_anim;
221
222 // Apply pending damage
223- if (m_damage && oneReadyToFight) {
224+ if (damage_ && oneReadyToFight) {
225 // Current attacker is last defender, so damage goes to current attacker
226- if (m_first_strikes)
227- m_first ->damage(m_damage);
228+ if (first_strikes_)
229+ first_ ->damage(damage_);
230 else
231- m_second->damage(m_damage);
232- m_damage = 0;
233+ second_->damage(damage_);
234+ damage_ = 0;
235 }
236
237 if (soldier.get_current_hitpoints() < 1) {
238@@ -194,15 +194,15 @@
239 return schedule_destroy(game);
240 }
241
242- if (!m_first || !m_second)
243+ if (!first_ || !second_)
244 return soldier.skip_act();
245
246 // Here is a timeout to prevent battle freezes
247- if (waitingForOpponent && (game.get_gametime() - m_creationtime) > 90 * 1000) {
248+ if (waitingForOpponent && (game.get_gametime() - creationtime_) > 90 * 1000) {
249 molog("[battle] soldier %u waiting for opponent %u too long (%5d sec), cancelling battle...\n",
250 soldier.serial(),
251 opponent(soldier)->serial(),
252- (game.get_gametime() - m_creationtime) / 1000);
253+ (game.get_gametime() - creationtime_) / 1000);
254 cancel(game, soldier);
255 return;
256 }
257@@ -220,9 +220,9 @@
258 //
259 if (oneReadyToFight) {
260 // My opponent is not ready to battle. Idle until he wakes me up.
261- assert(m_readyflags == 0);
262- m_readyflags = this_soldier_is;
263- assert(m_readyflags == this_soldier_is);
264+ assert(readyflags_ == 0);
265+ readyflags_ = this_soldier_is;
266+ assert(readyflags_ == this_soldier_is);
267
268 what_anim = this_soldier_is == 1 ?
269 "evade_success_e" :
270@@ -236,12 +236,12 @@
271 // Time for one of us to hurt the other. Which one is on turn is decided
272 // by calculate_round.
273 assert
274- ((m_readyflags == 1 && this_soldier_is == 2) ||
275- (m_readyflags == 2 && this_soldier_is == 1));
276+ ((readyflags_ == 1 && this_soldier_is == 2) ||
277+ (readyflags_ == 2 && this_soldier_is == 1));
278
279 // Both are now ready, mark flags, so our opponent can get new animation
280- m_readyflags = 3;
281- assert(m_readyflags == 3);
282+ readyflags_ = 3;
283+ assert(readyflags_ == 3);
284
285 // Resolve combat turn
286 calculate_round(game);
287@@ -253,23 +253,23 @@
288 if (roundFought) {
289 // Both of us were already ready. That means that we already fought and
290 // it is time to wait until both become ready.
291- m_readyflags = 0;
292+ readyflags_ = 0;
293 }
294
295- // The function calculate_round inverts value of m_first_strikes, so
296- // attacker will be the m_first when m_first_strikes = false and
297- // attacker will be m_second when m_first_strikes = true
298+ // The function calculate_round inverts value of first_strikes_, so
299+ // attacker will be the first_ when first_strikes_ = false and
300+ // attacker will be second_ when first_strikes_ = true
301 molog
302 ("[battle] (%u) vs (%u) is %d, first strikes %d, last hit %d\n",
303 soldier.serial(),
304 opponent(soldier)->serial(),
305 this_soldier_is,
306- m_first_strikes,
307- m_last_attack_hits);
308+ first_strikes_,
309+ last_attack_hits_);
310
311 if (this_soldier_is == 1) {
312- if (m_first_strikes) {
313- if (m_last_attack_hits) {
314+ if (first_strikes_) {
315+ if (last_attack_hits_) {
316 what_anim = "evade_failure_e";
317 }
318 else {
319@@ -277,7 +277,7 @@
320 }
321 }
322 else {
323- if (m_last_attack_hits) {
324+ if (last_attack_hits_) {
325 what_anim = "attack_success_e";
326 }
327 else {
328@@ -285,8 +285,8 @@
329 }
330 }
331 } else {
332- if (m_first_strikes) {
333- if (m_last_attack_hits) {
334+ if (first_strikes_) {
335+ if (last_attack_hits_) {
336 what_anim = "attack_success_w";
337 }
338 else {
339@@ -294,7 +294,7 @@
340 }
341 }
342 else {
343- if (m_last_attack_hits) {
344+ if (last_attack_hits_) {
345 what_anim = "evade_failure_w";
346 }
347 else {
348@@ -312,25 +312,25 @@
349
350 void Battle::calculate_round(Game & game)
351 {
352- assert(!m_damage);
353+ assert(!damage_);
354
355 Soldier * attacker;
356 Soldier * defender;
357
358- if (m_first_strikes) {
359- attacker = m_first;
360- defender = m_second;
361+ if (first_strikes_) {
362+ attacker = first_;
363+ defender = second_;
364 } else {
365- attacker = m_second;
366- defender = m_first;
367+ attacker = second_;
368+ defender = first_;
369 }
370
371- m_first_strikes = !m_first_strikes;
372+ first_strikes_ = !first_strikes_;
373
374 uint32_t const hit = game.logic_rand() % 100;
375 if (hit > defender->get_evade()) {
376 // Attacker hits!
377- m_last_attack_hits = true;
378+ last_attack_hits_ = true;
379
380 assert(attacker->get_min_attack() <= attacker->get_max_attack());
381 uint32_t const attack =
382@@ -338,11 +338,11 @@
383 (game.logic_rand()
384 %
385 (1 + attacker->get_max_attack() - attacker->get_min_attack()));
386- m_damage = attack - (attack * defender->get_defense()) / 100;
387+ damage_ = attack - (attack * defender->get_defense()) / 100;
388 }
389 else {
390 // Defender evaded
391- m_last_attack_hits = false;
392+ last_attack_hits_ = false;
393 }
394 }
395
396@@ -363,12 +363,12 @@
397
398 Battle & battle = get<Battle>();
399
400- battle.m_creationtime = fr.signed_32();
401- battle.m_readyflags = fr.unsigned_8();
402- battle.m_first_strikes = fr.unsigned_8();
403- battle.m_damage = fr.unsigned_32();
404- m_first = fr.unsigned_32();
405- m_second = fr.unsigned_32();
406+ battle.creationtime_ = fr.signed_32();
407+ battle.readyflags_ = fr.unsigned_8();
408+ battle.first_strikes_ = fr.unsigned_8();
409+ battle.damage_ = fr.unsigned_32();
410+ first_ = fr.unsigned_32();
411+ second_ = fr.unsigned_32();
412 }
413
414 void Battle::Loader::load_pointers()
415@@ -376,17 +376,17 @@
416 Battle & battle = get<Battle>();
417 try {
418 MapObject::Loader::load_pointers();
419- if (m_first)
420+ if (first_)
421 try {
422- battle.m_first = &mol().get<Soldier>(m_first);
423+ battle.first_ = &mol().get<Soldier>(first_);
424 } catch (const WException & e) {
425- throw wexception("soldier 1 (%u): %s", m_first, e.what());
426+ throw wexception("soldier 1 (%u): %s", first_, e.what());
427 }
428- if (m_second)
429+ if (second_)
430 try {
431- battle.m_second = &mol().get<Soldier>(m_second);
432+ battle.second_ = &mol().get<Soldier>(second_);
433 } catch (const WException & e) {
434- throw wexception("soldier 2 (%u): %s", m_second, e.what());
435+ throw wexception("soldier 2 (%u): %s", second_, e.what());
436 }
437 } catch (const WException & e) {
438 throw wexception("battle: %s", e.what());
439@@ -401,14 +401,14 @@
440
441 MapObject::save(egbase, mos, fw);
442
443- fw.signed_32(m_creationtime);
444- fw.unsigned_8(m_readyflags);
445- fw.unsigned_8(m_first_strikes);
446- fw.unsigned_32(m_damage);
447+ fw.signed_32(creationtime_);
448+ fw.unsigned_8(readyflags_);
449+ fw.unsigned_8(first_strikes_);
450+ fw.unsigned_32(damage_);
451
452 // And now, the serials of the soldiers !
453- fw.unsigned_32(m_first ? mos.get_object_file_index(*m_first) : 0);
454- fw.unsigned_32(m_second ? mos.get_object_file_index(*m_second) : 0);
455+ fw.unsigned_32(first_ ? mos.get_object_file_index(*first_) : 0);
456+ fw.unsigned_32(second_ ? mos.get_object_file_index(*second_) : 0);
457 }
458
459
460
461=== modified file 'src/logic/map_objects/tribes/battle.h'
462--- src/logic/map_objects/tribes/battle.h 2015-11-29 09:43:15 +0000
463+++ src/logic/map_objects/tribes/battle.h 2016-02-08 18:17:36 +0000
464@@ -66,8 +66,8 @@
465 bool locked(Game &);
466
467 // The two soldiers involved in this fight.
468- Soldier * first() {return m_first;}
469- Soldier * second() {return m_second;}
470+ Soldier * first() {return first_;}
471+ Soldier * second() {return second_;}
472
473 // Returns the other soldier involved in this battle. CHECKs that the given
474 // soldier is participating in this battle. Can return nullptr, but I have
475@@ -83,41 +83,41 @@
476 virtual void load(FileRead &);
477 void load_pointers() override;
478
479- Serial m_first;
480- Serial m_second;
481+ Serial first_;
482+ Serial second_;
483 };
484
485 void calculate_round(Game &);
486
487- Soldier * m_first;
488- Soldier * m_second;
489+ Soldier * first_;
490+ Soldier * second_;
491
492 /**
493 * Gametime when the battle was created.
494 */
495- int32_t m_creationtime;
496+ int32_t creationtime_;
497
498 /**
499 * 1 if only the first soldier is ready, 2 if only the second soldier
500 * is ready, 3 if both are ready.
501 */
502- uint8_t m_readyflags;
503+ uint8_t readyflags_;
504
505 /**
506 * Damage pending to apply. Damage is applied at end of round so animations
507 * can show current action.
508 */
509- uint32_t m_damage;
510+ uint32_t damage_;
511
512 /**
513 * \c true if the first soldier is the next to strike.
514 */
515- bool m_first_strikes;
516+ bool first_strikes_;
517
518 /**
519 * \c true if the last turn attacker damaged his opponent
520 */
521- bool m_last_attack_hits;
522+ bool last_attack_hits_;
523 };
524
525 }
526
527=== modified file 'src/logic/map_objects/tribes/building.cc'
528--- src/logic/map_objects/tribes/building.cc 2016-02-07 09:30:20 +0000
529+++ src/logic/map_objects/tribes/building.cc 2016-02-08 18:17:36 +0000
530@@ -60,15 +60,15 @@
531 :
532 MapObjectDescr(_type, table.get_string("name"), init_descname, table),
533 egbase_ (egbase),
534- m_buildable (false),
535- m_size (BaseImmovable::SMALL),
536- m_mine (false),
537- m_port (false),
538- m_enhancement (INVALID_INDEX),
539- m_enhanced_from (INVALID_INDEX),
540- m_enhanced_building(false),
541- m_hints (table.get_table("aihints")),
542- m_vision_range (0)
543+ buildable_ (false),
544+ size_ (BaseImmovable::SMALL),
545+ mine_ (false),
546+ port_ (false),
547+ enhancement_ (INVALID_INDEX),
548+ enhanced_from_ (INVALID_INDEX),
549+ enhanced_building_(false),
550+ hints_ (table.get_table("aihints")),
551+ vision_range_ (0)
552 {
553 if (!is_animation_known("idle")) {
554 throw GameDataError("Building %s has no idle animation", table.get_string("name").c_str());
555@@ -84,17 +84,17 @@
556 try {
557 const std::string size = table.get_string("size");
558 if (boost::iequals(size, "small")) {
559- m_size = BaseImmovable::SMALL;
560+ size_ = BaseImmovable::SMALL;
561 } else if (boost::iequals(size, "medium")) {
562- m_size = BaseImmovable::MEDIUM;
563+ size_ = BaseImmovable::MEDIUM;
564 } else if (boost::iequals(size, "big")) {
565- m_size = BaseImmovable::BIG;
566+ size_ = BaseImmovable::BIG;
567 } else if (boost::iequals(size, "mine")) {
568- m_size = BaseImmovable::SMALL;
569- m_mine = true;
570+ size_ = BaseImmovable::SMALL;
571+ mine_ = true;
572 } else if (boost::iequals(size, "port")) {
573- m_size = BaseImmovable::BIG;
574- m_port = true;
575+ size_ = BaseImmovable::BIG;
576+ port_ = true;
577 } else {
578 throw GameDataError
579 ("expected %s but found \"%s\"",
580@@ -106,7 +106,7 @@
581 }
582
583 // Parse build options
584- m_destructible = table.has_key("destructible") ? table.get_bool("destructible") : true;
585+ destructible_ = table.has_key("destructible") ? table.get_bool("destructible") : true;
586
587 if (table.has_key("enhancement")) {
588 const std::string enh = table.get_string("enhancement");
589@@ -116,14 +116,14 @@
590 }
591 DescriptionIndex const en_i = egbase_.tribes().building_index(enh);
592 if (egbase_.tribes().building_exists(en_i)) {
593- m_enhancement = en_i;
594+ enhancement_ = en_i;
595
596 // Merge the enhancements workarea info into this building's
597 // workarea info.
598 const BuildingDescr * tmp_enhancement = egbase_.tribes().get_building_descr(en_i);
599- for (std::pair<uint32_t, std::set<std::string>> area : tmp_enhancement->m_workarea_info)
600+ for (std::pair<uint32_t, std::set<std::string>> area : tmp_enhancement->workarea_info_)
601 {
602- std::set<std::string> & strs = m_workarea_info[area.first];
603+ std::set<std::string> & strs = workarea_info_[area.first];
604 for (std::string str : area.second)
605 strs.insert(str);
606 }
607@@ -135,10 +135,10 @@
608 }
609
610 if (table.has_key("buildcost")) {
611- m_buildable = true;
612+ buildable_ = true;
613 try {
614- m_buildcost = Buildcost(table.get_table("buildcost"), egbase_.tribes());
615- m_return_dismantle = Buildcost(table.get_table("return_on_dismantle"), egbase_.tribes());
616+ buildcost_ = Buildcost(table.get_table("buildcost"), egbase_.tribes());
617+ return_dismantle_ = Buildcost(table.get_table("return_on_dismantle"), egbase_.tribes());
618 } catch (const WException & e) {
619 throw wexception
620 ("A buildable building must define \"buildcost\" and \"return_on_dismantle\": %s",
621@@ -146,10 +146,10 @@
622 }
623 }
624 if (table.has_key("enhancement_cost")) {
625- m_enhanced_building = true;
626+ enhanced_building_ = true;
627 try {
628- m_enhance_cost = Buildcost(table.get_table("enhancement_cost"), egbase_.tribes());
629- m_return_enhanced = Buildcost(table.get_table("return_on_dismantle_on_enhanced"), egbase_.tribes());
630+ enhance_cost_ = Buildcost(table.get_table("enhancement_cost"), egbase_.tribes());
631+ return_enhanced_ = Buildcost(table.get_table("return_on_dismantle_on_enhanced"), egbase_.tribes());
632 } catch (const WException & e) {
633 throw wexception
634 ("An enhanced building must define \"enhancement_cost\""
635@@ -159,10 +159,10 @@
636
637 helptext_script_ = table.get_string("helptext_script");
638
639- m_needs_seafaring = table.has_key("needs_seafaring") ? table.get_bool("needs_seafaring") : false;
640+ needs_seafaring_ = table.has_key("needs_seafaring") ? table.get_bool("needs_seafaring") : false;
641
642 if (table.has_key("vision_range")) {
643- m_vision_range = table.get_int("vision_range");
644+ vision_range_ = table.get_int("vision_range");
645 }
646 }
647
648@@ -177,10 +177,10 @@
649 const
650 {
651 Building & b = construct ? create_constructionsite() : create_object();
652- b.m_position = pos;
653+ b.position_ = pos;
654 b.set_owner(&owner);
655 for (DescriptionIndex idx : former_buildings) {
656- b.m_old_buildings.push_back(idx);
657+ b.old_buildings_.push_back(idx);
658 }
659 if (loading) {
660 b.Building::init(egbase);
661@@ -192,7 +192,7 @@
662
663
664 int32_t BuildingDescr::suitability(const Map &, FCoords const fc) const {
665- return m_size <= (fc.field->nodecaps() & Widelands::BUILDCAPS_SIZEMASK);
666+ return size_ <= (fc.field->nodecaps() & Widelands::BUILDCAPS_SIZEMASK);
667 }
668
669 /**
670@@ -212,7 +212,7 @@
671 */
672 uint32_t BuildingDescr::vision_range() const
673 {
674- return m_vision_range ? m_vision_range : get_conquers() + 4;
675+ return vision_range_ ? vision_range_ : get_conquers() + 4;
676 }
677
678
679@@ -244,18 +244,18 @@
680
681 Building::Building(const BuildingDescr & building_descr) :
682 PlayerImmovable(building_descr),
683- m_optionswindow(nullptr),
684- m_flag (nullptr),
685- m_anim(0),
686- m_animstart(0),
687- m_leave_time(0),
688- m_defeating_player(0),
689- m_seeing(false)
690+ optionswindow_(nullptr),
691+ flag_ (nullptr),
692+ anim_(0),
693+ animstart_(0),
694+ leave_time_(0),
695+ defeating_player_(0),
696+ seeing_(false)
697 {}
698
699 Building::~Building()
700 {
701- if (m_optionswindow)
702+ if (optionswindow_)
703 hide_options();
704 }
705
706@@ -294,9 +294,9 @@
707 return false;
708 };
709
710- m_leave_queue.erase(
711- std::remove_if(m_leave_queue.begin(), m_leave_queue.end(), should_be_deleted),
712- m_leave_queue.end());
713+ leave_queue_.erase(
714+ std::remove_if(leave_queue_.begin(), leave_queue_.end(), should_be_deleted),
715+ leave_queue_.end());
716 }
717
718 int32_t Building::get_size() const {return descr().get_size();}
719@@ -305,7 +305,7 @@
720
721 Flag & Building::base_flag()
722 {
723- return *m_flag;
724+ return *flag_;
725 }
726
727
728@@ -331,8 +331,8 @@
729
730 void Building::start_animation(EditorGameBase & egbase, uint32_t const anim)
731 {
732- m_anim = anim;
733- m_animstart = egbase.get_gametime();
734+ anim_ = anim;
735+ animstart_ = egbase.get_gametime();
736 }
737
738 /*
739@@ -349,29 +349,29 @@
740 Map & map = egbase.map();
741 Coords neighb;
742
743- set_position(egbase, m_position);
744+ set_position(egbase, position_);
745
746 if (get_size() == BIG) {
747- map.get_ln(m_position, &neighb);
748- set_position(egbase, neighb);
749-
750- map.get_tln(m_position, &neighb);
751- set_position(egbase, neighb);
752-
753- map.get_trn(m_position, &neighb);
754+ map.get_ln(position_, &neighb);
755+ set_position(egbase, neighb);
756+
757+ map.get_tln(position_, &neighb);
758+ set_position(egbase, neighb);
759+
760+ map.get_trn(position_, &neighb);
761 set_position(egbase, neighb);
762 }
763
764 // Make sure the flag is there
765
766
767- map.get_brn(m_position, &neighb);
768+ map.get_brn(position_, &neighb);
769 {
770 Flag * flag = dynamic_cast<Flag *>(map.get_immovable(neighb));
771 if (!flag)
772 flag =
773 new Flag (egbase, owner(), neighb);
774- m_flag = flag;
775+ flag_ = flag;
776 flag->attach_building(egbase, *this);
777 }
778
779@@ -381,14 +381,14 @@
780 else
781 start_animation(egbase, descr().get_animation("idle"));
782
783- m_leave_time = egbase.get_gametime();
784+ leave_time_ = egbase.get_gametime();
785 }
786
787
788 void Building::cleanup(EditorGameBase & egbase)
789 {
790- if (m_defeating_player) {
791- Player & defeating_player = egbase.player(m_defeating_player);
792+ if (defeating_player_) {
793+ Player & defeating_player = egbase.player(defeating_player_);
794 if (descr().get_conquers()) {
795 owner() .count_msite_lost ();
796 defeating_player.count_msite_defeated ();
797@@ -399,22 +399,22 @@
798 }
799
800 // Remove from flag
801- m_flag->detach_building(egbase);
802+ flag_->detach_building(egbase);
803
804 // Unset the building
805- unset_position(egbase, m_position);
806+ unset_position(egbase, position_);
807
808 if (get_size() == BIG) {
809 Map & map = egbase.map();
810 Coords neighb;
811
812- map.get_ln(m_position, &neighb);
813- unset_position(egbase, neighb);
814-
815- map.get_tln(m_position, &neighb);
816- unset_position(egbase, neighb);
817-
818- map.get_trn(m_position, &neighb);
819+ map.get_ln(position_, &neighb);
820+ unset_position(egbase, neighb);
821+
822+ map.get_tln(position_, &neighb);
823+ unset_position(egbase, neighb);
824+
825+ map.get_trn(position_, &neighb);
826 unset_position(egbase, neighb);
827 }
828
829@@ -447,18 +447,18 @@
830 {
831 PositionList rv;
832
833- rv.push_back(m_position);
834+ rv.push_back(position_);
835 if (get_size() == BIG) {
836 Map & map = egbase.map();
837 Coords neighb;
838
839- map.get_ln(m_position, &neighb);
840- rv.push_back(neighb);
841-
842- map.get_tln(m_position, &neighb);
843- rv.push_back(neighb);
844-
845- map.get_trn(m_position, &neighb);
846+ map.get_ln(position_, &neighb);
847+ rv.push_back(neighb);
848+
849+ map.get_tln(position_, &neighb);
850+ rv.push_back(neighb);
851+
852+ map.get_trn(position_, &neighb);
853 rv.push_back(neighb);
854 }
855 return rv;
856@@ -474,7 +474,7 @@
857 void Building::destroy(EditorGameBase & egbase)
858 {
859 const bool fire = burn_on_destroy();
860- const Coords pos = m_position;
861+ const Coords pos = position_;
862 PlayerImmovable::destroy(egbase);
863 // We are deleted. Only use stack variables beyond this point
864 if (fire)
865@@ -541,24 +541,24 @@
866 */
867 bool Building::leave_check_and_wait(Game & game, Worker & w)
868 {
869- if (&w == m_leave_allow.get(game)) {
870- m_leave_allow = nullptr;
871+ if (&w == leave_allow_.get(game)) {
872+ leave_allow_ = nullptr;
873 return true;
874 }
875
876 // Check time and queue
877 uint32_t const time = game.get_gametime();
878
879- if (m_leave_queue.empty()) {
880- if (m_leave_time <= time) {
881- m_leave_time = time + BUILDING_LEAVE_INTERVAL;
882+ if (leave_queue_.empty()) {
883+ if (leave_time_ <= time) {
884+ leave_time_ = time + BUILDING_LEAVE_INTERVAL;
885 return true;
886 }
887
888- schedule_act(game, m_leave_time - time);
889+ schedule_act(game, leave_time_ - time);
890 }
891
892- m_leave_queue.push_back(&w);
893+ leave_queue_.push_back(&w);
894 return false;
895 }
896
897@@ -574,10 +574,10 @@
898 void Building::leave_skip(Game &, Worker & w)
899 {
900 LeaveQueue::iterator const it =
901- std::find(m_leave_queue.begin(), m_leave_queue.end(), &w);
902+ std::find(leave_queue_.begin(), leave_queue_.end(), &w);
903
904- if (it != m_leave_queue.end())
905- m_leave_queue.erase(it);
906+ if (it != leave_queue_.end())
907+ leave_queue_.erase(it);
908 }
909
910
911@@ -590,31 +590,31 @@
912 {
913 uint32_t const time = game.get_gametime();
914
915- if (m_leave_time <= time) {
916+ if (leave_time_ <= time) {
917 bool wakeup = false;
918
919 // Wake up one worker
920- while (!m_leave_queue.empty()) {
921- upcast(Worker, worker, m_leave_queue[0].get(game));
922+ while (!leave_queue_.empty()) {
923+ upcast(Worker, worker, leave_queue_[0].get(game));
924
925- m_leave_queue.erase(m_leave_queue.begin());
926+ leave_queue_.erase(leave_queue_.begin());
927
928 if (worker) {
929- m_leave_allow = worker;
930+ leave_allow_ = worker;
931
932 if (worker->wakeup_leave_building(game, *this)) {
933- m_leave_time = time + BUILDING_LEAVE_INTERVAL;
934+ leave_time_ = time + BUILDING_LEAVE_INTERVAL;
935 wakeup = true;
936 break;
937 }
938 }
939 }
940
941- if (!m_leave_queue.empty())
942- schedule_act(game, m_leave_time - time);
943+ if (!leave_queue_.empty())
944+ schedule_act(game, leave_time_ - time);
945
946 if (!wakeup)
947- m_leave_time = time; // make sure leave_time doesn't get too far behind
948+ leave_time_ = time; // make sure leave_time doesn't get too far behind
949 }
950
951 PlayerImmovable::act(game, data);
952@@ -647,9 +647,9 @@
953 void Building::draw
954 (const EditorGameBase& game, RenderTarget& dst, const FCoords& coords, const Point& pos)
955 {
956- if (coords == m_position) { // draw big buildings only once
957+ if (coords == position_) { // draw big buildings only once
958 dst.blit_animation(
959- pos, m_anim, game.get_gametime() - m_animstart, get_owner()->get_playercolor());
960+ pos, anim_, game.get_gametime() - animstart_, get_owner()->get_playercolor());
961
962 // door animation?
963
964@@ -699,8 +699,8 @@
965 // if priority is defined for specific ware,
966 // combine base priority and ware priority
967 std::map<DescriptionIndex, int32_t>::const_iterator it =
968- m_ware_priorities.find(ware_index);
969- if (it != m_ware_priorities.end())
970+ ware_priorities_.find(ware_index);
971+ if (it != ware_priorities_.end())
972 priority = adjust
973 ? (priority * it->second / DEFAULT_PRIORITY)
974 : it->second;
975@@ -716,11 +716,11 @@
976 void Building::collect_priorities
977 (std::map<int32_t, std::map<DescriptionIndex, int32_t> > & p) const
978 {
979- if (m_ware_priorities.empty())
980+ if (ware_priorities_.empty())
981 return;
982 std::map<DescriptionIndex, int32_t> & ware_priorities = p[wwWARE];
983 std::map<DescriptionIndex, int32_t>::const_iterator it;
984- for (it = m_ware_priorities.begin(); it != m_ware_priorities.end(); ++it) {
985+ for (it = ware_priorities_.begin(); it != ware_priorities_.end(); ++it) {
986 if (it->second == DEFAULT_PRIORITY)
987 continue;
988 ware_priorities[it->first] = it->second;
989@@ -736,7 +736,7 @@
990 int32_t const new_priority)
991 {
992 if (type == wwWARE) {
993- m_ware_priorities[ware_index] = new_priority;
994+ ware_priorities_[ware_index] = new_priority;
995 }
996 }
997
998@@ -744,21 +744,21 @@
999 void Building::log_general_info(const EditorGameBase & egbase) {
1000 PlayerImmovable::log_general_info(egbase);
1001
1002- molog("m_position: (%i, %i)\n", m_position.x, m_position.y);
1003- molog("m_flag: %p\n", m_flag);
1004+ molog("position: (%i, %i)\n", position_.x, position_.y);
1005+ molog("flag: %p\n", flag_);
1006 molog
1007 ("* position: (%i, %i)\n",
1008- m_flag->get_position().x, m_flag->get_position().y);
1009-
1010- molog("m_anim: %s\n", descr().get_animation_name(m_anim).c_str());
1011- molog("m_animstart: %i\n", m_animstart);
1012-
1013- molog("m_leave_time: %i\n", m_leave_time);
1014+ flag_->get_position().x, flag_->get_position().y);
1015+
1016+ molog("anim: %s\n", descr().get_animation_name(anim_).c_str());
1017+ molog("animstart: %i\n", animstart_);
1018+
1019+ molog("leave_time: %i\n", leave_time_);
1020
1021 molog
1022- ("m_leave_queue.size(): %lu\n",
1023- static_cast<long unsigned int>(m_leave_queue.size()));
1024- molog("m_leave_allow.get(): %p\n", m_leave_allow.get(egbase));
1025+ ("leave_queue.size(): %lu\n",
1026+ static_cast<long unsigned int>(leave_queue_.size()));
1027+ molog("leave_allow.get(): %p\n", leave_allow_.get(egbase));
1028 }
1029
1030
1031@@ -788,7 +788,7 @@
1032 */
1033 void Building::set_seeing(bool see)
1034 {
1035- if (see == m_seeing)
1036+ if (see == seeing_)
1037 return;
1038
1039 Player & player = owner();
1040@@ -801,7 +801,7 @@
1041 player.unsee_area
1042 (Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
1043
1044- m_seeing = see;
1045+ seeing_ = see;
1046 }
1047
1048 /**
1049
1050=== modified file 'src/logic/map_objects/tribes/building.h'
1051--- src/logic/map_objects/tribes/building.h 2016-02-02 12:47:45 +0000
1052+++ src/logic/map_objects/tribes/building.h 2016-02-08 18:17:36 +0000
1053@@ -66,43 +66,43 @@
1054 const LuaTable& t, const EditorGameBase& egbase);
1055 ~BuildingDescr() override {}
1056
1057- bool is_buildable () const {return m_buildable;}
1058- bool is_destructible() const {return m_destructible;}
1059- bool is_enhanced () const {return m_enhanced_building;}
1060+ bool is_buildable () const {return buildable_;}
1061+ bool is_destructible() const {return destructible_;}
1062+ bool is_enhanced () const {return enhanced_building_;}
1063
1064 /**
1065 * The build cost for direct construction
1066 */
1067- const Buildcost & buildcost() const {return m_buildcost;}
1068+ const Buildcost & buildcost() const {return buildcost_;}
1069
1070 /**
1071 * Returned wares for dismantling
1072 */
1073- const Buildcost & returned_wares() const {return m_return_dismantle;}
1074+ const Buildcost & returned_wares() const {return return_dismantle_;}
1075
1076 /**
1077 * The build cost for enhancing a previous building
1078 */
1079- const Buildcost & enhancement_cost() const {return m_enhance_cost;}
1080+ const Buildcost & enhancement_cost() const {return enhance_cost_;}
1081
1082 /**
1083 * The returned wares for a enhaced building
1084 */
1085- const Buildcost & returned_wares_enhanced() const {return m_return_enhanced;}
1086+ const Buildcost & returned_wares_enhanced() const {return return_enhanced_;}
1087
1088 std::string helptext_script() const {return helptext_script_;}
1089- int32_t get_size() const {return m_size;}
1090- bool get_ismine() const {return m_mine;}
1091- bool get_isport() const {return m_port;}
1092- bool needs_seafaring() const {return m_needs_seafaring;}
1093+ int32_t get_size() const {return size_;}
1094+ bool get_ismine() const {return mine_;}
1095+ bool get_isport() const {return port_;}
1096+ bool needs_seafaring() const {return needs_seafaring_;}
1097
1098 // Returns the enhancement this building can become or
1099 // INVALID_INDEX if it cannot be enhanced.
1100- const DescriptionIndex & enhancement() const {return m_enhancement;}
1101+ const DescriptionIndex & enhancement() const {return enhancement_;}
1102 // Returns the building from which this building can be enhanced or
1103 // INVALID_INDEX if it cannot be built as an enhanced building.
1104- const DescriptionIndex& enhanced_from() const {return m_enhanced_from;}
1105- void set_enhanced_from(const DescriptionIndex& index) {m_enhanced_from = index;}
1106+ const DescriptionIndex& enhanced_from() const {return enhanced_from_;}
1107+ void set_enhanced_from(const DescriptionIndex& index) {enhanced_from_ = index;}
1108
1109 /// Create a building of this type in the game. Calls init, which does
1110 /// different things for different types of buildings (such as conquering
1111@@ -123,10 +123,10 @@
1112 virtual uint32_t get_conquers() const;
1113 virtual uint32_t vision_range() const;
1114
1115- WorkareaInfo m_workarea_info;
1116+ WorkareaInfo workarea_info_;
1117
1118 virtual int32_t suitability(const Map &, FCoords) const;
1119- const BuildingHints & hints() const {return m_hints;}
1120+ const BuildingHints & hints() const {return hints_;}
1121
1122 protected:
1123 virtual Building & create_object() const = 0;
1124@@ -134,24 +134,24 @@
1125
1126 private:
1127 const EditorGameBase& egbase_;
1128- bool m_buildable; // the player can build this himself
1129- bool m_destructible; // the player can destruct this himself
1130- Buildcost m_buildcost;
1131- Buildcost m_return_dismantle; // Returned wares on dismantle
1132- Buildcost m_enhance_cost; // cost for enhancing
1133- Buildcost m_return_enhanced; // Returned ware for dismantling an enhanced building
1134+ bool buildable_; // the player can build this himself
1135+ bool destructible_; // the player can destruct this himself
1136+ Buildcost buildcost_;
1137+ Buildcost return_dismantle_; // Returned wares on dismantle
1138+ Buildcost enhance_cost_; // cost for enhancing
1139+ Buildcost return_enhanced_; // Returned ware for dismantling an enhanced building
1140 std::string helptext_script_; // The path and filename to the building's helptext script
1141- int32_t m_size; // size of the building
1142- bool m_mine;
1143- bool m_port;
1144- bool m_needs_seafaring; // This building should only be built on seafaring maps.
1145- DescriptionIndex m_enhancement;
1146- DescriptionIndex m_enhanced_from; // The building this building was enhanced from, or INVALID_INDEX
1147- bool m_enhanced_building; // if it is one, it is bulldozable
1148- BuildingHints m_hints; // hints (knowledge) for computer players
1149+ int32_t size_; // size of the building
1150+ bool mine_;
1151+ bool port_;
1152+ bool needs_seafaring_; // This building should only be built on seafaring maps.
1153+ DescriptionIndex enhancement_;
1154+ DescriptionIndex enhanced_from_; // The building this building was enhanced from, or INVALID_INDEX
1155+ bool enhanced_building_; // if it is one, it is bulldozable
1156+ BuildingHints hints_; // hints (knowledge) for computer players
1157
1158 // for migration, 0 is the default, meaning get_conquers() + 4
1159- uint32_t m_vision_range;
1160+ uint32_t vision_range_;
1161 DISALLOW_COPY_AND_ASSIGN(BuildingDescr);
1162 };
1163
1164@@ -190,7 +190,7 @@
1165 Flag & base_flag() override;
1166 virtual uint32_t get_playercaps() const;
1167
1168- virtual Coords get_position() const {return m_position;}
1169+ virtual Coords get_position() const {return position_;}
1170 PositionList get_positions (const EditorGameBase &) const override;
1171
1172 std::string info_string(const InfoStringFormat& format);
1173@@ -198,8 +198,8 @@
1174 // Return the overlay string that is displayed on the map view when enabled
1175 // by the player.
1176 const std::string& update_and_get_statistics_string() {
1177- update_statistics_string(&m_statistics_string);
1178- return m_statistics_string;
1179+ update_statistics_string(&statistics_string_);
1180+ return statistics_string_;
1181 }
1182
1183 /// \returns the queue for a ware type or \throws WException.
1184@@ -238,7 +238,7 @@
1185 * be the one being dismantled.
1186 */
1187 const FormerBuildings get_former_buildings() {
1188- return m_old_buildings;
1189+ return old_buildings_;
1190 }
1191
1192 void log_general_info(const EditorGameBase &) override;
1193@@ -249,7 +249,7 @@
1194
1195 /// Stores the PlayerNumber of the player who has defeated this building.
1196 void set_defeating_player(PlayerNumber const player_number) {
1197- m_defeating_player = player_number;
1198+ defeating_player_ = player_number;
1199 }
1200
1201 void add_worker(Worker &) override;
1202@@ -287,35 +287,35 @@
1203
1204 void set_seeing(bool see);
1205
1206- UI::Window * m_optionswindow;
1207- Coords m_position;
1208- Flag * m_flag;
1209+ UI::Window * optionswindow_;
1210+ Coords position_;
1211+ Flag * flag_;
1212
1213- uint32_t m_anim;
1214- int32_t m_animstart;
1215+ uint32_t anim_;
1216+ int32_t animstart_;
1217
1218 using LeaveQueue = std::vector<OPtr<Worker>>;
1219- LeaveQueue m_leave_queue; // FIFO queue of workers leaving the building
1220- uint32_t m_leave_time; // when to wake the next one from leave queue
1221- ObjectPointer m_leave_allow; // worker that is allowed to leave now
1222+ LeaveQueue leave_queue_; // FIFO queue of workers leaving the building
1223+ uint32_t leave_time_; // when to wake the next one from leave queue
1224+ ObjectPointer leave_allow_; // worker that is allowed to leave now
1225
1226 // The player who has defeated this building.
1227- PlayerNumber m_defeating_player;
1228+ PlayerNumber defeating_player_;
1229
1230- int32_t m_priority; // base priority
1231- std::map<DescriptionIndex, int32_t> m_ware_priorities;
1232+ int32_t priority_; // base priority
1233+ std::map<DescriptionIndex, int32_t> ware_priorities_;
1234
1235 /// Whether we see our vision_range area based on workers in the building
1236- bool m_seeing;
1237+ bool seeing_;
1238
1239 // Signals connected for the option window
1240 std::vector<boost::signals2::connection> options_window_connections;
1241
1242 // The former buildings names, with the current one in last position.
1243- FormerBuildings m_old_buildings;
1244+ FormerBuildings old_buildings_;
1245
1246 private:
1247- std::string m_statistics_string;
1248+ std::string statistics_string_;
1249 };
1250
1251 }
1252
1253=== modified file 'src/logic/map_objects/tribes/carrier.cc'
1254--- src/logic/map_objects/tribes/carrier.cc 2015-11-28 22:29:26 +0000
1255+++ src/logic/map_objects/tribes/carrier.cc 2016-02-08 18:17:36 +0000
1256@@ -53,7 +53,7 @@
1257
1258 top_state().ivar1 = 0;
1259
1260- m_promised_pickup_to = NOONE;
1261+ promised_pickup_to_ = NOONE;
1262 }
1263
1264
1265@@ -85,13 +85,13 @@
1266 }
1267
1268 // Check for pending wares
1269- if (m_promised_pickup_to == NOONE)
1270+ if (promised_pickup_to_ == NOONE)
1271 find_pending_ware(game);
1272
1273- if (m_promised_pickup_to != NOONE) {
1274+ if (promised_pickup_to_ != NOONE) {
1275 if (state.ivar1) {
1276 state.ivar1 = 0;
1277- return start_task_transport(game, m_promised_pickup_to);
1278+ return start_task_transport(game, promised_pickup_to_);
1279 } else {
1280 // Short delay before we move to pick up
1281 state.ivar1 = 1;
1282@@ -126,10 +126,10 @@
1283 */
1284 void Carrier::road_pop(Game & game, State & /* state */)
1285 {
1286- if (m_promised_pickup_to != NOONE && get_location(game)) {
1287+ if (promised_pickup_to_ != NOONE && get_location(game)) {
1288 Road & road = dynamic_cast<Road&>(*get_location(game));
1289- Flag & flag = road.get_flag(static_cast<Road::FlagId>(m_promised_pickup_to));
1290- Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(m_promised_pickup_to ^ 1));
1291+ Flag & flag = road.get_flag(static_cast<Road::FlagId>(promised_pickup_to_));
1292+ Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(promised_pickup_to_ ^ 1));
1293
1294 flag.cancel_pickup(game, otherflag);
1295 }
1296@@ -274,7 +274,7 @@
1297 int32_t const ivar1 = state.ivar1;
1298 if (!start_task_walktoflag(game, ivar1)) {
1299
1300- m_promised_pickup_to = NOONE;
1301+ promised_pickup_to_ = NOONE;
1302
1303 Road & road = dynamic_cast<Road&>(*get_location(game));
1304 Flag & flag = road.get_flag(static_cast<Road::FlagId>(ivar1));
1305@@ -307,7 +307,7 @@
1306 Road & road = dynamic_cast<Road&>(*get_location(game));
1307 Flag & flag = road.get_flag(static_cast<Road::FlagId>(state.ivar1 ^ 1));
1308
1309- if (m_promised_pickup_to == (state.ivar1 ^ 1)) {
1310+ if (promised_pickup_to_ == (state.ivar1 ^ 1)) {
1311 // If there's an ware we acked, we can drop ours even if the flag is
1312 // flooded
1313 other =
1314@@ -319,13 +319,13 @@
1315 ("[Carrier]: strange: acked ware from busy flag no longer "
1316 "present.\n");
1317
1318- m_promised_pickup_to = NOONE;
1319+ promised_pickup_to_ = NOONE;
1320 set_animation(game, descr().get_animation("idle"));
1321 return schedule_act(game, 20);
1322 }
1323
1324- state.ivar1 = m_promised_pickup_to;
1325- m_promised_pickup_to = NOONE;
1326+ state.ivar1 = promised_pickup_to_;
1327+ promised_pickup_to_ = NOONE;
1328 }
1329
1330 // Drop our ware
1331@@ -382,7 +382,7 @@
1332 Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(state.ivar1));
1333
1334
1335- if (m_promised_pickup_to == (state.ivar1 ^ 1)) {
1336+ if (promised_pickup_to_ == (state.ivar1 ^ 1)) {
1337 // All is well, we already acked an ware that we can pick up
1338 // from this flag
1339 return false;
1340@@ -392,7 +392,7 @@
1341 ("MO(%u): transport: overload exchange: flag %u is fucked up",
1342 serial(), flag.serial());
1343
1344- m_promised_pickup_to = state.ivar1 ^ 1;
1345+ promised_pickup_to_ = state.ivar1 ^ 1;
1346 return false;
1347 } else if (!start_task_walktoflag(game, state.ivar1 ^ 1, true))
1348 start_task_waitforcapacity(game, flag); // wait one node away
1349@@ -411,7 +411,7 @@
1350 State & state = top_state();
1351
1352 // Check if we've already acked something
1353- if (m_promised_pickup_to != NOONE)
1354+ if (promised_pickup_to_ != NOONE)
1355 return false;
1356
1357 // If we are currently in a transport.
1358@@ -438,7 +438,7 @@
1359 return false;
1360
1361 // Ack it if we haven't
1362- m_promised_pickup_to = flag;
1363+ promised_pickup_to_ = flag;
1364
1365 if (state.task == &taskRoad)
1366 send_signal(game, "ware");
1367@@ -450,7 +450,7 @@
1368
1369
1370 /**
1371- * Find a pending ware on one of the road's flags, ack it and set m_promised_pickup_to
1372+ * Find a pending ware on one of the road's flags, ack it and set promised_pickup_to_
1373 * accordingly.
1374 */
1375 void Carrier::find_pending_ware(Game & game)
1376@@ -458,7 +458,7 @@
1377 Road & road = dynamic_cast<Road&>(*get_location(game));
1378 uint32_t havewarebits = 0;
1379
1380- assert(m_promised_pickup_to == NOONE);
1381+ assert(promised_pickup_to_ == NOONE);
1382
1383 if (road.get_flag(Road::FlagStart).has_pending_ware
1384 (game, road.get_flag(Road::FlagEnd))) {
1385@@ -477,7 +477,7 @@
1386
1387 // Ack our decision
1388 if (havewarebits == 1) {
1389- m_promised_pickup_to = START_FLAG;
1390+ promised_pickup_to_ = START_FLAG;
1391 if
1392 (!
1393 road.get_flag(Road::FlagStart).ack_pickup
1394@@ -486,7 +486,7 @@
1395 ("Carrier::find_pending_ware: start flag is messed up");
1396
1397 } else if (havewarebits == 2) {
1398- m_promised_pickup_to = END_FLAG;
1399+ promised_pickup_to_ = END_FLAG;
1400 if
1401 (!
1402 road.get_flag(Road::FlagEnd).ack_pickup
1403@@ -575,7 +575,7 @@
1404
1405 Worker::log_general_info(egbase);
1406
1407- molog("m_promised_pickup_to = %i\n", m_promised_pickup_to);
1408+ molog("promised_pickup_to = %i\n", promised_pickup_to_);
1409 }
1410
1411 /*
1412@@ -601,7 +601,7 @@
1413 uint8_t packet_version = fr.unsigned_8();
1414 if (packet_version == kCurrentPacketVersion) {
1415 Carrier & carrier = get<Carrier>();
1416- carrier.m_promised_pickup_to = fr.signed_32();
1417+ carrier.promised_pickup_to_ = fr.signed_32();
1418 } else {
1419 throw UnhandledVersionError("Carrier", packet_version, kCurrentPacketVersion);
1420 }
1421@@ -628,7 +628,7 @@
1422 Worker::do_save(egbase, mos, fw);
1423
1424 fw.unsigned_8(kCurrentPacketVersion);
1425- fw.signed_32(m_promised_pickup_to);
1426+ fw.signed_32(promised_pickup_to_);
1427 }
1428
1429 /**
1430
1431=== modified file 'src/logic/map_objects/tribes/carrier.h'
1432--- src/logic/map_objects/tribes/carrier.h 2016-01-31 15:31:00 +0000
1433+++ src/logic/map_objects/tribes/carrier.h 2016-02-08 18:17:36 +0000
1434@@ -48,7 +48,7 @@
1435 MO_DESCR(CarrierDescr)
1436
1437 Carrier(const CarrierDescr & carrier_descr)
1438- : Worker(carrier_descr), m_promised_pickup_to(NOONE)
1439+ : Worker(carrier_descr), promised_pickup_to_(NOONE)
1440 {}
1441 virtual ~Carrier() {}
1442
1443@@ -86,7 +86,7 @@
1444 static const int32_t NOONE = -1;
1445 static const int32_t START_FLAG = 0;
1446 static const int32_t END_FLAG = 1;
1447- int32_t m_promised_pickup_to;
1448+ int32_t promised_pickup_to_;
1449
1450 // saving and loading
1451 protected:
1452
1453=== modified file 'src/logic/map_objects/tribes/constructionsite.cc'
1454--- src/logic/map_objects/tribes/constructionsite.cc 2016-01-17 19:54:32 +0000
1455+++ src/logic/map_objects/tribes/constructionsite.cc 2016-02-08 18:17:36 +0000
1456@@ -65,8 +65,8 @@
1457
1458 ConstructionSite::ConstructionSite(const ConstructionSiteDescr & cs_descr) :
1459 PartiallyFinishedBuilding (cs_descr),
1460-m_fetchfromflag (0),
1461-m_builder_idle (false)
1462+fetchfromflag_ (0),
1463+builder_idle_ (false)
1464 {}
1465
1466
1467@@ -83,14 +83,14 @@
1468 =======
1469 */
1470 WaresQueue & ConstructionSite::waresqueue(DescriptionIndex const wi) {
1471- for (WaresQueue * ware : m_wares) {
1472+ for (WaresQueue * ware : wares_) {
1473 if (ware->get_ware() == wi) {
1474 return *ware;
1475 }
1476 }
1477 throw wexception
1478 ("%s (%u) (building %s) has no WaresQueue for %u",
1479- descr().name().c_str(), serial(), m_building->name().c_str(), wi);
1480+ descr().name().c_str(), serial(), building_->name().c_str(), wi);
1481 }
1482
1483
1484@@ -102,7 +102,7 @@
1485 void ConstructionSite::set_building(const BuildingDescr & building_descr) {
1486 PartiallyFinishedBuilding::set_building(building_descr);
1487
1488- m_info.becomes = &building_descr;
1489+ info_.becomes = &building_descr;
1490 }
1491
1492 /*
1493@@ -115,31 +115,31 @@
1494 PartiallyFinishedBuilding::init(egbase);
1495
1496 const std::map<DescriptionIndex, uint8_t> * buildcost;
1497- if (!m_old_buildings.empty()) {
1498+ if (!old_buildings_.empty()) {
1499 // Enhancement
1500- DescriptionIndex was_index = m_old_buildings.back();
1501+ DescriptionIndex was_index = old_buildings_.back();
1502 const BuildingDescr* was_descr = owner().tribe().get_building_descr(was_index);
1503- m_info.was = was_descr;
1504- buildcost = &m_building->enhancement_cost();
1505+ info_.was = was_descr;
1506+ buildcost = &building_->enhancement_cost();
1507 } else {
1508- buildcost = &m_building->buildcost();
1509+ buildcost = &building_->buildcost();
1510 }
1511
1512 // TODO(unknown): figure out whether planing is necessary
1513
1514 // initialize the wares queues
1515 size_t const buildcost_size = buildcost->size();
1516- m_wares.resize(buildcost_size);
1517+ wares_.resize(buildcost_size);
1518 std::map<DescriptionIndex, uint8_t>::const_iterator it = buildcost->begin();
1519
1520 for (size_t i = 0; i < buildcost_size; ++i, ++it) {
1521 WaresQueue & wq =
1522- *(m_wares[i] = new WaresQueue(*this, it->first, it->second));
1523+ *(wares_[i] = new WaresQueue(*this, it->first, it->second));
1524
1525 wq.set_callback(ConstructionSite::wares_queue_callback, this);
1526 wq.set_consume_interval(CONSTRUCTIONSITE_STEP_TIME);
1527
1528- m_work_steps += it->second;
1529+ work_steps_ += it->second;
1530 }
1531 }
1532
1533@@ -154,19 +154,19 @@
1534 {
1535 PartiallyFinishedBuilding::cleanup(egbase);
1536
1537- if (m_work_steps <= m_work_completed) {
1538+ if (work_steps_ <= work_completed_) {
1539 // Put the real building in place
1540- DescriptionIndex becomes_idx = owner().tribe().building_index(m_building->name());
1541- m_old_buildings.push_back(becomes_idx);
1542+ DescriptionIndex becomes_idx = owner().tribe().building_index(building_->name());
1543+ old_buildings_.push_back(becomes_idx);
1544 Building & b =
1545- m_building->create(egbase, owner(), m_position, false, false, m_old_buildings);
1546- if (Worker * const builder = m_builder.get(egbase)) {
1547+ building_->create(egbase, owner(), position_, false, false, old_buildings_);
1548+ if (Worker * const builder = builder_.get(egbase)) {
1549 builder->reset_tasks(dynamic_cast<Game&>(egbase));
1550 builder->set_location(&b);
1551 }
1552 // Open the new building window if needed
1553- if (m_optionswindow) {
1554- Point window_position = m_optionswindow->get_pos();
1555+ if (optionswindow_) {
1556+ Point window_position = optionswindow_->get_pos();
1557 hide_options();
1558 InteractiveGameBase & igbase =
1559 dynamic_cast<InteractiveGameBase&>(*egbase.get_ibase());
1560@@ -183,10 +183,10 @@
1561 */
1562 bool ConstructionSite::burn_on_destroy()
1563 {
1564- if (m_work_completed >= m_work_steps)
1565+ if (work_completed_ >= work_steps_)
1566 return false; // completed, so don't burn
1567
1568- return m_work_completed || !m_old_buildings.empty();
1569+ return work_completed_ || !old_buildings_.empty();
1570 }
1571
1572 /*
1573@@ -196,9 +196,9 @@
1574 */
1575 bool ConstructionSite::fetch_from_flag(Game & game)
1576 {
1577- ++m_fetchfromflag;
1578+ ++fetchfromflag_;
1579
1580- if (Worker * const builder = m_builder.get(game))
1581+ if (Worker * const builder = builder_.get(game))
1582 builder->update_task_buildingwork(game);
1583
1584 return true;
1585@@ -211,7 +211,7 @@
1586 ===============
1587 */
1588 bool ConstructionSite::get_building_work(Game & game, Worker & worker, bool) {
1589- if (&worker != m_builder.get(game)) {
1590+ if (&worker != builder_.get(game)) {
1591 // Not our construction worker; e.g. a miner leaving a mine
1592 // that is supposed to be enhanced. Make him return to a warehouse
1593 worker.pop_task(game);
1594@@ -219,40 +219,40 @@
1595 return true;
1596 }
1597
1598- if (!m_work_steps) // Happens for building without buildcost.
1599+ if (!work_steps_) // Happens for building without buildcost.
1600 schedule_destroy(game); // Complete the building immediately.
1601
1602 // Check if one step has completed
1603- if (m_working) {
1604- if (static_cast<int32_t>(game.get_gametime() - m_work_steptime) < 0) {
1605+ if (working_) {
1606+ if (static_cast<int32_t>(game.get_gametime() - work_steptime_) < 0) {
1607 worker.start_task_idle
1608 (game,
1609 worker.descr().get_animation("work"),
1610- m_work_steptime - game.get_gametime());
1611- m_builder_idle = false;
1612+ work_steptime_ - game.get_gametime());
1613+ builder_idle_ = false;
1614 return true;
1615 } else {
1616 //TODO(fweber): cause "construction sounds" to be played -
1617 //perhaps dependent on kind of construction?
1618
1619- ++m_work_completed;
1620- if (m_work_completed >= m_work_steps)
1621+ ++work_completed_;
1622+ if (work_completed_ >= work_steps_)
1623 schedule_destroy(game);
1624
1625- m_working = false;
1626+ working_ = false;
1627 }
1628 }
1629
1630 // Fetch wares from flag
1631- if (m_fetchfromflag) {
1632- --m_fetchfromflag;
1633- m_builder_idle = false;
1634+ if (fetchfromflag_) {
1635+ --fetchfromflag_;
1636+ builder_idle_ = false;
1637 worker.start_task_fetchfromflag(game);
1638 return true;
1639 }
1640
1641 // Drop all the wares that are too much out to the flag.
1642- for (WaresQueue * iqueue: m_wares) {
1643+ for (WaresQueue * iqueue: wares_) {
1644 WaresQueue * queue = iqueue;
1645 if (queue->get_filled() > queue->get_max_fill()) {
1646 queue->set_filled(queue->get_filled() - 1);
1647@@ -265,10 +265,10 @@
1648 }
1649
1650 // Check if we've got wares to consume
1651- if (m_work_completed < m_work_steps)
1652+ if (work_completed_ < work_steps_)
1653 {
1654- for (uint32_t i = 0; i < m_wares.size(); ++i) {
1655- WaresQueue & wq = *m_wares[i];
1656+ for (uint32_t i = 0; i < wares_.size(); ++i) {
1657+ WaresQueue & wq = *wares_[i];
1658
1659 if (!wq.get_filled())
1660 continue;
1661@@ -279,19 +279,19 @@
1662 //update consumption statistic
1663 owner().ware_consumed(wq.get_ware(), 1);
1664
1665- m_working = true;
1666- m_work_steptime = game.get_gametime() + CONSTRUCTIONSITE_STEP_TIME;
1667+ working_ = true;
1668+ work_steptime_ = game.get_gametime() + CONSTRUCTIONSITE_STEP_TIME;
1669
1670 worker.start_task_idle
1671 (game, worker.descr().get_animation("work"), CONSTRUCTIONSITE_STEP_TIME);
1672- m_builder_idle = false;
1673+ builder_idle_ = false;
1674 return true;
1675 }
1676 }
1677 // The only work we have got for you, is to run around to look cute ;)
1678- if (!m_builder_idle) {
1679+ if (!builder_idle_) {
1680 worker.set_animation(game, worker.descr().get_animation("idle"));
1681- m_builder_idle = true;
1682+ builder_idle_ = true;
1683 }
1684 worker.schedule_act(game, 2000);
1685 return true;
1686@@ -308,8 +308,8 @@
1687 {
1688 ConstructionSite & cs = *static_cast<ConstructionSite *>(data);
1689
1690- if (!cs.m_working)
1691- if (Worker * const builder = cs.m_builder.get(game))
1692+ if (!cs.working_)
1693+ if (Worker * const builder = cs.builder_.get(game))
1694 builder->update_task_buildingwork(game);
1695 }
1696
1697@@ -323,27 +323,27 @@
1698 (const EditorGameBase & game, RenderTarget & dst, const FCoords& coords, const Point& pos)
1699 {
1700 const uint32_t gametime = game.get_gametime();
1701- uint32_t tanim = gametime - m_animstart;
1702+ uint32_t tanim = gametime - animstart_;
1703
1704- if (coords != m_position)
1705+ if (coords != position_)
1706 return; // draw big buildings only once
1707
1708 // Draw the construction site marker
1709 const RGBColor& player_color = get_owner()->get_playercolor();
1710- dst.blit_animation(pos, m_anim, tanim, player_color);
1711+ dst.blit_animation(pos, anim_, tanim, player_color);
1712
1713 // Draw the partially finished building
1714
1715 static_assert(0 <= CONSTRUCTIONSITE_STEP_TIME, "assert(0 <= CONSTRUCTIONSITE_STEP_TIME) failed.");
1716- m_info.totaltime = CONSTRUCTIONSITE_STEP_TIME * m_work_steps;
1717- m_info.completedtime = CONSTRUCTIONSITE_STEP_TIME * m_work_completed;
1718+ info_.totaltime = CONSTRUCTIONSITE_STEP_TIME * work_steps_;
1719+ info_.completedtime = CONSTRUCTIONSITE_STEP_TIME * work_completed_;
1720
1721- if (m_working) {
1722+ if (working_) {
1723 assert
1724- (m_work_steptime
1725+ (work_steptime_
1726 <=
1727- m_info.completedtime + CONSTRUCTIONSITE_STEP_TIME + gametime);
1728- m_info.completedtime += CONSTRUCTIONSITE_STEP_TIME + gametime - m_work_steptime;
1729+ info_.completedtime + CONSTRUCTIONSITE_STEP_TIME + gametime);
1730+ info_.completedtime += CONSTRUCTIONSITE_STEP_TIME + gametime - work_steptime_;
1731 }
1732
1733 uint32_t anim_idx;
1734@@ -359,16 +359,16 @@
1735 }
1736 const Animation& anim = g_gr->animations().get_animation(anim_idx);
1737 const size_t nr_frames = anim.nr_frames();
1738- cur_frame = m_info.totaltime ? m_info.completedtime * nr_frames / m_info.totaltime : 0;
1739+ cur_frame = info_.totaltime ? info_.completedtime * nr_frames / info_.totaltime : 0;
1740 // Redefine tanim
1741 tanim = cur_frame * FRAME_LENGTH;
1742
1743 const uint16_t w = anim.width();
1744 const uint16_t h = anim.height();
1745
1746- uint32_t lines = h * m_info.completedtime * nr_frames;
1747- if (m_info.totaltime)
1748- lines /= m_info.totaltime;
1749+ uint32_t lines = h * info_.completedtime * nr_frames;
1750+ if (info_.totaltime)
1751+ lines /= info_.totaltime;
1752 assert(h * cur_frame <= lines);
1753 lines -= h * cur_frame; // This won't work if pictures have various sizes.
1754
1755@@ -376,8 +376,8 @@
1756 // draw the prev pic from top to where next image will be drawing
1757 dst.blit_animation(pos, anim_idx, tanim - FRAME_LENGTH, player_color,
1758 Rect(Point(0, 0), w, h - lines));
1759- } else if (!m_old_buildings.empty()) {
1760- DescriptionIndex prev_idx = m_old_buildings.back();
1761+ } else if (!old_buildings_.empty()) {
1762+ DescriptionIndex prev_idx = old_buildings_.back();
1763 const BuildingDescr* prev_building = owner().tribe().get_building_descr(prev_idx);
1764 // Is the first picture but there was another building here before,
1765 // get its most fitting picture and draw it instead.
1766
1767=== modified file 'src/logic/map_objects/tribes/constructionsite.h'
1768--- src/logic/map_objects/tribes/constructionsite.h 2016-01-31 15:31:00 +0000
1769+++ src/logic/map_objects/tribes/constructionsite.h 2016-02-08 18:17:36 +0000
1770@@ -80,12 +80,12 @@
1771 public:
1772 ConstructionSite(const ConstructionSiteDescr & descr);
1773
1774- const ConstructionsiteInformation & get_info() {return m_info;}
1775+ const ConstructionsiteInformation & get_info() {return info_;}
1776
1777 WaresQueue & waresqueue(DescriptionIndex) override;
1778
1779 void set_building(const BuildingDescr &) override;
1780- const BuildingDescr & building() const {return *m_building;}
1781+ const BuildingDescr & building() const {return *building_;}
1782
1783 void init (EditorGameBase &) override;
1784 void cleanup(EditorGameBase &) override;
1785@@ -107,10 +107,10 @@
1786 void draw(const EditorGameBase &, RenderTarget &, const FCoords&, const Point&) override;
1787
1788 private:
1789- int32_t m_fetchfromflag; // # of wares to fetch from flag
1790+ int32_t fetchfromflag_; // # of wares to fetch from flag
1791
1792- bool m_builder_idle; // used to determine whether the builder is idle
1793- ConstructionsiteInformation m_info; // asked for by player point of view for the gameview
1794+ bool builder_idle_; // used to determine whether the builder is idle
1795+ ConstructionsiteInformation info_; // asked for by player point of view for the gameview
1796 };
1797
1798 }
1799
1800=== modified file 'src/logic/map_objects/tribes/dismantlesite.cc'
1801--- src/logic/map_objects/tribes/dismantlesite.cc 2016-01-17 19:54:32 +0000
1802+++ src/logic/map_objects/tribes/dismantlesite.cc 2016-02-08 18:17:36 +0000
1803@@ -68,14 +68,14 @@
1804 :
1805 PartiallyFinishedBuilding(gdescr)
1806 {
1807- m_position = c;
1808+ position_ = c;
1809 set_owner(&plr);
1810
1811 assert(!former_buildings.empty());
1812 for (DescriptionIndex former_idx : former_buildings) {
1813- m_old_buildings.push_back(former_idx);
1814+ old_buildings_.push_back(former_idx);
1815 }
1816- const BuildingDescr* cur_descr = owner().tribe().get_building_descr(m_old_buildings.back());
1817+ const BuildingDescr* cur_descr = owner().tribe().get_building_descr(old_buildings_.back());
1818 set_building(*cur_descr);
1819
1820 if (loading) {
1821@@ -109,14 +109,14 @@
1822 count_returned_wares(this, wares);
1823
1824 std::map<DescriptionIndex, uint8_t>::const_iterator it = wares.begin();
1825- m_wares.resize(wares.size());
1826+ wares_.resize(wares.size());
1827
1828 for (size_t i = 0; i < wares.size(); ++i, ++it) {
1829 WaresQueue & wq =
1830- *(m_wares[i] = new WaresQueue(*this, it->first, it->second));
1831+ *(wares_[i] = new WaresQueue(*this, it->first, it->second));
1832
1833 wq.set_filled(it->second);
1834- m_work_steps += it->second;
1835+ work_steps_ += it->second;
1836 }
1837 }
1838
1839@@ -154,7 +154,7 @@
1840 */
1841 bool DismantleSite::burn_on_destroy()
1842 {
1843- if (m_work_completed >= m_work_steps)
1844+ if (work_completed_ >= work_steps_)
1845 return false; // completed, so don't burn
1846
1847 return true;
1848@@ -166,7 +166,7 @@
1849 ===============
1850 */
1851 bool DismantleSite::get_building_work(Game & game, Worker & worker, bool) {
1852- if (&worker != m_builder.get(game)) {
1853+ if (&worker != builder_.get(game)) {
1854 // Not our construction worker; e.g. a miner leaving a mine
1855 // that is supposed to be enhanced. Make him return to a warehouse
1856 worker.pop_task(game);
1857@@ -174,15 +174,15 @@
1858 return true;
1859 }
1860
1861- if (!m_work_steps) // Happens for building without buildcost.
1862+ if (!work_steps_) // Happens for building without buildcost.
1863 schedule_destroy(game); // Complete the building immediately.
1864
1865 // Check if one step has completed
1866- if (static_cast<int32_t>(game.get_gametime() - m_work_steptime) >= 0 && m_working) {
1867- ++m_work_completed;
1868+ if (static_cast<int32_t>(game.get_gametime() - work_steptime_) >= 0 && working_) {
1869+ ++work_completed_;
1870
1871- for (uint32_t i = 0; i < m_wares.size(); ++i) {
1872- WaresQueue & wq = *m_wares[i];
1873+ for (uint32_t i = 0; i < wares_.size(); ++i) {
1874+ WaresQueue & wq = *wares_[i];
1875
1876 if (!wq.get_filled())
1877 continue;
1878@@ -198,12 +198,12 @@
1879 ware.init(game);
1880 worker.start_task_dropoff(game, ware);
1881
1882- m_working = false;
1883+ working_ = false;
1884 return true;
1885 }
1886 }
1887
1888- if (m_work_completed >= m_work_steps) {
1889+ if (work_completed_ >= work_steps_) {
1890 schedule_destroy(game);
1891
1892 worker.pop_task(game);
1893@@ -214,12 +214,12 @@
1894 worker.descr().get_right_walk_anims(false),
1895 true);
1896 worker.set_location(nullptr);
1897- } else if (!m_working) {
1898- m_work_steptime = game.get_gametime() + DISMANTLESITE_STEP_TIME;
1899+ } else if (!working_) {
1900+ work_steptime_ = game.get_gametime() + DISMANTLESITE_STEP_TIME;
1901 worker.start_task_idle
1902 (game, worker.descr().get_animation("work"), DISMANTLESITE_STEP_TIME);
1903
1904- m_working = true;
1905+ working_ = true;
1906 }
1907 return true;
1908 }
1909@@ -233,29 +233,29 @@
1910 (const EditorGameBase& game, RenderTarget& dst, const FCoords& coords, const Point& pos)
1911 {
1912 const uint32_t gametime = game.get_gametime();
1913- uint32_t tanim = gametime - m_animstart;
1914+ uint32_t tanim = gametime - animstart_;
1915
1916- if (coords != m_position)
1917+ if (coords != position_)
1918 return; // draw big buildings only once
1919
1920 const RGBColor& player_color = get_owner()->get_playercolor();
1921
1922 // Draw the construction site marker
1923- dst.blit_animation(pos, m_anim, tanim, player_color);
1924+ dst.blit_animation(pos, anim_, tanim, player_color);
1925
1926 // Draw the partially dismantled building
1927 static_assert(0 <= DISMANTLESITE_STEP_TIME, "assert(0 <= DISMANTLESITE_STEP_TIME) failed.");
1928- uint32_t total_time = DISMANTLESITE_STEP_TIME * m_work_steps;
1929- uint32_t completed_time = DISMANTLESITE_STEP_TIME * m_work_completed;
1930+ uint32_t total_time = DISMANTLESITE_STEP_TIME * work_steps_;
1931+ uint32_t completed_time = DISMANTLESITE_STEP_TIME * work_completed_;
1932
1933- if (m_working)
1934- completed_time += DISMANTLESITE_STEP_TIME + gametime - m_work_steptime;
1935+ if (working_)
1936+ completed_time += DISMANTLESITE_STEP_TIME + gametime - work_steptime_;
1937
1938 uint32_t anim_idx;
1939 try {
1940- anim_idx = m_building->get_animation("unoccupied");
1941+ anim_idx = building_->get_animation("unoccupied");
1942 } catch (MapObjectDescr::AnimationNonexistent &) {
1943- anim_idx = m_building->get_animation("idle");
1944+ anim_idx = building_->get_animation("idle");
1945 }
1946 const Animation& anim = g_gr->animations().get_animation(anim_idx);
1947 const uint16_t w = anim.width();
1948
1949=== modified file 'src/logic/map_objects/tribes/militarysite.cc'
1950--- src/logic/map_objects/tribes/militarysite.cc 2016-01-31 15:31:00 +0000
1951+++ src/logic/map_objects/tribes/militarysite.cc 2016-02-08 18:17:36 +0000
1952@@ -48,26 +48,26 @@
1953 :
1954 BuildingDescr
1955 (init_descname, MapObjectType::MILITARYSITE, table, egbase),
1956- m_conquer_radius (0),
1957- m_num_soldiers (0),
1958- m_heal_per_second (0)
1959+ conquer_radius_ (0),
1960+ num_soldiers_ (0),
1961+ heal_per_second_ (0)
1962 {
1963 i18n::Textdomain td("tribes");
1964
1965- m_conquer_radius = table.get_int("conquers");
1966- m_num_soldiers = table.get_int("max_soldiers");
1967- m_heal_per_second = table.get_int("heal_per_second");
1968+ conquer_radius_ = table.get_int("conquers");
1969+ num_soldiers_ = table.get_int("max_soldiers");
1970+ heal_per_second_ = table.get_int("heal_per_second");
1971
1972- if (m_conquer_radius > 0)
1973- m_workarea_info[m_conquer_radius].insert(descname() + " conquer");
1974- m_prefers_heroes_at_start = table.get_bool("prefer_heroes");
1975+ if (conquer_radius_ > 0)
1976+ workarea_info_[conquer_radius_].insert(descname() + " conquer");
1977+ prefers_heroes_at_start_ = table.get_bool("prefer_heroes");
1978
1979 std::unique_ptr<LuaTable> items_table = table.get_table("messages");
1980- m_occupied_str = _(items_table->get_string("occupied"));
1981- m_aggressor_str = _(items_table->get_string("aggressor"));
1982- m_attack_str = _(items_table->get_string("attack"));
1983- m_defeated_enemy_str = _(items_table->get_string("defeated_enemy"));
1984- m_defeated_you_str = _(items_table->get_string("defeated_you"));
1985+ occupied_str_ = _(items_table->get_string("occupied"));
1986+ aggressor_str_ = _(items_table->get_string("aggressor"));
1987+ attack_str_ = _(items_table->get_string("attack"));
1988+ defeated_enemy_str_ = _(items_table->get_string("defeated_enemy"));
1989+ defeated_you_str_ = _(items_table->get_string("defeated_you"));
1990 }
1991
1992 /**
1993@@ -90,21 +90,21 @@
1994
1995 MilitarySite::MilitarySite(const MilitarySiteDescr & ms_descr) :
1996 Building(ms_descr),
1997-m_didconquer (false),
1998-m_capacity (ms_descr.get_max_number_of_soldiers()),
1999-m_nexthealtime(0),
2000-m_soldier_preference(ms_descr.m_prefers_heroes_at_start ? kPrefersHeroes : kPrefersRookies),
2001-m_soldier_upgrade_try(false),
2002-m_doing_upgrade_request(false)
2003+didconquer_ (false),
2004+capacity_ (ms_descr.get_max_number_of_soldiers()),
2005+nexthealtime_(0),
2006+soldier_preference_(ms_descr.prefers_heroes_at_start_ ? kPrefersHeroes : kPrefersRookies),
2007+soldier_upgrade_try_(false),
2008+doing_upgrade_request_(false)
2009 {
2010- m_next_swap_soldiers_time = 0;
2011+ next_swap_soldiers_time_ = 0;
2012 }
2013
2014
2015 MilitarySite::~MilitarySite()
2016 {
2017- assert(!m_normal_soldier_request);
2018- assert(!m_upgrade_soldier_request);
2019+ assert(!normal_soldier_request_);
2020+ assert(!upgrade_soldier_request_);
2021 }
2022
2023
2024@@ -120,25 +120,25 @@
2025 uint32_t stationed = stationed_soldiers().size();
2026
2027 if (present == stationed) {
2028- if (m_capacity > stationed) {
2029+ if (capacity_ > stationed) {
2030 /** TRANSLATORS: %1% is the number of soldiers the plural refers to */
2031 /** TRANSLATORS: %2% is the maximum number of soldier slots in the building */
2032 *s += (boost::format(ngettext("%1% soldier (+%2%)",
2033 "%1% soldiers (+%2%)",
2034 stationed))
2035- % stationed % (m_capacity - stationed)).str();
2036+ % stationed % (capacity_ - stationed)).str();
2037 } else {
2038 *s += (boost::format(ngettext("%u soldier", "%u soldiers", stationed))
2039 % stationed).str();
2040 }
2041 } else {
2042- if (m_capacity > stationed) {
2043+ if (capacity_ > stationed) {
2044 /** TRANSLATORS: %1% is the number of soldiers the plural refers to */
2045 /** TRANSLATORS: %2% are currently open soldier slots in the building */
2046 /** TRANSLATORS: %3% is the maximum number of soldier slots in the building */
2047 *s =
2048 (boost::format(ngettext("%1%(+%2%) soldier (+%3%)", "%1%(+%2%) soldiers (+%3%)", stationed))
2049- % present % (stationed - present) % (m_capacity - stationed)).str();
2050+ % present % (stationed - present) % (capacity_ - stationed)).str();
2051 } else {
2052 /** TRANSLATORS: %1% is the number of soldiers the plural refers to */
2053 /** TRANSLATORS: %2% are currently open soldier slots in the building */
2054@@ -166,7 +166,7 @@
2055 update_soldier_request();
2056
2057 // schedule the first healing
2058- m_nexthealtime = egbase.get_gametime() + 1000;
2059+ nexthealtime_ = egbase.get_gametime() + 1000;
2060 if (game)
2061 schedule_act(*game, 1000);
2062 }
2063@@ -182,10 +182,10 @@
2064 {
2065 Building::set_economy(e);
2066
2067- if (m_normal_soldier_request && e)
2068- m_normal_soldier_request->set_economy(e);
2069- if (m_upgrade_soldier_request && e)
2070- m_upgrade_soldier_request->set_economy(e);
2071+ if (normal_soldier_request_ && e)
2072+ normal_soldier_request_->set_economy(e);
2073+ if (upgrade_soldier_request_ && e)
2074+ upgrade_soldier_request_->set_economy(e);
2075 }
2076
2077 /**
2078@@ -196,25 +196,25 @@
2079 void MilitarySite::cleanup(EditorGameBase & egbase)
2080 {
2081 // unconquer land
2082- if (m_didconquer)
2083+ if (didconquer_)
2084 egbase.unconquer_area
2085 (PlayerArea<Area<FCoords> >
2086 (owner().player_number(),
2087 Area<FCoords>
2088 (egbase.map().get_fcoords(get_position()), descr().get_conquers())),
2089- m_defeating_player);
2090+ defeating_player_);
2091
2092 Building::cleanup(egbase);
2093
2094 // Evict soldiers to get rid of requests
2095- while (m_capacity > 0) {
2096+ while (capacity_ > 0) {
2097 update_soldier_request();
2098- --m_capacity;
2099+ --capacity_;
2100 }
2101 update_soldier_request();
2102
2103- m_normal_soldier_request.reset();
2104- m_upgrade_soldier_request.reset();
2105+ normal_soldier_request_.reset();
2106+ upgrade_soldier_request_.reset();
2107 }
2108
2109
2110@@ -246,7 +246,7 @@
2111 return incorporate_upgraded_soldier(egbase, s) ? 0 : -1;
2112 }
2113
2114- if (!m_didconquer) {
2115+ if (!didconquer_) {
2116 conquer_area(egbase);
2117 // Building is now occupied - idle animation should be played
2118 start_animation(egbase, descr().get_animation("idle"));
2119@@ -258,7 +258,7 @@
2120 descr().descname(),
2121 descr().icon_filename(),
2122 descr().descname(),
2123- descr().m_occupied_str,
2124+ descr().occupied_str_,
2125 true);
2126 }
2127 }
2128@@ -285,7 +285,7 @@
2129 MilitarySite::find_least_suited_soldier()
2130 {
2131 const std::vector<Soldier *> present = present_soldiers();
2132- const int32_t multiplier = kPrefersHeroes == m_soldier_preference ? -1 : 1;
2133+ const int32_t multiplier = kPrefersHeroes == soldier_preference_ ? -1 : 1;
2134 int worst_soldier_level = INT_MIN;
2135 Soldier * worst_soldier = nullptr;
2136 for (Soldier* sld : present) {
2137@@ -329,12 +329,12 @@
2138 {
2139 int32_t old_level = kickoutCandidate->get_level(atrTotal);
2140 int32_t new_level = newguy->get_level(atrTotal);
2141- if (kPrefersHeroes == m_soldier_preference && old_level >= new_level)
2142+ if (kPrefersHeroes == soldier_preference_ && old_level >= new_level)
2143 {
2144 return false;
2145 }
2146 else
2147- if (kPrefersRookies == m_soldier_preference && old_level <= new_level)
2148+ if (kPrefersRookies == soldier_preference_ && old_level <= new_level)
2149 {
2150 return false;
2151 }
2152@@ -361,7 +361,7 @@
2153 MilitarySite::incorporate_upgraded_soldier(EditorGameBase & egbase, Soldier & s)
2154 {
2155 // Call to drop_least routine has side effects: it tries to drop a soldier. Order is important!
2156- if (stationed_soldiers().size() < m_capacity || drop_least_suited_soldier(true, &s))
2157+ if (stationed_soldiers().size() < capacity_ || drop_least_suited_soldier(true, &s))
2158 {
2159 Game & game = dynamic_cast<Game&>(egbase);
2160 s.set_location(this);
2161@@ -400,25 +400,25 @@
2162 std::vector<Soldier *> present = present_soldiers();
2163 uint32_t const stationed = stationed_soldiers().size();
2164
2165- if (stationed < m_capacity) {
2166- if (!m_normal_soldier_request) {
2167- m_normal_soldier_request.reset
2168+ if (stationed < capacity_) {
2169+ if (!normal_soldier_request_) {
2170+ normal_soldier_request_.reset
2171 (new Request
2172 (*this,
2173 owner().tribe().soldier(),
2174 MilitarySite::request_soldier_callback,
2175 wwWORKER));
2176- m_normal_soldier_request->set_requirements (m_soldier_requirements);
2177+ normal_soldier_request_->set_requirements (soldier_requirements_);
2178 }
2179
2180- m_normal_soldier_request->set_count(m_capacity - stationed);
2181+ normal_soldier_request_->set_count(capacity_ - stationed);
2182 } else {
2183- m_normal_soldier_request.reset();
2184+ normal_soldier_request_.reset();
2185 }
2186
2187- if (m_capacity < present.size()) {
2188+ if (capacity_ < present.size()) {
2189 Game & game = dynamic_cast<Game&>(owner().egbase());
2190- for (uint32_t i = 0; i < present.size() - m_capacity; ++i) {
2191+ for (uint32_t i = 0; i < present.size() - capacity_; ++i) {
2192 Soldier & soldier = *present[i];
2193 soldier.reset_tasks(game);
2194 soldier.start_task_leavebuilding(game, true);
2195@@ -440,17 +440,17 @@
2196 void MilitarySite::update_upgrade_soldier_request()
2197 {
2198 bool reqch = update_upgrade_requirements();
2199- if (!m_soldier_upgrade_try)
2200+ if (!soldier_upgrade_try_)
2201 return;
2202
2203 bool do_rebuild_request = reqch;
2204
2205- if (m_upgrade_soldier_request)
2206+ if (upgrade_soldier_request_)
2207 {
2208- if (!m_upgrade_soldier_request->is_open())
2209+ if (!upgrade_soldier_request_->is_open())
2210 // If a replacement is already walking this way, let's not change our minds.
2211 do_rebuild_request = false;
2212- if (0 == m_upgrade_soldier_request->get_count())
2213+ if (0 == upgrade_soldier_request_->get_count())
2214 do_rebuild_request = true;
2215 }
2216 else
2217@@ -458,15 +458,15 @@
2218
2219 if (do_rebuild_request)
2220 {
2221- m_upgrade_soldier_request.reset
2222+ upgrade_soldier_request_.reset
2223 (new Request
2224 (*this,
2225 owner().tribe().soldier(),
2226 MilitarySite::request_soldier_callback,
2227 wwWORKER));
2228
2229- m_upgrade_soldier_request->set_requirements(m_soldier_upgrade_requirements);
2230- m_upgrade_soldier_request->set_count(1);
2231+ upgrade_soldier_request_->set_requirements(soldier_upgrade_requirements_);
2232+ upgrade_soldier_request_->set_count(1);
2233 }
2234 }
2235
2236@@ -489,27 +489,27 @@
2237 const uint32_t capacity = soldier_capacity();
2238 const uint32_t stationed = stationed_soldiers().size();
2239
2240- if (m_doing_upgrade_request)
2241+ if (doing_upgrade_request_)
2242 {
2243- if (incd && m_upgrade_soldier_request) // update requests always ask for one soldier at time!
2244+ if (incd && upgrade_soldier_request_) // update requests always ask for one soldier at time!
2245 {
2246- m_upgrade_soldier_request.reset();
2247+ upgrade_soldier_request_.reset();
2248 }
2249 if (capacity > stationed)
2250 {
2251 // Somebody is killing my soldiers in the middle of upgrade
2252 // or I have kicked out his predecessor already.
2253- if (m_upgrade_soldier_request && (m_upgrade_soldier_request->is_open() ||
2254- 0 == m_upgrade_soldier_request->get_count())) {
2255+ if (upgrade_soldier_request_ && (upgrade_soldier_request_->is_open() ||
2256+ 0 == upgrade_soldier_request_->get_count())) {
2257
2258 // Economy was not able to find the soldiers I need.
2259 // I can safely drop the upgrade request and go to fill mode.
2260- m_upgrade_soldier_request.reset();
2261+ upgrade_soldier_request_.reset();
2262 }
2263- if (! m_upgrade_soldier_request)
2264+ if (! upgrade_soldier_request_)
2265 {
2266 //phoo -- I can safely request new soldiers.
2267- m_doing_upgrade_request = false;
2268+ doing_upgrade_request_ = false;
2269 update_normal_soldier_request();
2270 }
2271 // else -- ohno please help me! Player is in trouble -- evil grin
2272@@ -522,9 +522,9 @@
2273 else // capacity == stationed size
2274 {
2275 if
2276- (m_upgrade_soldier_request
2277- && (!(m_upgrade_soldier_request->is_open()))
2278- && 1 == m_upgrade_soldier_request->get_count()
2279+ (upgrade_soldier_request_
2280+ && (!(upgrade_soldier_request_->is_open()))
2281+ && 1 == upgrade_soldier_request_->get_count()
2282 && (!incd))
2283 {
2284 drop_least_suited_soldier(false, nullptr);
2285@@ -537,14 +537,14 @@
2286 }
2287 else // not doing upgrade request
2288 {
2289- if ((capacity != stationed) || (m_normal_soldier_request))
2290+ if ((capacity != stationed) || (normal_soldier_request_))
2291 update_normal_soldier_request();
2292
2293- if ((capacity == stationed) && (! m_normal_soldier_request))
2294+ if ((capacity == stationed) && (! normal_soldier_request_))
2295 {
2296 if (present_soldiers().size() == capacity)
2297 {
2298- m_doing_upgrade_request = true;
2299+ doing_upgrade_request_ = true;
2300 update_upgrade_soldier_request();
2301 }
2302 // Note -- if there are non-present stationed soldiers, nothing gets
2303@@ -570,7 +570,7 @@
2304 Building::act(game, data);
2305
2306 const int32_t timeofgame = game.get_gametime();
2307- if (m_normal_soldier_request && m_upgrade_soldier_request)
2308+ if (normal_soldier_request_ && upgrade_soldier_request_)
2309 {
2310 throw wexception("MilitarySite::act: Two soldier requests are ongoing -- should never happen!\n");
2311 }
2312@@ -580,13 +580,13 @@
2313 // to keep the game lightweight.
2314
2315 //TODO(unknown): I would need two new callbacks, to get rid ot this polling.
2316- if (timeofgame > m_next_swap_soldiers_time)
2317+ if (timeofgame > next_swap_soldiers_time_)
2318 {
2319- m_next_swap_soldiers_time = timeofgame + (m_soldier_upgrade_try ? 20000 : 100000);
2320+ next_swap_soldiers_time_ = timeofgame + (soldier_upgrade_try_ ? 20000 : 100000);
2321 update_soldier_request();
2322 }
2323
2324- if (m_nexthealtime <= timeofgame) {
2325+ if (nexthealtime_ <= timeofgame) {
2326 uint32_t total_heal = descr().get_heal_per_second();
2327 std::vector<Soldier *> soldiers = present_soldiers();
2328 uint32_t max_total_level = 0;
2329@@ -614,7 +614,7 @@
2330 soldier_to_heal->heal(total_heal);
2331 }
2332
2333- m_nexthealtime = timeofgame + 1000;
2334+ nexthealtime_ = timeofgame + 1000;
2335 schedule_act(game, 1000);
2336 }
2337 }
2338@@ -644,7 +644,7 @@
2339 {
2340 if (upcast(Soldier, soldier, &worker)) {
2341 // Evict soldiers that have returned home if the capacity is too low
2342- if (m_capacity < present_soldiers().size()) {
2343+ if (capacity_ < present_soldiers().size()) {
2344 worker.reset_tasks(game);
2345 worker.start_task_leavebuilding(game, true);
2346 return true;
2347@@ -724,14 +724,14 @@
2348 }
2349 uint32_t MilitarySite::soldier_capacity() const
2350 {
2351- return m_capacity;
2352+ return capacity_;
2353 }
2354
2355 void MilitarySite::set_soldier_capacity(uint32_t const capacity) {
2356 assert(min_soldier_capacity() <= capacity);
2357 assert (capacity <= max_soldier_capacity());
2358- assert(m_capacity != capacity);
2359- m_capacity = capacity;
2360+ assert(capacity_ != capacity);
2361+ capacity_ = capacity;
2362 update_soldier_request();
2363 }
2364
2365@@ -758,19 +758,19 @@
2366
2367
2368 void MilitarySite::conquer_area(EditorGameBase & egbase) {
2369- assert(!m_didconquer);
2370+ assert(!didconquer_);
2371 egbase.conquer_area
2372 (PlayerArea<Area<FCoords> >
2373 (owner().player_number(),
2374 Area<FCoords>
2375 (egbase.map().get_fcoords(get_position()), descr().get_conquers())));
2376- m_didconquer = true;
2377+ didconquer_ = true;
2378 }
2379
2380
2381 bool MilitarySite::can_attack()
2382 {
2383- return m_didconquer;
2384+ return didconquer_;
2385 }
2386
2387 void MilitarySite::aggressor(Soldier & enemy)
2388@@ -804,7 +804,7 @@
2389 sj.soldier = temp_soldier;
2390 sj.enemy = &enemy;
2391 sj.stayhome = false;
2392- m_soldierjobs.push_back(sj);
2393+ soldierjobs_.push_back(sj);
2394 temp_soldier->update_task_buildingwork(game);
2395 return;
2396 }
2397@@ -851,7 +851,7 @@
2398 sj.soldier = defender;
2399 sj.enemy = &enemy;
2400 sj.stayhome = true;
2401- m_soldierjobs.push_back(sj);
2402+ soldierjobs_.push_back(sj);
2403
2404 defender->update_task_buildingwork(game);
2405
2406@@ -871,7 +871,7 @@
2407 pgettext("building", "Lost!"),
2408 descr().icon_filename(),
2409 _("Militarysite lost!"),
2410- descr().m_defeated_enemy_str,
2411+ descr().defeated_enemy_str_,
2412 false);
2413 }
2414
2415@@ -891,7 +891,7 @@
2416 // In fact we do not conquer it, but place a new building of same type at
2417 // the old location.
2418
2419- Building::FormerBuildings former_buildings = m_old_buildings;
2420+ Building::FormerBuildings former_buildings = old_buildings_;
2421
2422 // The enemy conquers the building
2423 // In fact we do not conquer it, but place a new building of same type at
2424@@ -916,7 +916,7 @@
2425 _("Enemy Defeated!"),
2426 newsite->descr().icon_filename(),
2427 _("Enemy at site defeated!"),
2428- newsite->descr().m_defeated_you_str,
2429+ newsite->descr().defeated_you_str_,
2430 true);
2431
2432 return false;
2433@@ -952,7 +952,7 @@
2434 (this != militarysite &&
2435 &owner () == &militarysite->owner() &&
2436 get_size() <= militarysite->get_size() &&
2437- militarysite->m_didconquer)
2438+ militarysite->didconquer_)
2439 return true;
2440 return false;
2441 }
2442@@ -969,7 +969,7 @@
2443 pgettext("building", "Attack!"),
2444 descr().icon_filename(),
2445 _("You are under attack"),
2446- discovered ? descr().m_aggressor_str : descr().m_attack_str,
2447+ discovered ? descr().aggressor_str_ : descr().attack_str_,
2448 false,
2449 60 * 1000, 5);
2450 }
2451@@ -982,7 +982,7 @@
2452 */
2453 void MilitarySite::set_requirements (const Requirements & r)
2454 {
2455- m_soldier_requirements = r;
2456+ soldier_requirements_ = r;
2457 }
2458
2459 /*
2460@@ -992,7 +992,7 @@
2461 */
2462 void MilitarySite::clear_requirements ()
2463 {
2464- m_soldier_requirements = Requirements();
2465+ soldier_requirements_ = Requirements();
2466 }
2467
2468 void MilitarySite::send_attacker
2469@@ -1007,7 +1007,7 @@
2470 sj.soldier = &soldier;
2471 sj.enemy = &target;
2472 sj.stayhome = false;
2473- m_soldierjobs.push_back(sj);
2474+ soldierjobs_.push_back(sj);
2475
2476 soldier.update_task_buildingwork
2477 (dynamic_cast<Game&>(owner().egbase()));
2478@@ -1016,7 +1016,7 @@
2479
2480 bool MilitarySite::has_soldier_job(Soldier & soldier)
2481 {
2482- for (const SoldierJob& temp_job : m_soldierjobs) {
2483+ for (const SoldierJob& temp_job : soldierjobs_) {
2484 if (temp_job.soldier == &soldier) {
2485 return true;
2486 }
2487@@ -1032,14 +1032,14 @@
2488 MapObject * MilitarySite::pop_soldier_job
2489 (Soldier * const soldier, bool * const stayhome)
2490 {
2491- for (std::vector<SoldierJob>::iterator job_iter = m_soldierjobs.begin();
2492- job_iter != m_soldierjobs.end(); ++job_iter)
2493+ for (std::vector<SoldierJob>::iterator job_iter = soldierjobs_.begin();
2494+ job_iter != soldierjobs_.end(); ++job_iter)
2495 {
2496 if (job_iter->soldier == soldier) {
2497 MapObject * const enemy = job_iter->enemy.get(owner().egbase());
2498 if (stayhome)
2499 *stayhome = job_iter->stayhome;
2500- m_soldierjobs.erase(job_iter);
2501+ soldierjobs_.erase(job_iter);
2502 return enemy;
2503 }
2504 }
2505@@ -1058,13 +1058,13 @@
2506 bool
2507 MilitarySite::update_upgrade_requirements()
2508 {
2509- int32_t soldier_upgrade_required_min = m_soldier_upgrade_requirements.get_min();
2510- int32_t soldier_upgrade_required_max = m_soldier_upgrade_requirements.get_max();
2511+ int32_t soldier_upgrade_required_min = soldier_upgrade_requirements_.get_min();
2512+ int32_t soldier_upgrade_required_max = soldier_upgrade_requirements_.get_max();
2513
2514- if (kPrefersHeroes != m_soldier_preference && kPrefersRookies != m_soldier_preference)
2515+ if (kPrefersHeroes != soldier_preference_ && kPrefersRookies != soldier_preference_)
2516 {
2517- log("MilitarySite::swapSoldiers: error: Unknown player preference %d.\n", m_soldier_preference);
2518- m_soldier_upgrade_try = false;
2519+ log("MilitarySite::swapSoldiers: error: Unknown player preference %d.\n", soldier_preference_);
2520+ soldier_upgrade_try_ = false;
2521 return false;
2522 }
2523
2524@@ -1078,29 +1078,29 @@
2525
2526 // Micro-optimization: I assume that the majority of military sites have only level-zero
2527 // soldiers and prefer rookies. Handle them separately.
2528- m_soldier_upgrade_try = true;
2529- if (kPrefersRookies == m_soldier_preference) {
2530+ soldier_upgrade_try_ = true;
2531+ if (kPrefersRookies == soldier_preference_) {
2532 if (0 == wg_level)
2533 {
2534- m_soldier_upgrade_try = false;
2535+ soldier_upgrade_try_ = false;
2536 return false;
2537 }
2538 }
2539
2540 // Now I actually build the new requirements.
2541- int32_t reqmin = kPrefersHeroes == m_soldier_preference ? 1 + wg_level : 0;
2542- int32_t reqmax = kPrefersHeroes == m_soldier_preference ? SHRT_MAX : wg_level - 1;
2543+ int32_t reqmin = kPrefersHeroes == soldier_preference_ ? 1 + wg_level : 0;
2544+ int32_t reqmax = kPrefersHeroes == soldier_preference_ ? SHRT_MAX : wg_level - 1;
2545
2546 bool maxchanged = reqmax != soldier_upgrade_required_max;
2547 bool minchanged = reqmin != soldier_upgrade_required_min;
2548
2549 if (maxchanged || minchanged)
2550 {
2551- if (m_upgrade_soldier_request && (m_upgrade_soldier_request->is_open()))
2552+ if (upgrade_soldier_request_ && (upgrade_soldier_request_->is_open()))
2553 {
2554- m_upgrade_soldier_request.reset();
2555+ upgrade_soldier_request_.reset();
2556 }
2557- m_soldier_upgrade_requirements = RequireAttribute(atrTotal, reqmin, reqmax);
2558+ soldier_upgrade_requirements_ = RequireAttribute(atrTotal, reqmin, reqmax);
2559
2560 return true;
2561 }
2562@@ -1114,8 +1114,8 @@
2563 MilitarySite::set_soldier_preference(MilitarySite::SoldierPreference p)
2564 {
2565 assert(kPrefersHeroes == p || kPrefersRookies == p);
2566- m_soldier_preference = p;
2567- m_next_swap_soldiers_time = 0;
2568+ soldier_preference_ = p;
2569+ next_swap_soldiers_time_ = 0;
2570 }
2571
2572 }
2573
2574=== modified file 'src/logic/map_objects/tribes/militarysite.h'
2575--- src/logic/map_objects/tribes/militarysite.h 2016-01-31 15:31:00 +0000
2576+++ src/logic/map_objects/tribes/militarysite.h 2016-02-08 18:17:36 +0000
2577@@ -42,26 +42,26 @@
2578
2579 Building & create_object() const override;
2580
2581- uint32_t get_conquers() const override {return m_conquer_radius;}
2582+ uint32_t get_conquers() const override {return conquer_radius_;}
2583 uint32_t get_max_number_of_soldiers () const {
2584- return m_num_soldiers;
2585+ return num_soldiers_;
2586 }
2587 uint32_t get_heal_per_second () const {
2588- return m_heal_per_second;
2589+ return heal_per_second_;
2590 }
2591
2592- bool m_prefers_heroes_at_start;
2593- std::string m_occupied_str;
2594- std::string m_aggressor_str;
2595- std::string m_attack_str;
2596- std::string m_defeated_enemy_str;
2597- std::string m_defeated_you_str;
2598+ bool prefers_heroes_at_start_;
2599+ std::string occupied_str_;
2600+ std::string aggressor_str_;
2601+ std::string attack_str_;
2602+ std::string defeated_enemy_str_;
2603+ std::string defeated_you_str_;
2604
2605
2606 private:
2607- uint32_t m_conquer_radius;
2608- uint32_t m_num_soldiers;
2609- uint32_t m_heal_per_second;
2610+ uint32_t conquer_radius_;
2611+ uint32_t num_soldiers_;
2612+ uint32_t heal_per_second_;
2613 DISALLOW_COPY_AND_ASSIGN(MilitarySiteDescr);
2614 };
2615
2616@@ -115,7 +115,7 @@
2617 void set_requirements (const Requirements &);
2618 void clear_requirements();
2619 const Requirements & get_requirements () const {
2620- return m_soldier_requirements;
2621+ return soldier_requirements_;
2622 }
2623
2624 void reinit_after_conqueration(Game &);
2625@@ -124,7 +124,7 @@
2626
2627 void set_soldier_preference(SoldierPreference);
2628 SoldierPreference get_soldier_preference() const {
2629- return m_soldier_preference;
2630+ return soldier_preference_;
2631 }
2632
2633 protected:
2634@@ -153,28 +153,28 @@
2635
2636
2637 private:
2638- Requirements m_soldier_requirements; // This is used to grab a bunch of soldiers: Anything goes
2639- RequireAttribute m_soldier_upgrade_requirements; // This is used when exchanging soldiers.
2640- std::unique_ptr<Request> m_normal_soldier_request; // filling the site
2641- std::unique_ptr<Request> m_upgrade_soldier_request; // seeking for better soldiers
2642- bool m_didconquer;
2643- uint32_t m_capacity;
2644+ Requirements soldier_requirements_; // This is used to grab a bunch of soldiers: Anything goes
2645+ RequireAttribute soldier_upgrade_requirements_; // This is used when exchanging soldiers.
2646+ std::unique_ptr<Request> normal_soldier_request_; // filling the site
2647+ std::unique_ptr<Request> upgrade_soldier_request_; // seeking for better soldiers
2648+ bool didconquer_;
2649+ uint32_t capacity_;
2650
2651 /**
2652 * Next gametime where we should heal something.
2653 */
2654- int32_t m_nexthealtime;
2655+ int32_t nexthealtime_;
2656
2657 struct SoldierJob {
2658 Soldier * soldier;
2659 ObjectPointer enemy;
2660 bool stayhome;
2661 };
2662- std::vector<SoldierJob> m_soldierjobs;
2663- SoldierPreference m_soldier_preference;
2664- int32_t m_next_swap_soldiers_time;
2665- bool m_soldier_upgrade_try; // optimization -- if everybody is zero-level, do not downgrade
2666- bool m_doing_upgrade_request;
2667+ std::vector<SoldierJob> soldierjobs_;
2668+ SoldierPreference soldier_preference_;
2669+ int32_t next_swap_soldiers_time_;
2670+ bool soldier_upgrade_try_; // optimization -- if everybody is zero-level, do not downgrade
2671+ bool doing_upgrade_request_;
2672 };
2673
2674 }
2675
2676=== modified file 'src/logic/map_objects/tribes/partially_finished_building.cc'
2677--- src/logic/map_objects/tribes/partially_finished_building.cc 2016-01-28 05:24:34 +0000
2678+++ src/logic/map_objects/tribes/partially_finished_building.cc 2016-02-08 18:17:36 +0000
2679@@ -33,12 +33,12 @@
2680 PartiallyFinishedBuilding::PartiallyFinishedBuilding
2681 (const BuildingDescr & gdescr) :
2682 Building (gdescr),
2683-m_building (nullptr),
2684-m_builder_request(nullptr),
2685-m_working (false),
2686-m_work_steptime (0),
2687-m_work_completed (0),
2688-m_work_steps (0)
2689+building_ (nullptr),
2690+builder_request_(nullptr),
2691+working_ (false),
2692+work_steptime_ (0),
2693+work_completed_ (0),
2694+work_steps_ (0)
2695 {}
2696
2697 /*
2698@@ -47,22 +47,22 @@
2699 ===============
2700 */
2701 void PartiallyFinishedBuilding::set_building(const BuildingDescr & building_descr) {
2702- assert(!m_building);
2703+ assert(!building_);
2704
2705- m_building = &building_descr;
2706+ building_ = &building_descr;
2707 }
2708
2709 void PartiallyFinishedBuilding::cleanup(EditorGameBase & egbase) {
2710- if (m_builder_request) {
2711- delete m_builder_request;
2712- m_builder_request = nullptr;
2713+ if (builder_request_) {
2714+ delete builder_request_;
2715+ builder_request_ = nullptr;
2716 }
2717
2718- for (WaresQueue * temp_ware : m_wares) {
2719+ for (WaresQueue * temp_ware : wares_) {
2720 temp_ware->cleanup();
2721 delete temp_ware;
2722 }
2723- m_wares.clear();
2724+ wares_.clear();
2725
2726 Building::cleanup(egbase);
2727 }
2728@@ -73,7 +73,7 @@
2729 if (upcast(Game, game, &egbase))
2730 request_builder(*game);
2731
2732- g_sound_handler.play_fx("create_construction_site", m_position, 255);
2733+ g_sound_handler.play_fx("create_construction_site", position_, 255);
2734 }
2735
2736 /*
2737@@ -85,16 +85,16 @@
2738 void PartiallyFinishedBuilding::set_economy(Economy * const e)
2739 {
2740 if (Economy * const old = get_economy()) {
2741- for (WaresQueue * temp_ware : m_wares) {
2742+ for (WaresQueue * temp_ware : wares_) {
2743 temp_ware->remove_from_economy(*old);
2744 }
2745 }
2746 Building::set_economy(e);
2747- if (m_builder_request)
2748- m_builder_request->set_economy(e);
2749+ if (builder_request_)
2750+ builder_request_->set_economy(e);
2751
2752 if (e)
2753- for (WaresQueue * temp_ware : m_wares) {
2754+ for (WaresQueue * temp_ware : wares_) {
2755 temp_ware->add_to_economy(*e);
2756 }
2757 }
2758@@ -107,9 +107,9 @@
2759 ===============
2760 */
2761 void PartiallyFinishedBuilding::request_builder(Game &) {
2762- assert(!m_builder.is_set() && !m_builder_request);
2763+ assert(!builder_.is_set() && !builder_request_);
2764
2765- m_builder_request =
2766+ builder_request_ =
2767 new Request
2768 (*this,
2769 owner().tribe().builder(),
2770@@ -123,7 +123,7 @@
2771 ===============
2772 */
2773 int32_t PartiallyFinishedBuilding::get_size() const {
2774- return m_building->get_size();
2775+ return building_->get_size();
2776 }
2777
2778 /*
2779@@ -149,7 +149,7 @@
2780 */
2781 const Image* PartiallyFinishedBuilding::representative_image() const
2782 {
2783- return m_building->representative_image(&owner().get_playercolor());
2784+ return building_->representative_image(&owner().get_playercolor());
2785 }
2786
2787
2788@@ -166,8 +166,8 @@
2789 uint32_t thisstep = 0;
2790
2791 uint32_t ts = build_step_time();
2792- if (m_working) {
2793- thisstep = ts - (m_work_steptime - time);
2794+ if (working_) {
2795+ thisstep = ts - (work_steptime_ - time);
2796 // The check below is necessary because we drive construction via
2797 // the construction worker in get_building_work(), and there can be
2798 // a small delay between the worker completing his job and requesting
2799@@ -176,9 +176,9 @@
2800 thisstep = ts;
2801 }
2802 thisstep = (thisstep << 16) / ts;
2803- uint32_t total = (thisstep + (m_work_completed << 16));
2804- if (m_work_steps)
2805- total /= m_work_steps;
2806+ uint32_t total = (thisstep + (work_completed_ << 16));
2807+ if (work_steps_)
2808+ total /= work_steps_;
2809
2810 assert(total <= (1 << 16));
2811
2812@@ -203,10 +203,10 @@
2813
2814 PartiallyFinishedBuilding & b = dynamic_cast<PartiallyFinishedBuilding&>(target);
2815
2816- b.m_builder = w;
2817+ b.builder_ = w;
2818
2819 delete &rq;
2820- b.m_builder_request = nullptr;
2821+ b.builder_request_ = nullptr;
2822
2823 w->start_task_buildingwork(game);
2824 b.set_seeing(true);
2825
2826=== modified file 'src/logic/map_objects/tribes/partially_finished_building.h'
2827--- src/logic/map_objects/tribes/partially_finished_building.h 2015-11-28 22:29:26 +0000
2828+++ src/logic/map_objects/tribes/partially_finished_building.h 2016-02-08 18:17:36 +0000
2829@@ -50,11 +50,11 @@
2830 void init (EditorGameBase &) override;
2831 void set_economy(Economy *) override;
2832
2833- uint32_t get_nrwaresqueues() {return m_wares.size();}
2834- WaresQueue * get_waresqueue(uint32_t const idx) {return m_wares[idx];}
2835+ uint32_t get_nrwaresqueues() {return wares_.size();}
2836+ WaresQueue * get_waresqueue(uint32_t const idx) {return wares_[idx];}
2837
2838 uint32_t get_built_per64k() const;
2839- Request * get_builder_request() {return m_builder_request;}
2840+ Request * get_builder_request() {return builder_request_;}
2841 static void request_builder_callback(Game &, Request &, DescriptionIndex, Worker *, PlayerImmovable &);
2842
2843 private:
2844@@ -64,19 +64,19 @@
2845 virtual uint32_t build_step_time() const = 0;
2846
2847 protected:
2848- const BuildingDescr * m_building; // type of building that was or will become
2849+ const BuildingDescr * building_; // type of building that was or will become
2850
2851- Request * m_builder_request;
2852- OPtr<Worker> m_builder;
2853+ Request * builder_request_;
2854+ OPtr<Worker> builder_;
2855
2856 using Wares = std::vector<WaresQueue *>;
2857- Wares m_wares;
2858+ Wares wares_;
2859
2860- bool m_working; // true if the builder is currently working
2861- uint32_t m_work_steptime; // time when next step is completed
2862- uint32_t m_work_completed; // how many steps have we done so far?
2863- uint32_t m_work_steps; // how many steps (= wares) until we're done?
2864- //Player::ConstructionsiteInformation * m_info; // asked for by player point of view for the gameview
2865+ bool working_; // true if the builder is currently working
2866+ uint32_t work_steptime_; // time when next step is completed
2867+ uint32_t work_completed_; // how many steps have we done so far?
2868+ uint32_t work_steps_; // how many steps (= wares) until we're done?
2869+ //Player::ConstructionsiteInformation * info_; // asked for by player point of view for the gameview
2870 };
2871
2872 }
2873
2874=== modified file 'src/logic/map_objects/tribes/production_program.cc'
2875--- src/logic/map_objects/tribes/production_program.cc 2016-02-01 16:18:17 +0000
2876+++ src/logic/map_objects/tribes/production_program.cc 2016-02-08 18:17:36 +0000
2877@@ -722,7 +722,7 @@
2878
2879 for (const std::pair<uint32_t, std::set<std::string> >& area_info : worker_workarea_info) {
2880 std::set<std::string> & building_radius_infos =
2881- descr->m_workarea_info[area_info.first];
2882+ descr->workarea_info_[area_info.first];
2883
2884 for (const std::string& worker_descname : area_info.second) {
2885 std::string description = descr->descname();
2886@@ -1228,7 +1228,7 @@
2887 % world.get_resource(m_resource)->descname())
2888 .str();
2889
2890- descr->m_workarea_info[m_distance].insert(description);
2891+ descr->workarea_info_[m_distance].insert(description);
2892 } catch (const WException & e) {
2893 throw GameDataError("mine: %s", e.what());
2894 }
2895@@ -1546,7 +1546,7 @@
2896 void ProductionProgram::ActPlayFX::execute
2897 (Game & game, ProductionSite & ps) const
2898 {
2899- g_sound_handler.play_fx(name, ps.m_position, priority);
2900+ g_sound_handler.play_fx(name, ps.position_, priority);
2901 return ps.program_step(game);
2902 }
2903
2904@@ -1562,7 +1562,7 @@
2905 workerprogram = params[1];
2906 radius = boost::lexical_cast<uint32_t>(params[2]);
2907
2908- std::set<std::string> & building_radius_infos = descr->m_workarea_info[radius];
2909+ std::set<std::string> & building_radius_infos = descr->workarea_info_[radius];
2910 std::string description = descr->name() + ' ' + production_program_name;
2911 description += " construct ";
2912 description += objectname;
2913
2914=== modified file 'src/logic/map_objects/tribes/productionsite.cc'
2915--- src/logic/map_objects/tribes/productionsite.cc 2016-01-23 16:35:30 +0000
2916+++ src/logic/map_objects/tribes/productionsite.cc 2016-02-08 18:17:36 +0000
2917@@ -688,7 +688,7 @@
2918 if (state.program->size() <= state.ip)
2919 return program_end(game, Completed);
2920
2921- if (m_anim != descr().get_animation(m_default_anim)) {
2922+ if (anim_ != descr().get_animation(m_default_anim)) {
2923 // Restart idle animation, which is the default
2924 start_animation(game, descr().get_animation(m_default_anim));
2925 }
2926
2927=== modified file 'src/logic/map_objects/tribes/warehouse.cc'
2928--- src/logic/map_objects/tribes/warehouse.cc 2016-02-07 06:10:47 +0000
2929+++ src/logic/map_objects/tribes/warehouse.cc 2016-02-08 18:17:36 +0000
2930@@ -261,7 +261,7 @@
2931 m_heal_per_second = table.get_int("heal_per_second");
2932 if (table.has_key("conquers")) {
2933 m_conquers = table.get_int("conquers");
2934- m_workarea_info[m_conquers].insert(descname() + " conquer");
2935+ workarea_info_[m_conquers].insert(descname() + " conquer");
2936 }
2937 }
2938
2939@@ -629,7 +629,7 @@
2940 (PlayerArea<Area<FCoords> >
2941 (owner().player_number(),
2942 Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
2943- m_defeating_player);
2944+ defeating_player_);
2945
2946 // Unsee the area that we started seeing in init()
2947 Player & player = owner();
2948@@ -903,7 +903,7 @@
2949 // NOTE: This code lies about the TrainingAttributes of the new worker
2950 m_supply->remove_workers(worker_id, 1);
2951 const WorkerDescr & workerdescr = *game.tribes().get_worker_descr(worker_id);
2952- return workerdescr.create(game, owner(), this, m_position);
2953+ return workerdescr.create(game, owner(), this, position_);
2954 }
2955 }
2956
2957@@ -1105,7 +1105,7 @@
2958 remove_workers(owner().tribe().safe_worker_index(input), buildcost.second);
2959 }
2960
2961- incorporate_worker(game, &w_desc.create(game, owner(), this, m_position));
2962+ incorporate_worker(game, &w_desc.create(game, owner(), this, position_));
2963
2964 // Update PlannedWorkers::amount here if appropriate, because this function
2965 // may have been called directly by the Economy.
2966
2967=== modified file 'src/logic/player.cc'
2968--- src/logic/player.cc 2016-01-28 05:24:34 +0000
2969+++ src/logic/player.cc 2016-02-08 18:17:36 +0000
2970@@ -1253,9 +1253,9 @@
2971
2972 Player::BuildingStatsVector* Player::get_mutable_building_statistics(const DescriptionIndex& i) {
2973 DescriptionIndex const nr_buildings = egbase().tribes().nrbuildings();
2974- if (m_building_stats.size() < nr_buildings)
2975- m_building_stats.resize(nr_buildings);
2976- return &m_building_stats[i];
2977+ if (building_stats_.size() < nr_buildings)
2978+ building_stats_.resize(nr_buildings);
2979+ return &building_stats_[i];
2980 }
2981
2982 /**
2983@@ -1273,8 +1273,8 @@
2984 const size_t nr_buildings = egbase().tribes().nrbuildings();
2985
2986 // Get the valid vector for this
2987- if (m_building_stats.size() < nr_buildings)
2988- m_building_stats.resize(nr_buildings);
2989+ if (building_stats_.size() < nr_buildings)
2990+ building_stats_.resize(nr_buildings);
2991
2992 std::vector<BuildingStats>& stat =
2993 *get_mutable_building_statistics(egbase().tribes().building_index(building_name.c_str()));
2994
2995=== modified file 'src/logic/player.h'
2996--- src/logic/player.h 2016-01-31 15:31:00 +0000
2997+++ src/logic/player.h 2016-02-08 18:17:36 +0000
2998@@ -613,7 +613,7 @@
2999 */
3000 std::vector< std::vector<uint32_t> > m_ware_stocks;
3001
3002- PlayerBuildingStats m_building_stats;
3003+ PlayerBuildingStats building_stats_;
3004
3005 DISALLOW_COPY_AND_ASSIGN(Player);
3006 };
3007
3008=== modified file 'src/map_io/map_building_packet.cc'
3009--- src/map_io/map_building_packet.cc 2016-02-06 11:11:24 +0000
3010+++ src/map_io/map_building_packet.cc 2016-02-08 18:17:36 +0000
3011@@ -142,12 +142,12 @@
3012
3013 if (building->descr().type() == MapObjectType::CONSTRUCTIONSITE) {
3014 upcast(PartiallyFinishedBuilding const, pfb, building);
3015- fw.c_string((*pfb->m_building).name().c_str());
3016+ fw.c_string((*pfb->building_).name().c_str());
3017 fw.unsigned_8(kTypeConstructionSite);
3018
3019 } else if (building->descr().type() == MapObjectType::DISMANTLESITE) {
3020 upcast(PartiallyFinishedBuilding const, pfb, building);
3021- fw.c_string((*pfb->m_building).name().c_str());
3022+ fw.c_string((*pfb->building_).name().c_str());
3023 fw.unsigned_8(kTypeDismantleSite);
3024
3025 } else {
3026
3027=== modified file 'src/map_io/map_buildingdata_packet.cc'
3028--- src/map_io/map_buildingdata_packet.cc 2016-02-07 06:10:47 +0000
3029+++ src/map_io/map_buildingdata_packet.cc 2016-02-08 18:17:36 +0000
3030@@ -87,7 +87,7 @@
3031 if (fr.unsigned_8()) {
3032 char const * const animation_name = fr.c_string();
3033 try {
3034- building.m_anim =
3035+ building.anim_ =
3036 building.descr().get_animation(animation_name);
3037 } catch (const MapObjectDescr::AnimationNonexistent &) {
3038 log
3039@@ -96,15 +96,15 @@
3040 building.owner().tribe().name().c_str(),
3041 building.descr().descname().c_str(),
3042 animation_name);
3043- building.m_anim = building.descr().get_animation("idle");
3044+ building.anim_ = building.descr().get_animation("idle");
3045 }
3046 } else {
3047- building.m_anim = 0;
3048+ building.anim_ = 0;
3049 }
3050- building.m_animstart = fr.unsigned_32();
3051+ building.animstart_ = fr.unsigned_32();
3052
3053 {
3054- Building::LeaveQueue & leave_queue = building.m_leave_queue;
3055+ Building::LeaveQueue & leave_queue = building.leave_queue_;
3056 leave_queue.resize(fr.unsigned_16());
3057
3058 for (Building::LeaveQueue::iterator queue_iter = leave_queue.begin();
3059@@ -131,26 +131,26 @@
3060 }
3061 }
3062
3063- building.m_leave_time = fr.unsigned_32();
3064+ building.leave_time_ = fr.unsigned_32();
3065
3066 if (uint32_t const leaver_serial = fr.unsigned_32())
3067 try {
3068- building.m_leave_allow =
3069+ building.leave_allow_ =
3070 &mol.get<MapObject>(leaver_serial);
3071 } catch (const WException & e) {
3072 throw GameDataError
3073 ("leave allow item (%u): %s", leaver_serial, e.what());
3074 }
3075 else {
3076- building.m_leave_allow = nullptr;
3077+ building.leave_allow_ = nullptr;
3078 }
3079
3080 while (fr.unsigned_8()) {
3081 DescriptionIndex oldidx = building.owner().tribe().safe_building_index(fr.c_string());
3082- building.m_old_buildings.push_back(oldidx);
3083+ building.old_buildings_.push_back(oldidx);
3084 }
3085 // Only construction sites may have an empty list
3086- if (building.m_old_buildings.empty() && !is_a(ConstructionSite, &building)) {
3087+ if (building.old_buildings_.empty() && !is_a(ConstructionSite, &building)) {
3088 throw GameDataError
3089 ("Failed to read %s %u: No former buildings informations.\n"
3090 "Your savegame is corrupted", building.descr().descname().c_str(), building.serial());
3091@@ -180,7 +180,7 @@
3092 }
3093
3094 // Set economy now, some stuff below will count on this.
3095- building.set_economy(building.m_flag->get_economy());
3096+ building.set_economy(building.flag_->get_economy());
3097
3098 Game& game = dynamic_cast<Game&>(egbase);
3099
3100@@ -226,49 +226,49 @@
3101 uint16_t const packet_version = fr.unsigned_16();
3102 if (packet_version == kCurrentPacketPFBuilding) {
3103 const TribeDescr & tribe = pfb.owner().tribe();
3104- pfb.m_building =
3105+ pfb.building_ =
3106 tribe.get_building_descr(tribe.safe_building_index(fr.c_string()));
3107
3108- delete pfb.m_builder_request;
3109+ delete pfb.builder_request_;
3110 if (fr.unsigned_8()) {
3111- pfb.m_builder_request =
3112+ pfb.builder_request_ =
3113 new Request
3114 (pfb,
3115 0,
3116 PartiallyFinishedBuilding::request_builder_callback,
3117 wwWORKER);
3118- pfb.m_builder_request->read(fr, game, mol);
3119+ pfb.builder_request_->read(fr, game, mol);
3120 } else
3121- pfb.m_builder_request = nullptr;
3122+ pfb.builder_request_ = nullptr;
3123
3124 if (uint32_t const builder_serial = fr.unsigned_32()) {
3125 try {
3126- pfb.m_builder = &mol.get<Worker>(builder_serial);
3127+ pfb.builder_ = &mol.get<Worker>(builder_serial);
3128 } catch (const WException & e) {
3129 throw GameDataError
3130 ("builder (%u): %s", builder_serial, e.what());
3131 }
3132 } else
3133- pfb.m_builder = nullptr;
3134+ pfb.builder_ = nullptr;
3135
3136 try {
3137 uint16_t const size = fr.unsigned_16();
3138- pfb.m_wares.resize(size);
3139- for (uint16_t i = 0; i < pfb.m_wares.size(); ++i)
3140+ pfb.wares_.resize(size);
3141+ for (uint16_t i = 0; i < pfb.wares_.size(); ++i)
3142 {
3143- pfb.m_wares[i] =
3144+ pfb.wares_[i] =
3145 new WaresQueue
3146 (pfb, INVALID_INDEX, 0);
3147- pfb.m_wares[i]->read(fr, game, mol);
3148+ pfb.wares_[i]->read(fr, game, mol);
3149 }
3150 } catch (const WException & e) {
3151 throw GameDataError("wares: %s", e.what());
3152 }
3153
3154- pfb.m_working = fr.unsigned_8 ();
3155- pfb.m_work_steptime = fr.unsigned_32();
3156- pfb.m_work_completed = fr.unsigned_32();
3157- pfb.m_work_steps = fr.unsigned_32();
3158+ pfb.working_ = fr.unsigned_8 ();
3159+ pfb.work_steptime_ = fr.unsigned_32();
3160+ pfb.work_completed_ = fr.unsigned_32();
3161+ pfb.work_steps_ = fr.unsigned_32();
3162 } else {
3163 throw UnhandledVersionError("MapBuildingdataPacket - Partially Finished Building",
3164 packet_version, kCurrentPacketPFBuilding);
3165@@ -289,15 +289,15 @@
3166 if (packet_version >= kCurrentPacketVersionConstructionsite) {
3167 read_partially_finished_building(constructionsite, fr, game, mol);
3168
3169- for (ConstructionSite::Wares::iterator wares_iter = constructionsite.m_wares.begin();
3170- wares_iter != constructionsite.m_wares.end();
3171+ for (ConstructionSite::Wares::iterator wares_iter = constructionsite.wares_.begin();
3172+ wares_iter != constructionsite.wares_.end();
3173 ++wares_iter) {
3174
3175 (*wares_iter)->set_callback
3176 (ConstructionSite::wares_queue_callback, &constructionsite);
3177 }
3178
3179- constructionsite.m_fetchfromflag = fr. signed_32();
3180+ constructionsite.fetchfromflag_ = fr. signed_32();
3181 } else {
3182 throw UnhandledVersionError("MapBuildingdataPacket - Constructionsite",
3183 packet_version, kCurrentPacketVersionConstructionsite);
3184@@ -510,36 +510,36 @@
3185 try {
3186 uint16_t const packet_version = fr.unsigned_16();
3187 if (packet_version == kCurrentPacketVersionMilitarysite) {
3188- militarysite.m_normal_soldier_request.reset();
3189+ militarysite.normal_soldier_request_.reset();
3190
3191 if (fr.unsigned_8()) {
3192- militarysite.m_normal_soldier_request.reset
3193+ militarysite.normal_soldier_request_.reset
3194 (new Request
3195 (militarysite,
3196 0,
3197 MilitarySite::request_soldier_callback,
3198 wwWORKER));
3199- militarysite.m_normal_soldier_request->read(fr, game, mol);
3200+ militarysite.normal_soldier_request_->read(fr, game, mol);
3201 }
3202 else
3203- militarysite.m_normal_soldier_request.reset();
3204+ militarysite.normal_soldier_request_.reset();
3205
3206 if (fr.unsigned_8())
3207 {
3208- militarysite.m_upgrade_soldier_request.reset
3209+ militarysite.upgrade_soldier_request_.reset
3210 (new Request
3211 (militarysite,
3212- (!militarysite.m_normal_soldier_request) ? 0
3213+ (!militarysite.normal_soldier_request_) ? 0
3214 : militarysite.owner().tribe().soldier(),
3215 MilitarySite::request_soldier_callback,
3216 wwWORKER));
3217- militarysite.m_upgrade_soldier_request->read(fr, game, mol);
3218+ militarysite.upgrade_soldier_request_->read(fr, game, mol);
3219 }
3220 else
3221- militarysite.m_upgrade_soldier_request.reset();
3222-
3223-
3224- if ((militarysite.m_didconquer = fr.unsigned_8())) {
3225+ militarysite.upgrade_soldier_request_.reset();
3226+
3227+
3228+ if ((militarysite.didconquer_ = fr.unsigned_8())) {
3229 // Add to map of military influence.
3230 const Map & map = game.map();
3231 Area<FCoords> a
3232@@ -557,16 +557,16 @@
3233 }
3234
3235 // capacity (modified by user)
3236- militarysite.m_capacity = fr.unsigned_8();
3237- militarysite.m_nexthealtime = fr.signed_32();
3238+ militarysite.capacity_ = fr.unsigned_8();
3239+ militarysite.nexthealtime_ = fr.signed_32();
3240
3241 uint16_t reqmin = fr.unsigned_16();
3242 uint16_t reqmax = fr.unsigned_16();
3243- militarysite.m_soldier_upgrade_requirements = RequireAttribute(atrTotal, reqmin, reqmax);
3244- militarysite.m_soldier_preference = static_cast<MilitarySite::SoldierPreference>(fr.unsigned_8());
3245- militarysite.m_next_swap_soldiers_time = fr.signed_32();
3246- militarysite.m_soldier_upgrade_try = 0 != fr.unsigned_8() ? true : false;
3247- militarysite.m_doing_upgrade_request = 0 != fr.unsigned_8() ? true : false;
3248+ militarysite.soldier_upgrade_requirements_ = RequireAttribute(atrTotal, reqmin, reqmax);
3249+ militarysite.soldier_preference_ = static_cast<MilitarySite::SoldierPreference>(fr.unsigned_8());
3250+ militarysite.next_swap_soldiers_time_ = fr.signed_32();
3251+ militarysite.soldier_upgrade_try_ = 0 != fr.unsigned_8() ? true : false;
3252+ militarysite.doing_upgrade_request_ = 0 != fr.unsigned_8() ? true : false;
3253
3254 } else {
3255 throw UnhandledVersionError("MapBuildingdataPacket - Militarysite",
3256@@ -582,22 +582,22 @@
3257 // Cmd_ChangeSoldierCapacity to the beginning of the game's command
3258 // queue. But that would not work because the command queue is not read
3259 // yet and will be cleared before it is read.
3260- if (militarysite.m_capacity < militarysite.min_soldier_capacity()) {
3261+ if (militarysite.capacity_ < militarysite.min_soldier_capacity()) {
3262 log
3263 ("WARNING: militarysite %u of player %u at (%i, %i) has capacity "
3264 "set to %u but it must be at least %u. Changing to that value.\n",
3265 militarysite.serial(), militarysite.owner().player_number(),
3266 militarysite.get_position().x, militarysite.get_position().y,
3267- militarysite.m_capacity, militarysite.min_soldier_capacity());
3268- militarysite.m_capacity = militarysite.min_soldier_capacity();
3269- } else if (militarysite.max_soldier_capacity() < militarysite.m_capacity) {
3270+ militarysite.capacity_, militarysite.min_soldier_capacity());
3271+ militarysite.capacity_ = militarysite.min_soldier_capacity();
3272+ } else if (militarysite.max_soldier_capacity() < militarysite.capacity_) {
3273 log
3274 ("WARNING: militarysite %u of player %u at (%i, %i) has capacity "
3275 "set to %u but it can be at most %u. Changing to that value.\n",
3276 militarysite.serial(), militarysite.owner().player_number(),
3277 militarysite.get_position().x, militarysite.get_position().y,
3278- militarysite.m_capacity, militarysite.max_soldier_capacity());
3279- militarysite.m_capacity = militarysite.max_soldier_capacity();
3280+ militarysite.capacity_, militarysite.max_soldier_capacity());
3281+ militarysite.capacity_ = militarysite.max_soldier_capacity();
3282 }
3283 } catch (const WException & e) {
3284 throw GameDataError("militarysite: %s", e.what());
3285@@ -898,16 +898,16 @@
3286 // player immovable owner is already in existence packet
3287
3288 // write the general stuff
3289- if (building->m_anim) {
3290+ if (building->anim_) {
3291 fw.unsigned_8(1);
3292- fw.string(building->descr().get_animation_name(building->m_anim));
3293+ fw.string(building->descr().get_animation_name(building->anim_));
3294 } else
3295 fw.unsigned_8(0);
3296
3297- fw.unsigned_32(building->m_animstart);
3298+ fw.unsigned_32(building->animstart_);
3299
3300 {
3301- const Building::LeaveQueue & leave_queue = building->m_leave_queue;
3302+ const Building::LeaveQueue & leave_queue = building->leave_queue_;
3303 fw.unsigned_16(leave_queue.size());
3304 for (const OPtr<Worker >& temp_queue: leave_queue) {
3305 assert(mos.is_object_known(*temp_queue.get(egbase)));
3306@@ -915,8 +915,8 @@
3307 (mos.get_object_file_index(*temp_queue.get(egbase)));
3308 }
3309 }
3310- fw.unsigned_32(building->m_leave_time);
3311- if (MapObject const * const o = building->m_leave_allow.get(egbase))
3312+ fw.unsigned_32(building->leave_time_);
3313+ if (MapObject const * const o = building->leave_allow_.get(egbase))
3314 {
3315 assert(mos.is_object_known(*o));
3316 fw.unsigned_32(mos.get_object_file_index(*o));
3317@@ -925,7 +925,7 @@
3318 }
3319 {
3320 const TribeDescr& td = building->owner().tribe();
3321- for (DescriptionIndex b_idx : building->m_old_buildings) {
3322+ for (DescriptionIndex b_idx : building->old_buildings_) {
3323 const BuildingDescr* b_descr = td.get_building_descr(b_idx);
3324 fw.unsigned_8(1);
3325 fw.string(b_descr->name());
3326@@ -976,31 +976,31 @@
3327 fw.unsigned_16(kCurrentPacketPFBuilding);
3328
3329 // descriptions
3330- fw.string(pfb.m_building->name());
3331+ fw.string(pfb.building_->name());
3332
3333 // builder request
3334- if (pfb.m_builder_request) {
3335+ if (pfb.builder_request_) {
3336 fw.unsigned_8(1);
3337- pfb.m_builder_request->write(fw, game, mos);
3338+ pfb.builder_request_->write(fw, game, mos);
3339 } else
3340 fw.unsigned_8(0);
3341
3342 // builder
3343- if (Worker const * builder = pfb.m_builder.get(game)) {
3344+ if (Worker const * builder = pfb.builder_.get(game)) {
3345 assert(mos.is_object_known(*builder));
3346 fw.unsigned_32(mos.get_object_file_index(*builder));
3347 } else
3348 fw.unsigned_32(0);
3349
3350- const uint16_t wares_size = pfb.m_wares.size();
3351+ const uint16_t wares_size = pfb.wares_.size();
3352 fw.unsigned_16(wares_size);
3353 for (uint16_t i = 0; i < wares_size; ++i)
3354- pfb.m_wares[i]->write(fw, game, mos);
3355+ pfb.wares_[i]->write(fw, game, mos);
3356
3357- fw.unsigned_8 (pfb.m_working);
3358- fw.unsigned_32(pfb.m_work_steptime);
3359- fw.unsigned_32(pfb.m_work_completed);
3360- fw.unsigned_32(pfb.m_work_steps);
3361+ fw.unsigned_8 (pfb.working_);
3362+ fw.unsigned_32(pfb.work_steptime_);
3363+ fw.unsigned_32(pfb.work_completed_);
3364+ fw.unsigned_32(pfb.work_steps_);
3365 }
3366
3367 void MapBuildingdataPacket::write_constructionsite
3368@@ -1014,7 +1014,7 @@
3369
3370 write_partially_finished_building(constructionsite, fw, game, mos);
3371
3372- fw.signed_32(constructionsite.m_fetchfromflag);
3373+ fw.signed_32(constructionsite.fetchfromflag_);
3374 }
3375
3376 void MapBuildingdataPacket::write_dismantlesite
3377@@ -1134,40 +1134,40 @@
3378 {
3379 fw.unsigned_16(kCurrentPacketVersionMilitarysite);
3380
3381- if (militarysite.m_normal_soldier_request) {
3382+ if (militarysite.normal_soldier_request_) {
3383 fw.unsigned_8(1);
3384- militarysite.m_normal_soldier_request->write(fw, game, mos);
3385+ militarysite.normal_soldier_request_->write(fw, game, mos);
3386 } else {
3387 fw.unsigned_8(0);
3388 }
3389
3390- if (militarysite.m_upgrade_soldier_request)
3391+ if (militarysite.upgrade_soldier_request_)
3392 {
3393 fw.unsigned_8(1);
3394- militarysite.m_upgrade_soldier_request->write(fw, game, mos);
3395+ militarysite.upgrade_soldier_request_->write(fw, game, mos);
3396 }
3397 else
3398 fw.unsigned_8(0);
3399
3400
3401- fw.unsigned_8(militarysite.m_didconquer);
3402- fw.unsigned_8(militarysite.m_capacity);
3403- fw.signed_32(militarysite.m_nexthealtime);
3404+ fw.unsigned_8(militarysite.didconquer_);
3405+ fw.unsigned_8(militarysite.capacity_);
3406+ fw.signed_32(militarysite.nexthealtime_);
3407
3408- if (militarysite.m_normal_soldier_request)
3409+ if (militarysite.normal_soldier_request_)
3410 {
3411- if (militarysite.m_upgrade_soldier_request)
3412+ if (militarysite.upgrade_soldier_request_)
3413 {
3414 throw GameDataError
3415 ("Internal error in a MilitarySite -- cannot continue. Use previous autosave.");
3416 }
3417 }
3418- fw.unsigned_16(militarysite.m_soldier_upgrade_requirements.get_min());
3419- fw.unsigned_16(militarysite.m_soldier_upgrade_requirements.get_max());
3420- fw.unsigned_8(militarysite.m_soldier_preference);
3421- fw.signed_32(militarysite.m_next_swap_soldiers_time);
3422- fw.unsigned_8(militarysite.m_soldier_upgrade_try ? 1 : 0);
3423- fw.unsigned_8(militarysite.m_doing_upgrade_request ? 1 : 0);
3424+ fw.unsigned_16(militarysite.soldier_upgrade_requirements_.get_min());
3425+ fw.unsigned_16(militarysite.soldier_upgrade_requirements_.get_max());
3426+ fw.unsigned_8(militarysite.soldier_preference_);
3427+ fw.signed_32(militarysite.next_swap_soldiers_time_);
3428+ fw.unsigned_8(militarysite.soldier_upgrade_try_ ? 1 : 0);
3429+ fw.unsigned_8(militarysite.doing_upgrade_request_ ? 1 : 0);
3430
3431 }
3432
3433
3434=== modified file 'src/scripting/lua_map.cc'
3435--- src/scripting/lua_map.cc 2016-01-31 15:31:00 +0000
3436+++ src/scripting/lua_map.cc 2016-02-08 18:17:36 +0000
3437@@ -1638,7 +1638,7 @@
3438 (RO) the workarea_radius of the building as an int.
3439 */
3440 int LuaBuildingDescription::get_workarea_radius(lua_State * L) {
3441- lua_pushinteger(L, get()->m_workarea_info.begin()->first);
3442+ lua_pushinteger(L, get()->workarea_info_.begin()->first);
3443 return 1;
3444 }
3445
3446
3447=== modified file 'src/wui/building_ui.cc'
3448--- src/wui/building_ui.cc 2015-11-28 22:29:26 +0000
3449+++ src/wui/building_ui.cc 2016-02-08 18:17:36 +0000
3450@@ -33,21 +33,21 @@
3451 */
3452 void Building::show_options(InteractiveGameBase & igbase, bool avoid_fastclick, Point pos)
3453 {
3454- if (m_optionswindow) {
3455- if (m_optionswindow->is_minimal())
3456- m_optionswindow->restore();
3457- m_optionswindow->move_to_top();
3458+ if (optionswindow_) {
3459+ if (optionswindow_->is_minimal())
3460+ optionswindow_->restore();
3461+ optionswindow_->move_to_top();
3462 } else {
3463- create_options_window(igbase, m_optionswindow);
3464- if (upcast(BuildingWindow, bw, m_optionswindow)) {
3465+ create_options_window(igbase, optionswindow_);
3466+ if (upcast(BuildingWindow, bw, optionswindow_)) {
3467 bw->set_avoid_fastclick(avoid_fastclick);
3468 }
3469 // Run a first think here so that certain things like caps buttons
3470 // get properly initialized
3471- m_optionswindow->think();
3472+ optionswindow_->think();
3473 }
3474 if (pos.x >= 0 && pos.y >= 0) {
3475- m_optionswindow->set_pos(pos);
3476+ optionswindow_->set_pos(pos);
3477 }
3478 }
3479
3480@@ -58,8 +58,8 @@
3481 {
3482 for (boost::signals2::connection& c : options_window_connections)
3483 c.disconnect();
3484- delete m_optionswindow;
3485- m_optionswindow = nullptr;
3486+ delete optionswindow_;
3487+ optionswindow_ = nullptr;
3488 }
3489
3490 /**
3491@@ -67,10 +67,10 @@
3492 */
3493 void Building::refresh_options(InteractiveGameBase & igb) {
3494 // Only do something if there is actually a window
3495- if (m_optionswindow) {
3496- Point window_position = m_optionswindow->get_pos();
3497+ if (optionswindow_) {
3498+ Point window_position = optionswindow_->get_pos();
3499 hide_options();
3500 show_options(igb, true);
3501- m_optionswindow->set_pos(window_position);
3502+ optionswindow_->set_pos(window_position);
3503 }
3504 }
3505
3506=== modified file 'src/wui/buildingwindow.cc'
3507--- src/wui/buildingwindow.cc 2016-01-29 08:37:22 +0000
3508+++ src/wui/buildingwindow.cc 2016-02-08 18:17:36 +0000
3509@@ -304,9 +304,9 @@
3510 if (can_see) {
3511 WorkareaInfo wa_info;
3512 if (upcast(Widelands::ConstructionSite, csite, &building_)) {
3513- wa_info = csite->building().m_workarea_info;
3514+ wa_info = csite->building().workarea_info_;
3515 } else {
3516- wa_info = building_.descr().m_workarea_info;
3517+ wa_info = building_.descr().workarea_info_;
3518 }
3519 if (!wa_info.empty()) {
3520 toggle_workarea_ = new UI::Button
3521@@ -471,9 +471,9 @@
3522 }
3523 WorkareaInfo workarea_info;
3524 if (upcast(Widelands::ConstructionSite, csite, &building_)) {
3525- workarea_info = csite->building().m_workarea_info;
3526+ workarea_info = csite->building().workarea_info_;
3527 } else {
3528- workarea_info = building_.descr().m_workarea_info;
3529+ workarea_info = building_.descr().workarea_info_;
3530 }
3531 if (workarea_info.empty()) {
3532 return;
3533
3534=== modified file 'src/wui/fieldaction.cc'
3535--- src/wui/fieldaction.cc 2016-01-29 08:37:22 +0000
3536+++ src/wui/fieldaction.cc 2016-02-08 18:17:36 +0000
3537@@ -821,7 +821,7 @@
3538 {
3539 if (ibase().show_workarea_preview_ && !m_workarea_preview_overlay_id) {
3540 const WorkareaInfo& workarea_info =
3541- m_plr->tribe().get_building_descr(Widelands::DescriptionIndex(idx))->m_workarea_info;
3542+ m_plr->tribe().get_building_descr(Widelands::DescriptionIndex(idx))->workarea_info_;
3543 m_workarea_preview_overlay_id = ibase().show_work_area(workarea_info, m_node);
3544 }
3545 }
3546
3547=== modified file 'src/wui/soldiercapacitycontrol.cc'
3548--- src/wui/soldiercapacitycontrol.cc 2016-01-29 08:37:22 +0000
3549+++ src/wui/soldiercapacitycontrol.cc 2016-02-08 18:17:36 +0000
3550@@ -46,7 +46,7 @@
3551 void click_increase();
3552
3553 InteractiveGameBase & m_igb;
3554- Widelands::Building & m_building;
3555+ Widelands::Building & building_;
3556
3557 UI::Button m_decrease;
3558 UI::Button m_increase;
3559@@ -59,7 +59,7 @@
3560 :
3561 Box(parent, 0, 0, Horizontal),
3562 m_igb(igb),
3563-m_building(building),
3564+building_(building),
3565 m_decrease
3566 (this, "decrease", 0, 0, 32, 32,
3567 g_gr->images().get("images/ui_basic/but4.png"),
3568@@ -86,21 +86,21 @@
3569
3570 void SoldierCapacityControl::think()
3571 {
3572- SoldierControl * soldiers = dynamic_cast<SoldierControl *>(&m_building);
3573+ SoldierControl * soldiers = dynamic_cast<SoldierControl *>(&building_);
3574 uint32_t const capacity = soldiers->soldier_capacity();
3575 char buffer[sizeof("4294967295")];
3576
3577 sprintf(buffer, "%2u", capacity);
3578 m_value.set_text(buffer);
3579
3580- bool const can_act = m_igb.can_act(m_building.owner().player_number());
3581+ bool const can_act = m_igb.can_act(building_.owner().player_number());
3582 m_decrease.set_enabled(can_act && soldiers->min_soldier_capacity() < capacity);
3583 m_increase.set_enabled(can_act && soldiers->max_soldier_capacity() > capacity);
3584 }
3585
3586 void SoldierCapacityControl::change_soldier_capacity(int delta)
3587 {
3588- m_igb.game().send_player_change_soldier_capacity(m_building, delta);
3589+ m_igb.game().send_player_change_soldier_capacity(building_, delta);
3590 }
3591
3592 void SoldierCapacityControl::click_decrease()
3593
3594=== modified file 'src/wui/soldierlist.cc'
3595--- src/wui/soldierlist.cc 2016-01-31 21:03:15 +0000
3596+++ src/wui/soldierlist.cc 2016-02-08 18:17:36 +0000
3597@@ -371,7 +371,7 @@
3598 void think() override;
3599
3600 InteractiveGameBase & m_igb;
3601- Widelands::Building & m_building;
3602+ Widelands::Building & building_;
3603 SoldierPanel m_soldierpanel;
3604 UI::Radiogroup m_soldier_preference;
3605 UI::Textarea m_infotext;
3606@@ -385,7 +385,7 @@
3607 UI::Box(&parent, 0, 0, UI::Box::Vertical),
3608
3609 m_igb(igb),
3610-m_building(building),
3611+building_(building),
3612 m_soldierpanel(*this, igb.egbase(), building),
3613 m_infotext(this, _("Click soldier to send away"))
3614 {
3615@@ -413,7 +413,7 @@
3616
3617 UI::Box * buttons = new UI::Box(this, 0, 0, UI::Box::Horizontal);
3618
3619- bool can_act = m_igb.can_act(m_building.owner().player_number());
3620+ bool can_act = m_igb.can_act(building_.owner().player_number());
3621 if (upcast(Widelands::MilitarySite, ms, &building)) {
3622 m_soldier_preference.add_button
3623 (buttons, Point(0, 0),
3624@@ -450,16 +450,16 @@
3625
3626 SoldierControl & SoldierList::soldiers() const
3627 {
3628- return *dynamic_cast<SoldierControl *>(&m_building);
3629+ return *dynamic_cast<SoldierControl *>(&building_);
3630 }
3631
3632 void SoldierList::think()
3633 {
3634 // Only update the soldiers pref radio if player is spectator
3635- if (m_igb.can_act(m_building.owner().player_number())) {
3636+ if (m_igb.can_act(building_.owner().player_number())) {
3637 return;
3638 }
3639- if (upcast(Widelands::MilitarySite, ms, &m_building)) {
3640+ if (upcast(Widelands::MilitarySite, ms, &building_)) {
3641 switch (ms->get_soldier_preference()) {
3642 case Widelands::MilitarySite::kPrefersRookies:
3643 m_soldier_preference.set_state(0);
3644@@ -495,20 +495,20 @@
3645 void SoldierList::eject(const Soldier * soldier)
3646 {
3647 uint32_t const capacity_min = soldiers().min_soldier_capacity();
3648- bool can_act = m_igb.can_act(m_building.owner().player_number());
3649+ bool can_act = m_igb.can_act(building_.owner().player_number());
3650 bool over_min = capacity_min < soldiers().present_soldiers().size();
3651
3652 if (can_act && over_min)
3653- m_igb.game().send_player_drop_soldier(m_building, soldier->serial());
3654+ m_igb.game().send_player_drop_soldier(building_, soldier->serial());
3655 }
3656
3657 void SoldierList::set_soldier_preference(int32_t changed_to) {
3658 #ifndef NDEBUG
3659- upcast(Widelands::MilitarySite, ms, &m_building);
3660+ upcast(Widelands::MilitarySite, ms, &building_);
3661 assert(ms);
3662 #endif
3663 m_igb.game().send_player_militarysite_set_soldier_preference
3664- (m_building, changed_to == 0 ?
3665+ (building_, changed_to == 0 ?
3666 Widelands::MilitarySite::kPrefersRookies:
3667 Widelands::MilitarySite::kPrefersHeroes);
3668 }

Subscribers

People subscribed via source and target branches

to status/vote changes: