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Add some const qualifiers to functions (#4874)

* add some const qualifiers to functions

* added changes suggested by @tigerw

Co-authored-by: 12xx12 <12xx12100@gmail.com>
This commit is contained in:
12xx12 2020-09-17 00:01:20 +02:00 committed by GitHub
parent a90dedffeb
commit 53549a1a4c
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 11 additions and 11 deletions

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@ -1170,20 +1170,20 @@ void cEnchantments::CheckEnchantmentConflictsFromVector(
cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments)
cEnchantments cEnchantments::GetRandomEnchantmentFromVector(const cWeightedEnchantments & a_Enchantments)
{
int AllWeights = 0;
for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
for (const auto & Enchantment: a_Enchantments)
{
AllWeights += (*it).m_Weight;
AllWeights += Enchantment.m_Weight;
}
int RandomNumber = GetRandomProvider().RandInt(AllWeights - 1);
for (cWeightedEnchantments::iterator it = a_Enchantments.begin(); it != a_Enchantments.end(); ++it)
for (const auto & Enchantment: a_Enchantments)
{
RandomNumber -= (*it).m_Weight;
RandomNumber -= Enchantment.m_Weight;
if (RandomNumber < 0)
{
return (*it).m_Enchantments;
return Enchantment.m_Enchantments;
}
}

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@ -140,7 +140,7 @@ public:
static void CheckEnchantmentConflictsFromVector(cWeightedEnchantments & a_Enchantments, const cEnchantments & a_FirstEnchantment);
/** Gets random enchantment from Vector and returns it */
static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments);
static cEnchantments GetRandomEnchantmentFromVector(const cWeightedEnchantments & a_Enchantments);
/** Selects one enchantment from a Vector using cNoise. Mostly used for generators.
Uses the enchantments' weights for the random distribution.

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@ -470,7 +470,7 @@ void cPawn::StopEveryoneFromTargetingMe()
std::map<cEntityEffect::eType, cEntityEffect *> cPawn::GetEntityEffects()
std::map<cEntityEffect::eType, cEntityEffect *> cPawn::GetEntityEffects() const
{
std::map<cEntityEffect::eType, cEntityEffect *> Effects;
for (auto & Effect : m_EntityEffects)
@ -484,7 +484,7 @@ std::map<cEntityEffect::eType, cEntityEffect *> cPawn::GetEntityEffects()
cEntityEffect * cPawn::GetEntityEffect(cEntityEffect::eType a_EffectType)
cEntityEffect * cPawn::GetEntityEffect(cEntityEffect::eType a_EffectType) const
{
auto itr = m_EntityEffects.find(a_EffectType);
return (itr != m_EntityEffects.end()) ? itr->second.get() : nullptr;

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@ -66,10 +66,10 @@ public:
void TargetingMe(cMonster * a_Monster);
/** Returns all entity effects */
std::map<cEntityEffect::eType, cEntityEffect *> GetEntityEffects();
std::map<cEntityEffect::eType, cEntityEffect *> GetEntityEffects() const;
/** Returns the entity effect, if it is currently applied or nullptr if not. */
cEntityEffect * GetEntityEffect(cEntityEffect::eType a_EffectType);
cEntityEffect * GetEntityEffect(cEntityEffect::eType a_EffectType) const;
protected:
typedef std::map<cEntityEffect::eType, std::unique_ptr<cEntityEffect>> tEffectMap;