finish removing resources::game_map
The remaining uses are just, checking whether or not the pointer is null, or resets to its value, or simply storing it in a local variable. It might be appropriate to add resources::game_map back as a function taking no parameters, at least this is flexible enough to be changed later easily.
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aab7edd88c
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22cc827d71
11 changed files with 13 additions and 18 deletions
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@ -844,7 +844,7 @@ namespace { // Helpers for place_recruit()
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const map_location &recruit_loc, const map_location &leader_loc)
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{
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// Find closest enemy and turn towards it (level 2s count more than level 1s, etc.)
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const gamemap *map = resources::game_map;
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const gamemap *map = & resources::gameboard->map();
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const unit_map & units = *resources::units;
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unit_map::const_iterator unit_itor;
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map_location min_loc;
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@ -852,7 +852,7 @@ namespace { // Helpers for place_recruit()
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for ( unit_itor = units.begin(); unit_itor != units.end(); ++unit_itor ) {
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if ((*resources::teams)[unit_itor->side()-1].is_enemy(new_unit.side()) &&
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unit_itor->is_visible_to_team((*resources::teams)[new_unit.side()-1], resources::gameboard->map(), false)) {
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unit_itor->is_visible_to_team((*resources::teams)[new_unit.side()-1], *map, false)) {
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int dist = distance_between(unit_itor->get_location(),recruit_loc) - unit_itor->level();
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if (dist < min_dist) {
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min_dist = dist;
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@ -152,7 +152,6 @@ void editor_controller::init_music(const config& game_config)
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editor_controller::~editor_controller()
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{
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resources::game_map = NULL;
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resources::units = NULL;
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resources::tod_manager = NULL;
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resources::teams = NULL;
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@ -75,7 +75,6 @@ public:
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void refresh() {
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context_manager_.gui().change_display_context(&context_manager_.get_map_context());
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resources::game_map = &context_manager_.get_map();
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resources::units = &context_manager_.get_map_context().get_units();
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resources::teams = &context_manager_.get_map_context().get_teams();
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@ -288,7 +288,7 @@ namespace { // Support functions
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std::vector<map_location> fake_unit_path(const unit& fake_unit, const std::vector<std::string>& xvals, const std::vector<std::string>& yvals)
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{
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const gamemap *game_map = resources::game_map;
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const gamemap *game_map = & resources::gameboard->map();
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std::vector<map_location> path;
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map_location src;
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map_location dst;
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@ -1680,7 +1680,7 @@ WML_HANDLER_FUNCTION(replace_map, /*event_info*/, cfg)
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* easier to do this as wanted by the author in WML.
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*/
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const gamemap * game_map = resources::game_map;
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const gamemap * game_map = & resources::gameboard->map();
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gamemap map(*game_map);
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try {
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@ -1662,7 +1662,7 @@ public:
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}
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ss << generate_table(resistance_table);
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if (resources::game_map != NULL) {
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if (resources::gameboard != NULL) {
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// Print the terrain modifier table of the unit.
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ss << "\n\n<header>text='" << escape(_("Terrain Modifiers"))
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<< "'</header>\n\n";
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@ -1900,7 +1900,7 @@ void generate_races_sections(const config *help_cfg, section &sec, int level)
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void generate_terrain_sections(const config* /*help_cfg*/, section& sec, int /*level*/)
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{
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if (resources::game_map == NULL) return;
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if (resources::gameboard == NULL) return;
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std::map<std::string, section> base_map;
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@ -25,6 +25,7 @@
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#include "config.hpp"
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#include "formula_string_utils.hpp"
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#include "game_board.hpp"
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#include "map.hpp"
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#include "resources.hpp"
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#include "gettext.hpp"
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@ -317,7 +318,7 @@ std::vector<map_location> parse_location_range(const std::string &x, const std::
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std::vector<map_location> res;
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const std::vector<std::string> xvals = utils::split(x);
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const std::vector<std::string> yvals = utils::split(y);
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const gamemap *map = resources::game_map;
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const gamemap *map = & resources::gameboard->map();
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assert(map);
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int xmin = 1, xmax = map->w(), ymin = 1, ymax = map->h();
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if (with_border) {
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@ -75,7 +75,6 @@ static void clear_resources()
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resources::controller = NULL;
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resources::gameboard = NULL;
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resources::gamedata = NULL;
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resources::game_map = NULL;
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resources::persist = NULL;
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resources::screen = NULL;
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resources::soundsources = NULL;
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@ -143,7 +142,6 @@ play_controller::play_controller(const config& level, game_state& state_of_game,
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resources::controller = this;
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resources::gameboard = &gameboard_;
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resources::gamedata = &gamedata_;
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resources::game_map = &gameboard_.map_;
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resources::persist = &persist_;
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resources::teams = &gameboard_.teams_;
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resources::tod_manager = &tod_manager_;
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@ -21,7 +21,6 @@ namespace resources
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game_config_manager *config_manager = NULL;
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play_controller *controller = NULL;
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game_data *gamedata = NULL;
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const gamemap *game_map = NULL;
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LuaKernel *lua_kernel = NULL;
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persist_manager *persist = NULL;
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game_display *screen = NULL;
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@ -44,7 +44,6 @@ namespace resources
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extern play_controller *controller;
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extern game_board *gameboard;
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extern game_data *gamedata;
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extern const gamemap *game_map;
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extern LuaKernel *lua_kernel; // Set by game_events::manager.
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extern persist_manager *persist;
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extern game_classification *classification;
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@ -1323,7 +1323,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const map_location& loc,
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}
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if(cfg.has_child("filter_location")) {
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assert(resources::game_map != NULL);
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assert(resources::gameboard != NULL);
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assert(resources::teams != NULL);
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assert(resources::tod_manager != NULL);
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assert(resources::units != NULL);
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@ -1347,8 +1347,8 @@ bool unit::internal_matches_filter(const vconfig& cfg, const map_location& loc,
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if (!cfg_x.blank() || !cfg_y.blank()){
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if(cfg_x == "recall" && cfg_y == "recall") {
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//locations on the map are considered to not be on a recall list
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if ((!resources::game_map && loc.valid()) ||
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(resources::game_map && resources::gameboard->map().on_board(loc)))
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if ((!resources::gameboard && loc.valid()) ||
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(resources::gameboard && resources::gameboard->map().on_board(loc)))
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{
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return false;
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}
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@ -1590,7 +1590,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const map_location& loc,
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}
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if (cfg.has_child("filter_adjacent")) {
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assert(resources::units && resources::game_map);
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assert(resources::units && resources::gameboard);
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const unit_map& units = *resources::units;
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map_location adjacent[6];
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get_adjacent_tiles(loc, adjacent);
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@ -292,7 +292,7 @@ std::vector<boost::tuple<t_string,t_string,t_string> > unit::ability_tooltips(st
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bool unit::ability_active(const std::string& ability,const config& cfg,const map_location& loc) const
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{
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bool illuminates = ability == "illuminates";
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assert(resources::units && resources::game_map && resources::teams && resources::tod_manager);
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assert(resources::units && resources::gameboard && resources::teams && resources::tod_manager);
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if (const config &afilter = cfg.child("filter"))
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if ( !matches_filter(vconfig(afilter), loc, illuminates) )
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