A terrain_type variable of the main function to draw a tile...
...was only used for checking village flag, so move it into the get_flag function.
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f8dbd5d14c
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27f86d2e06
2 changed files with 5 additions and 8 deletions
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@ -305,12 +305,7 @@ void game_display::draw(bool update,bool force)
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image_type = image::SEMI_BRIGHTENED;
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}
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*/
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t_translation::t_letter terrain = t_translation::VOID_TERRAIN;
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if(!is_shrouded || !on_map) {
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terrain = map_.get_terrain(*it);
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}
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tile_stack_clear();
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@ -319,7 +314,7 @@ void game_display::draw(bool update,bool force)
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tile_stack_terrains(*it,tod.id, image_type, ADJACENT_BACKGROUND);
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// village-control flags.
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tile_stack_append(get_flag(terrain,*it));
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tile_stack_append(get_flag(*it));
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typedef overlay_map::const_iterator Itor;
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@ -820,8 +815,10 @@ surface game_display::footstep_image(const gamemap::location& loc)
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return image;
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}
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surface game_display::get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc)
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surface game_display::get_flag(const gamemap::location& loc)
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{
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t_translation::t_letter terrain = map_.get_terrain(loc);
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if(!map_.is_village(terrain)) {
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return surface(NULL);
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}
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@ -182,7 +182,7 @@ private:
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void draw_game_status();
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//this surface must be freed by the caller
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surface get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc);
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surface get_flag(const gamemap::location& loc);
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unit_map& units_;
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