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CheckBasicStyle: checks spaces around * and &.

This commit is contained in:
Mattes D 2015-05-09 11:16:56 +02:00
parent c13b1931ff
commit 846d16315a
42 changed files with 115 additions and 104 deletions

View File

@ -159,7 +159,7 @@ void cLuaWindow::Destroy(void)
m_Plugin->Unreference(m_LuaRef);
}
// Lua will take care of this object, it will garbage-collect it, so we *must not* delete it!
// Lua will take care of this object, it will garbage-collect it, so we must not delete it!
m_IsDestroyed = false;
}
@ -167,10 +167,10 @@ void cLuaWindow::Destroy(void)
void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer& a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
cSlotAreas Areas;
for (auto Area : m_SlotAreas)
for (auto && Area : m_SlotAreas)
{
if (Area != a_ClickedArea)
{

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@ -2557,8 +2557,8 @@ static int tolua_push_StringStringMap(lua_State* tolua_S, std::map< std::string,
for (std::map<std::string, std::string>::iterator it = a_StringStringMap.begin(); it != a_StringStringMap.end(); ++it)
{
const char* key = it->first.c_str();
const char* value = it->second.c_str();
const char * key = it->first.c_str();
const char * value = it->second.c_str();
lua_pushstring(tolua_S, key);
lua_pushstring(tolua_S, value);
lua_settable(tolua_S, top);
@ -2573,7 +2573,7 @@ static int tolua_push_StringStringMap(lua_State* tolua_S, std::map< std::string,
static int tolua_get_HTTPRequest_Params(lua_State* tolua_S)
{
HTTPRequest* self = (HTTPRequest*) tolua_tousertype(tolua_S, 1, nullptr);
HTTPRequest * self = reinterpret_cast<HTTPRequest *>(tolua_tousertype(tolua_S, 1, nullptr));
return tolua_push_StringStringMap(tolua_S, self->Params);
}
@ -2583,7 +2583,7 @@ static int tolua_get_HTTPRequest_Params(lua_State* tolua_S)
static int tolua_get_HTTPRequest_PostParams(lua_State* tolua_S)
{
HTTPRequest* self = (HTTPRequest*) tolua_tousertype(tolua_S, 1, nullptr);
HTTPRequest * self = reinterpret_cast<HTTPRequest *>(tolua_tousertype(tolua_S, 1, nullptr));
return tolua_push_StringStringMap(tolua_S, self->PostParams);
}
@ -2593,8 +2593,8 @@ static int tolua_get_HTTPRequest_PostParams(lua_State* tolua_S)
static int tolua_get_HTTPRequest_FormData(lua_State* tolua_S)
{
HTTPRequest* self = (HTTPRequest*) tolua_tousertype(tolua_S, 1, nullptr);
std::map< std::string, HTTPFormData >& FormData = self->FormData;
HTTPRequest * self = reinterpret_cast<HTTPRequest *>(tolua_tousertype(tolua_S, 1, nullptr));
std::map<std::string, HTTPFormData> & FormData = self->FormData;
lua_newtable(tolua_S);
int top = lua_gettop(tolua_S);

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@ -164,12 +164,20 @@ local g_ViolationPatterns =
-- Cannot check spaces around "-", because the minus is sometimes used as a hyphen between-words
-- Check spaces around "*":
{"^[a-zA-Z0-9]+%*[a-zA-Z0-9]+", "Add space around *"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zA-Z0-9]+%*[a-zA-Z0-9]+", "Add space around *"},
{"^[a-zA-Z0-9]+%*[a-zA-Z0-9]+", "Add space around *"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zA-Z0-9]+%*[a-zA-Z0-9]+", "Add space around *"},
{"^[a-zB-Z0-9]+%* [a-zA-Z0-9]+", "Add space before *"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zB-Z0-9]+%* [a-zA-Z0-9]+", "Add space before *"},
-- Check spaces around "/":
{"^[a-zA-Z0-9]+%/[a-zA-Z0-9]+", "Add space around /"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zA-Z0-9]+%/[a-zA-Z0-9]+", "Add space around /"},
-- Check spaces around "&":
{"^[a-zA-Z0-9]+%&[a-zA-Z0-9]+", "Add space around /"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zA-Z0-9]+%&[a-zA-Z0-9]+", "Add space around /"},
{"^[a-zA-Z0-9]+%& [a-zA-Z0-9]+", "Add space before &"},
{"^[^\"]*[!@#$%%%^&*() %[%]\t][a-zA-Z0-9]+%& [a-zA-Z0-9]+", "Add space before &"},
}

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@ -472,26 +472,26 @@ void cChunk::Stay(bool a_Stay)
void cChunk::CollectMobCensus(cMobCensus& toFill)
void cChunk::CollectMobCensus(cMobCensus & toFill)
{
toFill.CollectSpawnableChunk(*this);
std::list<const Vector3d*> playerPositions;
cPlayer* currentPlayer;
for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
std::list<const Vector3d *> playerPositions;
cPlayer * currentPlayer;
for (auto itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
{
currentPlayer = (*itr)->GetPlayer();
playerPositions.push_back(&(currentPlayer->GetPosition()));
}
Vector3d currentPosition;
for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
for (auto itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
{
// LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
if ((*itr)->IsMob())
{
cMonster& Monster = (cMonster&)(**itr);
auto & Monster = reinterpret_cast<cMonster &>(**itr);
currentPosition = Monster.GetPosition();
for (std::list<const Vector3d*>::const_iterator itr2 = playerPositions.begin(); itr2 != playerPositions.end(); ++itr2)
for (auto itr2 = playerPositions.cbegin(); itr2 != playerPositions.cend(); ++itr2)
{
toFill.CollectMob(Monster, *this, (currentPosition - **itr2).SqrLength());
}
@ -531,7 +531,7 @@ void cChunk::GetRandomBlockCoords(int & a_X, int & a_Y, int & a_Z)
void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
{
int CenterX, CenterY, CenterZ;
GetRandomBlockCoords(CenterX, CenterY, CenterZ);
@ -1839,7 +1839,7 @@ bool cChunk::SetSignLines(int a_PosX, int a_PosY, int a_PosZ, const AString & a_
void cChunk::RemoveBlockEntity( cBlockEntity* a_BlockEntity)
void cChunk::RemoveBlockEntity(cBlockEntity * a_BlockEntity)
{
MarkDirty();
m_BlockEntities.remove(a_BlockEntity);

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@ -155,10 +155,10 @@ public:
void Stay(bool a_Stay = true);
/** Recence all mobs proximities to players in order to know what to do with them */
void CollectMobCensus(cMobCensus& toFill);
void CollectMobCensus(cMobCensus & toFill);
/** Try to Spawn Monsters inside chunk */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void SpawnMobs(cMobSpawner & a_MobSpawner);
void Tick(std::chrono::milliseconds a_Dt);

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@ -65,7 +65,7 @@ cChunkMap::~cChunkMap()
void cChunkMap::RemoveLayer( cChunkLayer* a_Layer)
void cChunkMap::RemoveLayer(cChunkLayer * a_Layer)
{
cCSLock Lock(m_CSLayers);
m_Layers.remove(a_Layer);
@ -2716,12 +2716,12 @@ void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::CollectMobCensus(cMobCensus & a_ToFill)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
for (auto && layer: m_Layers)
{
(*itr)->CollectMobCensus(a_ToFill);
layer->CollectMobCensus(a_ToFill);
} // for itr - m_Layers
}
@ -2730,12 +2730,12 @@ void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::SpawnMobs(cMobSpawner& a_MobSpawner)
void cChunkMap::SpawnMobs(cMobSpawner & a_MobSpawner)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
for (auto && layer: m_Layers)
{
(*itr)->SpawnMobs(a_MobSpawner);
layer->SpawnMobs(a_MobSpawner);
} // for itr - m_Layers
}
@ -2936,7 +2936,7 @@ cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus & a_ToFill)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
@ -2955,7 +2955,7 @@ void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner)
void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner & a_MobSpawner)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{

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@ -64,7 +64,7 @@ public:
static const int LAYER_SIZE = 32;
cChunkMap(cWorld* a_World);
cChunkMap(cWorld * a_World);
~cChunkMap();
// Broadcast respective packets to all clients of the chunk where the event is taking place
@ -364,11 +364,11 @@ public:
/** Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call */
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player */
void CollectMobCensus(cMobCensus& a_ToFill);
/** Make a Mob census, of all mobs, their family, their chunk and their distance to closest player */
void CollectMobCensus(cMobCensus & a_ToFill);
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void SpawnMobs(cMobSpawner & a_MobSpawner);
void Tick(std::chrono::milliseconds a_Dt);
@ -433,9 +433,10 @@ private:
void UnloadUnusedChunks(void);
/** Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player */
void CollectMobCensus(cMobCensus& a_ToFill);
void CollectMobCensus(cMobCensus & a_ToFill);
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void SpawnMobs(cMobSpawner & a_MobSpawner);
void Tick(std::chrono::milliseconds a_Dt);

View File

@ -13,7 +13,7 @@ And once they do, it requests the chunk data and sends it all away, either
sends to a specific client (QueueSendChunkTo)
Chunk data is queried using the cChunkDataCallback interface.
It is cached inside the ChunkSender object during the query and then processed after the query ends.
Note that the data needs to be compressed only *after* the query finishes,
Note that the data needs to be compressed only after the query finishes,
because the query callbacks run with ChunkMap's CS locked.
A client may remove itself from all direct requests(QueueSendChunkTo()) by calling RemoveClient();

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@ -138,10 +138,10 @@ public:
bool operator !=(const cEnchantments & a_Other) const;
/** Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments") */
friend void EnchantmentSerializer::WriteToNBTCompound(cEnchantments const& a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName);
friend void EnchantmentSerializer::WriteToNBTCompound(const cEnchantments & a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName);
/** Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments) */
friend void EnchantmentSerializer::ParseFromNBT(cEnchantments& a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx);
friend void EnchantmentSerializer::ParseFromNBT(cEnchantments & a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx);
protected:
/** Maps enchantment ID -> enchantment level */

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@ -21,7 +21,7 @@ inline UInt64 HostToNetwork8(const void * a_Value)
inline UInt32 HostToNetwork4(const void* a_Value)
inline UInt32 HostToNetwork4(const void * a_Value)
{
UInt32 buf;
memcpy( &buf, a_Value, sizeof( buf));

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@ -529,7 +529,7 @@ void cCaveTunnel::ProcessChunk(
/*
#ifdef _DEBUG
// For debugging purposes, outline the shape of the cave using glowstone, *after* carving the entire cave:
// For debugging purposes, outline the shape of the cave using glowstone, after carving the entire cave:
for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr)
{
int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc

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@ -499,7 +499,7 @@ int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
#if 0
bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */)
bool cInventory::AddToBar(cItem & a_Item, const int a_Offset, const int a_Size, bool * a_bChangedSlots, int a_Mode /* = 0 */)
{
// Fill already present stacks
if (a_Mode < 2)

View File

@ -171,7 +171,7 @@ public:
bool LoadFromJson(Json::Value & a_Value);
protected:
bool AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode = 0);
bool AddToBar(cItem & a_Item, const int a_Offset, const int a_Size, bool * a_bChangedSlots, int a_Mode = 0);
cItemGrid m_ArmorSlots;
cItemGrid m_InventorySlots;

View File

@ -78,7 +78,7 @@ public:
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
)
{
// Tried to place a block *into* another?
// Tried to place a block into another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return false;
}

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@ -362,7 +362,7 @@ bool cItemHandler::OnPlayerPlace(
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
)
{
// Tried to place a block *into* another?
// Tried to place a block into another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return false;
}

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@ -46,10 +46,10 @@ private:
extern void LOG(const char* a_Format, ...) FORMATSTRING(1, 2);
extern void LOGINFO(const char* a_Format, ...) FORMATSTRING(1, 2);
extern void LOGWARN(const char* a_Format, ...) FORMATSTRING(1, 2);
extern void LOGERROR(const char* a_Format, ...) FORMATSTRING(1, 2);
extern void LOG (const char * a_Format, ...) FORMATSTRING(1, 2);
extern void LOGINFO (const char * a_Format, ...) FORMATSTRING(1, 2);
extern void LOGWARN (const char * a_Format, ...) FORMATSTRING(1, 2);
extern void LOGERROR(const char * a_Format, ...) FORMATSTRING(1, 2);

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@ -591,7 +591,7 @@ void cMap::SendTo(cClientHandle & a_Client)
for (unsigned int i = 0; i < m_Width; ++i)
{
const Byte* Colors = &m_Data[i * m_Height];
const Byte * Colors = &m_Data[i * m_Height];
a_Client.SendMapColumn(m_ID, i, 0, Colors, m_Height, m_Scale);
}

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@ -32,8 +32,8 @@ public:
// MG TODO : code the correct rule (not loaded chunk but short distant from players)
void CollectSpawnableChunk(cChunk & a_Chunk);
/// Collect a mob - it's distance to player, it's family ...
void CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance);
/// Collect a mob - its distance to player, its family ...
void CollectMob(cMonster & a_Monster, cChunk & a_Chunk, double a_Distance);
/// Returns true if the family is capped (i.e. there are more mobs of this family than max)
bool IsCapped(cMonster::eFamily a_MobFamily);

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@ -6,7 +6,11 @@
#include "Entities/Entity.h"
#include "Chunk.h"
void cMobProximityCounter::CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance)
void cMobProximityCounter::CollectMob(cEntity & a_Monster, cChunk & a_Chunk, double a_Distance)
{
// LOGD("Collecting monster %s, with distance %f", a_Monster->GetClass(), a_Distance);
tMonsterToDistance::iterator it = m_MonsterToDistance.find(&a_Monster);

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@ -16,19 +16,19 @@ protected :
// structs used for later maps (see m_MonsterToDistance and m_DistanceToMonster)
struct sDistanceAndChunk
{
sDistanceAndChunk(double a_Distance, cChunk& a_Chunk) : m_Distance(a_Distance), m_Chunk(&a_Chunk) {}
sDistanceAndChunk(double a_Distance, cChunk & a_Chunk) : m_Distance(a_Distance), m_Chunk(&a_Chunk) {}
double m_Distance;
cChunk* m_Chunk;
cChunk * m_Chunk;
};
struct sMonsterAndChunk
{
sMonsterAndChunk(cEntity& a_Monster, cChunk& a_Chunk) : m_Monster(a_Monster), m_Chunk(a_Chunk) {}
cEntity& m_Monster;
cChunk& m_Chunk;
sMonsterAndChunk(cEntity & a_Monster, cChunk & a_Chunk) : m_Monster(a_Monster), m_Chunk(a_Chunk) {}
cEntity & m_Monster;
cChunk & m_Chunk;
};
public :
typedef std::map<cEntity*, sDistanceAndChunk> tMonsterToDistance;
typedef std::map<cEntity *, sDistanceAndChunk> tMonsterToDistance;
typedef std::multimap<double, sMonsterAndChunk> tDistanceToMonster;
protected :
@ -50,7 +50,7 @@ public :
// count a mob on a specified chunk with specified distance to an unkown player
// if the distance is shortest than the one collected, this become the new closest
// distance and the chunk become the "hosting" chunk (that is the one that will perform the action)
void CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance);
void CollectMob(cEntity & a_Monster, cChunk & a_Chunk, double a_Distance);
// return the mobs that are within the range of distance of the closest player they are
// that means that if a mob is 30 m from a player and 150 m from another one. It will be

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@ -321,9 +321,9 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_R
cMonster* cMobSpawner::TryToSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize)
cMonster * cMobSpawner::TryToSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int & a_MaxPackSize)
{
cMonster* toReturn = nullptr;
cMonster * toReturn = nullptr;
if (m_NewPack)
{
m_MobType = ChooseMobType(a_Biome);

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@ -39,7 +39,7 @@ public :
// if this is the first of a Pack : determine the type of monster
// BlockType & BlockMeta are used to decide what kind of Mob can Spawn here
// MaxPackSize is set to the maximal size for a pack this type of mob
cMonster * TryToSpawnHere(cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize);
cMonster * TryToSpawnHere(cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int & a_MaxPackSize);
// mark the beginning of a new Pack
// all mobs of the same Pack are the same type

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@ -23,7 +23,7 @@ public:
private:
struct sAttributesStruct;
struct sMonsterConfigState;
sMonsterConfigState* m_pState;
sMonsterConfigState * m_pState;
void Initialize();
} ;

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@ -9,7 +9,7 @@ public:
void Wait();
void Signal();
private:
void* m_Handle; // HANDLE pointer
void * m_Handle; // HANDLE pointer
#ifndef _WIN32
bool m_bNamed;

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@ -68,7 +68,7 @@ const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int
void cChunkDataSerializer::Serialize29(AString & a_Data)
{
// TODO: Do not copy data and then compress it; rather, compress partial blocks of data (zlib *can* stream)
// TODO: Do not copy data and then compress it; rather, compress partial blocks of data (zlib can stream)
const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
const int MetadataOffset = sizeof(m_BlockTypes);
@ -126,7 +126,7 @@ void cChunkDataSerializer::Serialize29(AString & a_Data)
void cChunkDataSerializer::Serialize39(AString & a_Data)
{
// TODO: Do not copy data and then compress it; rather, compress partial blocks of data (zlib *can* stream)
// TODO: Do not copy data and then compress it; rather, compress partial blocks of data (zlib can stream)
const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
const int MetadataOffset = sizeof(m_BlockTypes);

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@ -311,8 +311,8 @@ void cRoot::LoadWorlds(cIniFile & IniFile)
continue;
}
FoundAdditionalWorlds = true;
cWorld* NewWorld = new cWorld( WorldName.c_str());
m_WorldsByName[ WorldName ] = NewWorld;
cWorld * NewWorld = new cWorld(WorldName.c_str());
m_WorldsByName[WorldName] = NewWorld;
} // for i - Worlds
if (!FoundAdditionalWorlds)

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@ -218,7 +218,7 @@ private:
/// Does the actual work of executing a command
void DoExecuteConsoleCommand(const AString & a_Cmd);
static cRoot* s_Root;
static cRoot * s_Root;
static void InputThread(cRoot & a_Params);
}; // tolua_export

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@ -286,7 +286,7 @@ cScoreboard::cScoreboard(cWorld * a_World) : m_World(a_World)
cObjective* cScoreboard::RegisterObjective(const AString & a_Name, const AString & a_DisplayName, cObjective::eType a_Type)
cObjective * cScoreboard::RegisterObjective(const AString & a_Name, const AString & a_DisplayName, cObjective::eType a_Type)
{
cObjective Objective(a_Name, a_DisplayName, a_Type, m_World);
@ -471,7 +471,7 @@ cObjective * cScoreboard::GetObjectiveIn(eDisplaySlot a_Slot)
bool cScoreboard::ForEachObjectiveWith(cObjective::eType a_Type, cObjectiveCallback& a_Callback)
bool cScoreboard::ForEachObjectiveWith(cObjective::eType a_Type, cObjectiveCallback & a_Callback)
{
cCSLock Lock(m_CSObjectives);
@ -493,7 +493,7 @@ bool cScoreboard::ForEachObjectiveWith(cObjective::eType a_Type, cObjectiveCallb
bool cScoreboard::ForEachObjective(cObjectiveCallback& a_Callback)
bool cScoreboard::ForEachObjective(cObjectiveCallback & a_Callback)
{
cCSLock Lock(m_CSObjectives);
@ -512,7 +512,7 @@ bool cScoreboard::ForEachObjective(cObjectiveCallback& a_Callback)
bool cScoreboard::ForEachTeam(cTeamCallback& a_Callback)
bool cScoreboard::ForEachTeam(cTeamCallback & a_Callback)
{
cCSLock Lock(m_CSTeams);

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@ -262,19 +262,16 @@ public:
cTeam * QueryPlayerTeam(const AString & a_Name); // WARNING: O(n logn)
/** Execute callback for each objective with the specified type
Returns true if all objectives processed, false if the callback aborted by returning true.
*/
bool ForEachObjectiveWith(cObjective::eType a_Type, cObjectiveCallback& a_Callback);
Returns true if all objectives processed, false if the callback aborted by returning true. */
bool ForEachObjectiveWith(cObjective::eType a_Type, cObjectiveCallback & a_Callback);
/** Execute callback for each objective.
Returns true if all objectives have been processed, false if the callback aborted by returning true.
*/
bool ForEachObjective(cObjectiveCallback& a_Callback); // Exported in ManualBindings.cpp
Returns true if all objectives have been processed, false if the callback aborted by returning true. */
bool ForEachObjective(cObjectiveCallback & a_Callback); // Exported in ManualBindings.cpp
/** Execute callback for each team.
Returns true if all teams have been processed, false if the callback aborted by returning true.
*/
bool ForEachTeam(cTeamCallback& a_Callback); // Exported in ManualBindings.cpp
Returns true if all teams have been processed, false if the callback aborted by returning true. */
bool ForEachTeam(cTeamCallback & a_Callback); // Exported in ManualBindings.cpp
void SetDisplay(cObjective * a_Objective, eDisplaySlot a_Slot);

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@ -75,7 +75,7 @@ extern int NoCaseCompare(const AString & s1, const AString & s2); // tolua_expo
/** Case-insensitive string comparison that returns a rating of equal-ness between [0 - s1.length()]. */
extern size_t RateCompareString(const AString & s1, const AString & s2);
/** Replaces *each* occurence of iNeedle in iHayStack with iReplaceWith */
/** Replaces each occurence of iNeedle in iHayStack with iReplaceWith */
extern void ReplaceString(AString & iHayStack, const AString & iNeedle, const AString & iReplaceWith); // tolua_export
/** Converts a stream of BE shorts into UTF-8 string; returns a_UTF8. */

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@ -64,8 +64,9 @@ private:
int GetHitNormal( const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos);
/// Signum function
int SigNum( float a_Num);
cWorld* m_World;
int SigNum(float a_Num);
cWorld * m_World;
static const std::array<const Vector3f, 6> & m_NormalTable(void);

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@ -33,7 +33,7 @@ public:
a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
}
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea* a_ClickedArea, bool a_ShouldApply) override
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;

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@ -531,7 +531,7 @@ AString cWebAdmin::GetDefaultPage(void)
AString cWebAdmin::GetBaseURL( const AString& a_URL)
AString cWebAdmin::GetBaseURL(const AString & a_URL)
{
return GetBaseURL(StringSplit(a_URL, "/"));
}

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@ -1351,7 +1351,7 @@ bool cWorld::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBloc
bool cWorld::DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback& a_Callback)
bool cWorld::DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback & a_Callback)
{
return m_ChunkMap->DoWithBeaconAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}

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@ -5,7 +5,7 @@
#include "Enchantments.h"
#include "FastNBT.h"
void EnchantmentSerializer::WriteToNBTCompound(cEnchantments const& a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName)
void EnchantmentSerializer::WriteToNBTCompound(const cEnchantments & a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName)
{
// Write the enchantments into the specified NBT writer
// begin with the LIST tag of the specified name ("ench" or "StoredEnchantments")
@ -25,7 +25,7 @@ void EnchantmentSerializer::WriteToNBTCompound(cEnchantments const& a_Enchantmen
void EnchantmentSerializer::ParseFromNBT(cEnchantments& a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx)
void EnchantmentSerializer::ParseFromNBT(cEnchantments & a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx)
{
// Read the enchantments from the specified NBT list tag (ench or StoredEnchantments)

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@ -9,9 +9,9 @@ namespace EnchantmentSerializer
{
/// Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments")
void WriteToNBTCompound(cEnchantments const& a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName);
void WriteToNBTCompound(const cEnchantments & a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName);
/// Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments)
void ParseFromNBT(cEnchantments& a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx);
void ParseFromNBT(cEnchantments & a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx);
};

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@ -15,8 +15,8 @@
cMapSerializer::cMapSerializer(const AString& a_WorldName, cMap * a_Map)
: m_Map(a_Map)
cMapSerializer::cMapSerializer(const AString & a_WorldName, cMap * a_Map):
m_Map(a_Map)
{
AString DataPath;
Printf(DataPath, "%s%cdata", a_WorldName.c_str(), cFile::PathSeparator);

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@ -26,7 +26,7 @@ class cMapSerializer
{
public:
cMapSerializer(const AString& a_WorldName, cMap * a_Map);
cMapSerializer(const AString & a_WorldName, cMap * a_Map);
/** Try to load the map */
bool Load(void);

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@ -14,13 +14,13 @@
cScoreboardSerializer::cScoreboardSerializer(const AString & a_WorldName, cScoreboard* a_ScoreBoard)
: m_ScoreBoard(a_ScoreBoard)
cScoreboardSerializer::cScoreboardSerializer(const AString & a_WorldName, cScoreboard * a_ScoreBoard):
m_ScoreBoard(a_ScoreBoard)
{
AString DataPath;
Printf(DataPath, "%s%cdata", a_WorldName.c_str(), cFile::PathSeparator);
m_Path = DataPath + "/scoreboard.dat";
m_Path = DataPath + cFile::PathSeparator + "scoreboard.dat";
cFile::CreateFolder(FILE_IO_PREFIX + DataPath);
}

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@ -25,7 +25,7 @@ class cScoreboardSerializer
{
public:
cScoreboardSerializer(const AString & a_WorldName, cScoreboard* a_ScoreBoard);
cScoreboardSerializer(const AString & a_WorldName, cScoreboard * a_ScoreBoard);
/// Try to load the scoreboard
bool Load(void);
@ -40,7 +40,7 @@ private:
bool LoadScoreboardFromNBT(const cParsedNBT & a_NBT);
cScoreboard* m_ScoreBoard;
cScoreboard * m_ScoreBoard;
AString m_Path;

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@ -43,7 +43,7 @@ protected:
private:
cStatManager* m_Manager;
cStatManager * m_Manager;
AString m_Path;

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@ -3148,7 +3148,7 @@ bool cWSSAnvil::cMCAFile::SetChunkData(const cChunkCoords & a_Chunk, const AStri
}
// Store the header:
ChunkSize = ((u_long)a_Data.size() + MCA_CHUNK_HEADER_LENGTH + 4095) / 4096; // Round data size *up* to nearest 4KB sector, make it a sector number
ChunkSize = ((u_long)a_Data.size() + MCA_CHUNK_HEADER_LENGTH + 4095) / 4096; // Round data size up to nearest 4KB sector, make it a sector number
if (ChunkSize > 255)
{
LOGWARNING("Cannot save chunk [%d, %d], the data is too large (%u KiB, maximum is 1024 KiB). Remove some entities and retry.",