simplify play_controller ctor
- `start_faded` was always true (the default value value was never used) - 'skip_replay' was only set in playmp_controller which had already other code to set it (also it is not used in the ctor)
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parent
71739b372e
commit
8225916bfc
6 changed files with 10 additions and 14 deletions
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@ -56,7 +56,7 @@ level_result::type campaign_controller::playsingle_scenario(end_level_data &end_
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? state_.get_replay_starting_point()
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: state_.get_starting_point();
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playsingle_controller playcontroller(starting_point, state_, false);
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playsingle_controller playcontroller(starting_point, state_);
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LOG_NG << "created objects... " << (SDL_GetTicks() - playcontroller.get_ticks());
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if(is_replay_) {
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@ -129,7 +129,7 @@ static void clear_resources()
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resources::classification = nullptr;
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}
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play_controller::play_controller(const config& level, saved_game& state_of_game, bool skip_replay, bool start_faded)
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play_controller::play_controller(const config& level, saved_game& state_of_game)
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: controller_base()
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, observer()
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, quit_confirmation()
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@ -151,12 +151,12 @@ play_controller::play_controller(const config& level, saved_game& state_of_game,
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, xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
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, statistics_context_(new statistics_t(state_of_game.statistics()))
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, replay_(new replay(state_of_game.get_replay()))
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, skip_replay_(skip_replay)
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, skip_replay_(false)
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, skip_story_(state_of_game.skip_story())
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, did_autosave_this_turn_(true)
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, did_tod_sound_this_turn_(false)
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, map_start_()
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, start_faded_(start_faded)
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, start_faded_(true)
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, victory_music_()
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, defeat_music_()
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, scope_(hotkey::scope_game)
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@ -61,9 +61,7 @@ class play_controller : public controller_base, public events::observer, public
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{
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public:
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play_controller(const config& level,
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saved_game& state_of_game,
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bool skip_replay,
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bool start_faded = false);
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saved_game& state_of_game);
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virtual ~play_controller();
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//event handler, overridden from observer
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@ -49,7 +49,7 @@ static lg::log_domain log_network("network");
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#define ERR_NW LOG_STREAM(err, log_network)
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playmp_controller::playmp_controller(const config& level, saved_game& state_of_game, mp_game_metadata* mp_info)
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: playsingle_controller(level, state_of_game, mp_info && mp_info->skip_replay)
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: playsingle_controller(level, state_of_game)
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, network_processing_stopped_(false)
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, next_scenario_notified_(false)
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, blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
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@ -59,9 +59,7 @@ playmp_controller::playmp_controller(const config& level, saved_game& state_of_g
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// upgrade hotkey handler to the mp (network enabled) version
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hotkey_handler_.reset(new hotkey_handler(*this, saved_game_));
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if(!mp_info || mp_info->current_turn <= turn()) {
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skip_replay_ = false;
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}
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skip_replay_ = mp_info && mp_info->skip_replay && mp_info->current_turn > turn();
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if(gui_->is_blindfolded() && !is_observer()) {
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blindfold_.unblind();
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@ -63,8 +63,8 @@ static lg::log_domain log_engine("engine");
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static lg::log_domain log_enginerefac("enginerefac");
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#define LOG_RG LOG_STREAM(info, log_enginerefac)
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playsingle_controller::playsingle_controller(const config& level, saved_game& state_of_game, bool skip_replay)
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: play_controller(level, state_of_game, skip_replay, true) // start faded
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playsingle_controller::playsingle_controller(const config& level, saved_game& state_of_game)
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: play_controller(level, state_of_game)
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, cursor_setter_(cursor::NORMAL)
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, end_turn_requested_(false)
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, ai_fallback_(false)
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@ -46,7 +46,7 @@ private:
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class playsingle_controller : public play_controller
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{
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public:
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playsingle_controller(const config& level, saved_game& state_of_game, bool skip_replay);
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playsingle_controller(const config& level, saved_game& state_of_game);
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~playsingle_controller();
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level_result::type play_scenario(const config& level);
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