Display: use new team getters internally
currentTeam_ is what viewing_team_index returns
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725f4b3db7
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500e937ac9
2 changed files with 12 additions and 12 deletions
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@ -673,12 +673,12 @@ const display::rect_of_hexes display::hexes_under_rect(const SDL_Rect& r) const
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bool display::shrouded(const map_location& loc) const
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{
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return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].shrouded(loc));
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return is_blindfolded() || (dont_show_all_ && viewing_team().shrouded(loc));
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}
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bool display::fogged(const map_location& loc) const
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{
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return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].fogged(loc));
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return is_blindfolded() || (dont_show_all_ && viewing_team().fogged(loc));
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}
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int display::get_location_x(const map_location& loc) const
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@ -1591,7 +1591,7 @@ void display::recalculate_minimap()
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minimap_renderer_ = image::prep_minimap_for_rendering(
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get_map(),
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dc_->teams().empty() ? nullptr : &dc_->teams()[currentTeam_],
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dc_->teams().empty() ? nullptr : &viewing_team(),
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nullptr,
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(selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr
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);
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@ -1664,7 +1664,7 @@ void display::draw_minimap_units()
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for(const auto& u : dc_->units()) {
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if (fogged(u.get_location()) ||
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(dc_->teams()[currentTeam_].is_enemy(u.side()) &&
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(viewing_team().is_enemy(u.side()) &&
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u.invisible(u.get_location())) ||
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u.get_hidden()) {
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continue;
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@ -1675,9 +1675,9 @@ void display::draw_minimap_units()
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if(!prefs::get().minimap_movement_coding()) {
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auto status = orb_status::allied;
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if(dc_->teams()[currentTeam_].is_enemy(side)) {
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if(viewing_team().is_enemy(side)) {
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status = orb_status::enemy;
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} else if(currentTeam_ + 1 == static_cast<unsigned>(side)) {
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} else if(viewing_team().side() == side) {
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status = dc_->unit_orb_status(u);
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} else {
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// no-op, status is already set to orb_status::allied;
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@ -3206,7 +3206,7 @@ void display::invalidate_animations_location(const map_location& loc)
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if(get_map().is_village(loc)) {
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const int owner = dc_->village_owner(loc) - 1;
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if(owner >= 0 && flags_[owner].need_update()
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&& (!fogged(loc) || !dc_->teams()[currentTeam_].is_enemy(owner + 1))) {
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&& (!fogged(loc) || !viewing_team().is_enemy(owner + 1))) {
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invalidate(loc);
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}
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}
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@ -251,10 +251,10 @@ void game_display::draw_hex(const map_location& loc)
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if(u == nullptr) {
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mo_top_path = &mouseover_normal_top;
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mo_bot_path = &mouseover_normal_bot;
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} else if(dc_->teams()[currentTeam_].is_enemy(u->side())) {
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} else if(viewing_team().is_enemy(u->side())) {
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mo_top_path = &mouseover_enemy_top;
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mo_bot_path = &mouseover_enemy_bot;
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} else if(dc_->teams()[currentTeam_].side() == u->side()) {
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} else if(viewing_team().side() == u->side()) {
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mo_top_path = &mouseover_self_top;
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mo_bot_path = &mouseover_self_bot;
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} else {
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@ -429,8 +429,8 @@ void game_display::draw_movement_info(const map_location& loc)
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// When out-of-turn, it's still interesting to check out the terrain defs of the selected unit
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else if (selectedHex_.valid() && loc == mouseoverHex_)
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{
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const unit_map::const_iterator selectedUnit = resources::gameboard->find_visible_unit(selectedHex_,dc_->teams()[currentTeam_]);
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const unit_map::const_iterator mouseoveredUnit = resources::gameboard->find_visible_unit(mouseoverHex_,dc_->teams()[currentTeam_]);
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const unit_map::const_iterator selectedUnit = resources::gameboard->find_visible_unit(selectedHex_,viewing_team());
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const unit_map::const_iterator mouseoveredUnit = resources::gameboard->find_visible_unit(mouseoverHex_,viewing_team());
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if(selectedUnit != dc_->units().end() && mouseoveredUnit == dc_->units().end()) {
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// Display the def% of this terrain
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int move_cost = selectedUnit->movement_cost(get_map().get_terrain(loc));
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@ -626,7 +626,7 @@ void game_display::clear_attack_indicator()
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std::string game_display::current_team_name() const
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{
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return dc_->teams()[currentTeam_].team_name();
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return viewing_team().team_name();
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}
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void game_display::begin_game()
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