converted get_flag() to use gamemap::location

This commit is contained in:
Mark de Wever 2007-05-26 23:53:57 +00:00
parent 38eb62b89a
commit b46b21ec44
2 changed files with 4 additions and 7 deletions

View file

@ -1481,7 +1481,7 @@ void display::draw_tile(const gamemap::location &loc, const SDL_Rect &clip_rect)
if(!is_shrouded) {
draw_terrain_on_tile(loc.x,loc.y,image_type,ADJACENT_BACKGROUND);
surface flag(get_flag(terrain,loc.x,loc.y));
surface flag(get_flag(terrain,loc));
if(flag != NULL) {
SDL_Rect dstrect = { xpos, ypos, 0, 0 };
SDL_BlitSurface(flag,NULL,dst,&dstrect);
@ -1901,15 +1901,12 @@ std::vector<surface> display::get_terrain_images(int x, int y, image::TYPE image
return res;
}
surface display::get_flag(t_translation::t_letter terrain, int x, int y)
surface display::get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc)
{
const bool village = map_.is_village(terrain);
if(!village) {
if(!map_.is_village(terrain)) {
return surface(NULL);
}
const gamemap::location loc(x,y);
for(size_t i = 0; i != teams_.size(); ++i) {
if(teams_[i].owns_village(loc) && (!fogged(loc)) || !shrouded(loc) && !teams_[currentTeam_].is_enemy(i+1)) {
flags_[i].update_last_draw_time();

View file

@ -433,7 +433,7 @@ private:
std::vector<std::string> get_fog_shroud_graphics(const gamemap::location& loc);
//this surface must be freed by the caller
surface get_flag(t_translation::t_letter, int x, int y);
surface get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc);
//this surface must be freed by the caller
surface get_minimap(int w, int h);