Use std::numeric_limits instead of C macros
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parent
bcd97b209a
commit
156630d314
16 changed files with 38 additions and 38 deletions
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@ -591,7 +591,7 @@ namespace { // Helpers for place_recruit()
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const unit_map & units = resources::gameboard->units();
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unit_map::const_iterator unit_itor;
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map_location min_loc;
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int min_dist = INT_MAX;
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int min_dist = std::numeric_limits<int>::max();
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for ( unit_itor = units.begin(); unit_itor != units.end(); ++unit_itor ) {
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if (resources::gameboard->get_team(unit_itor->side()).is_enemy(new_unit.side()) &&
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@ -603,7 +603,7 @@ namespace { // Helpers for place_recruit()
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}
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}
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}
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if (min_dist < INT_MAX) {
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if (min_dist < std::numeric_limits<int>::max()) {
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// Face towards closest enemy
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new_unit_itor->set_facing(recruit_loc.get_relative_dir(min_loc));
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} else if (leader_loc != map_location::null_location()) {
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@ -251,7 +251,7 @@ namespace {
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while ( !unit_list.empty() )
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{
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std::list<heal_unit>::iterator nearest;
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int min_dist = INT_MAX;
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int min_dist = std::numeric_limits<int>::max();
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// Next unit to be healed is the entry in list nearest to last_loc.
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for ( std::list<heal_unit>::iterator check_it = unit_list.begin();
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@ -651,7 +651,7 @@ game_events::pump_result_t actor_sighted(const unit & target, const std::vector<
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// Look for units that can be used as the second unit in sighted events.
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std::vector<const unit *> second_units(teams_size, nullptr);
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std::vector<std::size_t> distances(teams_size, UINT_MAX);
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std::vector<std::size_t> distances(teams_size, std::numeric_limits<unsigned>::max());
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for (const unit & viewer : resources::gameboard->units()) {
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const std::size_t index = viewer.side() - 1;
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// Does viewer belong to a team for which we still need a unit?
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@ -80,7 +80,7 @@ config_attribute_value& config_attribute_value::operator=(long long v)
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return *this = static_cast<unsigned long long>(v);
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}
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if(v >= INT_MIN) {
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if(v >= std::numeric_limits<int>::min()) {
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// We can store this as an int.
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return *this = static_cast<int>(v);
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}
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@ -97,7 +97,7 @@ config_attribute_value& config_attribute_value::operator=(long long v)
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config_attribute_value& config_attribute_value::operator=(unsigned long long v)
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{
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// Use int for smaller numbers.
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if(v <= INT_MAX) {
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if(v <= std::numeric_limits<int>::max()) {
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return *this = static_cast<int>(v);
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}
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@ -515,7 +515,7 @@ DEFINE_WFL_FUNCTION(tan, 1, 1)
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{
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const double angle = args()[0]->evaluate(variables, fdb).as_decimal() / 1000.0;
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const double result = std::tan(angle * pi<double>() / 180.0);
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if(std::isnan(result) || result <= INT_MIN || result >= INT_MAX) {
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if(std::isnan(result) || result <= std::numeric_limits<int>::min() || result >= std::numeric_limits<int>::max()) {
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return variant();
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}
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@ -613,7 +613,7 @@ DEFINE_WFL_FUNCTION(exp, 1, 1)
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{
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const double num = args()[0]->evaluate(variables, fdb).as_decimal() / 1000.0;
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const double result = std::exp(num);
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if(result == 0 || result >= INT_MAX) {
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if(result == 0 || result >= std::numeric_limits<int>::max()) {
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// These are range errors rather than NaNs,
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// but I figure it's better than returning INT_MIN.
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return variant();
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@ -94,7 +94,7 @@ std::string get_base_filename()
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}
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/***** ***** ***** ***** FLAGS ***** ***** ***** *****/
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const unsigned ALL = UINT_MAX; /**< All levels/domains */
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const unsigned ALL = std::numeric_limits<unsigned>::max(); /**< All levels/domains */
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const unsigned SIZE_INFO = 1 << 0; /**<
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* Shows the size info of
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@ -173,7 +173,7 @@ void saved_game::set_random_seed()
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}
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std::stringstream stream;
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stream << std::setfill('0') << std::setw(8) << std::hex << randomness::generator->get_random_int(0, INT_MAX);
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stream << std::setfill('0') << std::setw(8) << std::hex << randomness::generator->get_random_int(0, std::numeric_limits<int>::max());
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carryover_["random_seed"] = stream.str();
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carryover_["random_calls"] = 0;
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}
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@ -43,10 +43,10 @@ wml_tag::wml_tag(const config& cfg)
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, any_tag_(cfg["any_tag"].to_bool())
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{
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if(max_ < 0) {
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max_ = INT_MAX;
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max_ = std::numeric_limits<int>::max();
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}
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if(max_children_ < 0) {
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max_children_ = INT_MAX;
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max_children_ = std::numeric_limits<int>::max();
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}
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if(cfg.has_attribute("super")) {
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@ -115,7 +115,7 @@ public:
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, min_(0)
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, max_(0)
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, min_children_(0)
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, max_children_(INT_MAX)
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, max_children_(std::numeric_limits<int>::max())
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, super_("")
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, tags_()
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, keys_()
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@ -130,7 +130,7 @@ public:
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, min_(min)
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, max_(max)
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, min_children_(0)
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, max_children_(INT_MAX)
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, max_children_(std::numeric_limits<int>::max())
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, super_(super)
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, tags_()
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, keys_()
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@ -64,7 +64,7 @@ std::shared_ptr<wml_type> wml_type::from_config(const config& cfg)
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const config& list_cfg = cfg.mandatory_child("list");
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int list_min = list_cfg["min"].to_int();
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int list_max = list_cfg["max"].str() == "infinite" ? -1 : list_cfg["max"].to_int(-1);
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if(list_max < 0) list_max = INT_MAX;
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if(list_max < 0) list_max = std::numeric_limits<int>::max();
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type = std::make_shared<wml_type_list>(cfg["name"], list_cfg["split"].str("\\s*,\\s*"), list_min, list_max);
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composite_range.emplace(list_cfg.child_range("element"));
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} else if(cfg.has_attribute("value")) {
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@ -637,8 +637,8 @@ void terrain_builder::rotate_rule(building_rule& ret, int angle, const std::vect
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}
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// Normalize the rotation, so that it starts on a positive location
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int minx = INT_MAX;
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int miny = INT_MAX;
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int minx = std::numeric_limits<int>::max();
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int miny = std::numeric_limits<int>::max();
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for(const terrain_constraint& cons : ret.constraints) {
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minx = std::min<int>(cons.loc.x, minx);
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@ -1154,7 +1154,7 @@ void terrain_builder::build_terrains()
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// Find the constraint that contains the less terrain of all terrain rules.
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// We will keep a track of the matching terrains of this constraint
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// and later try to apply the rule only on them
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std::size_t min_size = INT_MAX;
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std::size_t min_size = std::numeric_limits<int>::max();
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t_translation::ter_list min_types = t_translation::ter_list(); // <-- This must be explicitly initialized, just
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// as min_constraint is, at start of loop, or we
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// get a null pointer dereference when we go
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@ -1197,7 +1197,7 @@ static std::string select_replacement_type(const unit_ability_list& damage_type_
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static std::string select_alternative_type(const unit_ability_list& damage_type_list, unit_ability_list resistance_list, const unit& u)
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{
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std::map<std::string, int> type_res;
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int max_res = INT_MIN;
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int max_res = std::numeric_limits<int>::min();
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for(auto& i : damage_type_list) {
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const config& c = *i.ability_cfg;
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if(c.has_attribute("alternative_type")) {
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@ -932,7 +932,7 @@ unit_animation::particle::particle(const config& cfg, const std::string& frame_s
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, last_frame_begin_time_(0)
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, cycles_(false)
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{
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starting_frame_time_ = INT_MAX;
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starting_frame_time_ = std::numeric_limits<int>::max();
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config::const_child_itors range = cfg.child_range(frame_string + "frame");
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if(!range.empty() && cfg[frame_string + "start_time"].empty()) {
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@ -1394,7 +1394,7 @@ void unit_animator::replace_anim_if_invalid(unit_const_ptr animated_unit
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void unit_animator::start_animations()
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{
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int begin_time = INT_MAX;
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int begin_time = std::numeric_limits<int>::max();
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for(const auto& anim : animated_units_) {
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if(anim.my_unit->anim_comp().get_animation()) {
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@ -1492,7 +1492,7 @@ int unit_animator::get_animation_time_potential() const
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int unit_animator::get_end_time() const
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{
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int end_time = INT_MIN;
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int end_time = std::numeric_limits<int>::min();
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for(const auto& anim : animated_units_) {
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if(anim.my_unit->anim_comp().get_animation()) {
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end_time = std::max<int>(end_time, anim.my_unit->anim_comp().get_animation()->get_end_time());
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@ -192,7 +192,7 @@ class unit_animator
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public:
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unit_animator() :
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animated_units_(),
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start_time_(INT_MIN)
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start_time_(std::numeric_limits<int>::min())
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{}
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void add_animation(unit_const_ptr animated_unit
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@ -255,7 +255,7 @@ public:
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void clear()
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{
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start_time_ = INT_MIN;
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start_time_ = std::numeric_limits<int>::min();
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animated_units_.clear();
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}
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@ -30,7 +30,7 @@ namespace
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int get_next_idle_time()
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{
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if(!prefs::get().idle_anim()) {
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return INT_MAX;
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return std::numeric_limits<int>::max();
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}
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const double rate = std::pow(2.0, -prefs::get().idle_anim_rate() / 10.0);
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@ -66,40 +66,40 @@ const unit_animation* unit_animation_component::choose_animation(const map_locat
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void unit_animation_component::set_standing(bool with_bars)
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{
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if (prefs::get().show_standing_animations()&& !u_.incapacitated()) {
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start_animation(INT_MAX, choose_animation(u_.loc_, "standing"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "standing"),
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with_bars, "", {0,0,0}, STATE_STANDING);
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} else {
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start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "_disabled_"),
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with_bars, "", {0,0,0}, STATE_STANDING);
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}
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}
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void unit_animation_component::set_ghosted(bool with_bars)
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{
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start_animation(INT_MAX, choose_animation(u_.loc_, "_ghosted_"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "_ghosted_"),
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with_bars);
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anim_->pause_animation();
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}
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void unit_animation_component::set_disabled_ghosted(bool with_bars)
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{
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start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_ghosted_"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "_disabled_ghosted_"),
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with_bars);
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}
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void unit_animation_component::set_idling()
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{
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start_animation(INT_MAX, choose_animation(u_.loc_, "idling"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "idling"),
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true, "", {0,0,0}, STATE_FORGET);
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}
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void unit_animation_component::set_selecting()
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{
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if (prefs::get().show_standing_animations() && !u_.incapacitated()) {
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start_animation(INT_MAX, choose_animation(u_.loc_, "selected"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "selected"),
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true, "", {0,0,0}, STATE_FORGET);
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} else {
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start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_selected_"),
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start_animation(std::numeric_limits<int>::max(), choose_animation(u_.loc_, "_disabled_selected_"),
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true, "", {0,0,0}, STATE_FORGET);
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}
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}
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@ -119,7 +119,7 @@ void unit_animation_component::start_animation (int start_time, const unit_anima
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bool accelerate = (state != STATE_FORGET && state != STATE_STANDING);
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draw_bars_ = with_bars;
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anim_.reset(new unit_animation(*animation));
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const int real_start_time = start_time == INT_MAX ? anim_->get_begin_time() : start_time;
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const int real_start_time = start_time == std::numeric_limits<int>::max() ? anim_->get_begin_time() : start_time;
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anim_->start_animation(real_start_time, u_.loc_, u_.loc_.get_direction(u_.facing_),
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text, text_color, accelerate);
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frame_begin_time_ = anim_->get_begin_time() -1;
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@ -136,7 +136,7 @@ int move_unit_between(const map_location& a,
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display& disp)
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{
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if ( disp.fogged(a) && disp.fogged(b) ) {
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return INT_MIN;
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return std::numeric_limits<int>::min();
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}
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temp_unit->set_location(a);
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@ -178,7 +178,7 @@ unit_mover::unit_mover(const std::vector<map_location>& path, bool animate, bool
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animate_(animate),
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force_scroll_(force_scroll),
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animator_(),
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wait_until_(INT_MIN),
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wait_until_(std::numeric_limits<int>::min()),
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shown_unit_(),
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path_(path),
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current_(0),
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@ -393,10 +393,10 @@ void unit_mover::proceed_to(unit_ptr u, std::size_t path_index, bool update, boo
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*/
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void unit_mover::wait_for_anims()
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{
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if ( wait_until_ == INT_MAX )
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if ( wait_until_ == std::numeric_limits<int>::max() )
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// Wait for end (not currently used, but still supported).
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animator_.wait_for_end();
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else if ( wait_until_ != INT_MIN ) {
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else if ( wait_until_ != std::numeric_limits<int>::min() ) {
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// Wait until the specified time (used for normal movement).
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animator_.wait_until(wait_until_);
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// debug code, see unit_frame::redraw()
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@ -417,7 +417,7 @@ void unit_mover::wait_for_anims()
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}
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// Reset data.
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wait_until_ = INT_MIN;
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wait_until_ = std::numeric_limits<int>::min();
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animator_.clear();
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update_shown_unit();
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