Unit/Drawer: don't keep team indices
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f1be5e4c83
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2 changed files with 5 additions and 11 deletions
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@ -139,12 +139,9 @@ unit_drawer::unit_drawer(display& thedisp)
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: disp(thedisp)
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, dc(disp.get_disp_context())
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, map(dc.map())
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, teams(dc.teams())
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, halo_man(thedisp.get_halo_manager())
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, viewing_team(disp.viewing_team_index())
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, playing_team(disp.playing_team_index())
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, viewing_team_ref(teams[viewing_team])
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, playing_team_ref(teams[playing_team])
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, viewing_team_ref(disp.viewing_team())
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, playing_team_ref(disp.playing_team())
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, is_blindfolded(disp.is_blindfolded())
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, show_everything(disp.show_everything())
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, sel_hex(disp.selected_hex())
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@ -346,15 +343,15 @@ void unit_drawer::redraw_unit(const unit& u) const
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if(viewing_team_ref.is_enemy(side)) {
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if(!u.incapacitated())
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orb_img = get_orb_image(orb_status::enemy);
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} else if(static_cast<std::size_t>(side) != playing_team + 1) {
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} else if(side != playing_team_ref.side()) {
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// We're looking at either the player's own unit or an ally's unit, but either way it
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// doesn't belong to the playing_team and isn't expected to move until after its next
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// turn refresh.
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auto os = orb_status::moved;
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if(static_cast<std::size_t>(side) != viewing_team + 1)
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if(side != viewing_team_ref.side())
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os = orb_status::allied;
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orb_img = get_orb_image(os);
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} else if(static_cast<std::size_t>(side) != viewing_team + 1) {
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} else if(side != viewing_team_ref.side()) {
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// We're looking at an ally's unit, during that ally's turn.
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auto os = dc.unit_orb_status(u);
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orb_img = get_playing_ally_orb_image(os);
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@ -45,10 +45,7 @@ private:
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display & disp;
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const display_context & dc;
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const gamemap & map;
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const std::vector<team> & teams;
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halo::manager & halo_man;
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std::size_t viewing_team;
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std::size_t playing_team;
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const team & viewing_team_ref;
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const team & playing_team_ref;
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bool is_blindfolded;
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