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  • Committer: The Widelands Bunnybot
  • Date: 2022-02-27 18:58:23 UTC
  • Revision ID: bunnybot@widelands.org-20220227185823-tyvkc7z2dho9it5a
Fix misc clang-tidy checks in `logic` (#5255)

(by Noordfrees)
f48cadd044004aa7eb32d222927ec9b0ab744457

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        /// Indicates that the object linked to the message has been removed
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        /// from the game. This implementation deletes the message.
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        void message_object_removed(MessageId mid) const;
 
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        void message_object_removed(MessageId message_id) const;
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        void set_message_status(const MessageId& id, Message::Status const status) {
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                get_messages()->set_message_status(id, status);
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        uint32_t find_attack_soldiers(const Flag&,
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                                      std::vector<Soldier*>* soldiers = nullptr,
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                                      uint32_t max = std::numeric_limits<uint32_t>::max());
 
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                                      uint32_t nr_wanted = std::numeric_limits<uint32_t>::max());
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        void enemyflagaction(const Flag&,
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                             PlayerNumber attacker,
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                             const std::vector<Widelands::Soldier*>&,
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        BuildingStatsVector* get_mutable_building_statistics(const DescriptionIndex& i);
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        void update_building_statistics(Building&, NoteImmovable::Ownership ownership);
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        void update_team_players();
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        void play_message_sound(const Message* message);
 
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        void play_message_sound(const Message* message) const;
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        void enhance_or_dismantle(Building*, DescriptionIndex index_of_new_building, bool keep_wares);
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        /// Called when a node becomes seen, stops being seen or has changed. Discovers the node and