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https://github.com/wesnoth/wesnoth
synced 2025-04-12 17:22:06 +00:00
Make function properly local and fix variable names
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@ -52,13 +52,6 @@ static lg::log_domain log_display("display");
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static lg::log_domain log_engine("engine");
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#define ERR_NG LOG_STREAM(err, log_engine)
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/**
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* Function to return 2 half-hex footsteps images for the given location.
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* Only loc is on the current route set by set_route.
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*
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* This function is only used internally by game_display so I have moved it out of the header into the compilaton unit.
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*/
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std::vector<texture> footsteps_images(const map_location& loc, const pathfind::marked_route & route_, const display_context * dc_);
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game_display::game_display(game_board& board,
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std::weak_ptr<wb::manager> wb,
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@ -223,7 +216,79 @@ const std::string mouseover_self_bot = "misc/hover-hex-bottom.png~RC(magenta>gre
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const std::string mouseover_ally_top = "misc/hover-hex-top.png~RC(magenta>lightblue)";
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const std::string mouseover_ally_bot = "misc/hover-hex-bottom.png~RC(magenta>lightblue)";
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/**
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* Function to return 2 half-hex footsteps images for the given location.
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* Only loc is on the current route set by set_route.
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*/
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std::vector<texture> footsteps_images(const map_location& loc, const pathfind::marked_route& route, const display_context* dc)
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{
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std::vector<texture> res;
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if (route.steps.size() < 2) {
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return res; // no real "route"
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}
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std::vector<map_location>::const_iterator i =
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std::find(route.steps.begin(),route.steps.end(),loc);
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if( i == route.steps.end()) {
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return res; // not on the route
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}
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// Check which footsteps images of game_config we will use
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int move_cost = 1;
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const unit_map::const_iterator u = dc->units().find(route.steps.front());
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if(u != dc->units().end()) {
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move_cost = u->movement_cost(dc->map().get_terrain(loc));
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}
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int image_number = std::min<int>(move_cost, game_config::foot_speed_prefix.size());
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if (image_number < 1) {
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return res; // Invalid movement cost or no images
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}
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const std::string foot_speed_prefix = game_config::foot_speed_prefix[image_number-1];
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texture teleport;
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// We draw 2 half-hex (with possibly different directions),
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// but skip the first for the first step.
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const int first_half = (i == route.steps.begin()) ? 1 : 0;
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// and the second for the last step
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const int second_half = (i+1 == route.steps.end()) ? 0 : 1;
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for (int h = first_half; h <= second_half; ++h) {
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const std::string sense( h==0 ? "-in" : "-out" );
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if (!tiles_adjacent(*(i+(h-1)), *(i+h))) {
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std::string teleport_image =
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h==0 ? game_config::foot_teleport_enter : game_config::foot_teleport_exit;
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teleport = image::get_texture(teleport_image, image::HEXED);
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continue;
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}
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// In function of the half, use the incoming or outgoing direction
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map_location::direction dir = (i+(h-1))->get_relative_dir(*(i+h));
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std::string rotate;
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if (dir > map_location::direction::south_east) {
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// No image, take the opposite direction and do a 180 rotation
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dir = i->get_opposite_direction(dir);
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rotate = "~FL(horiz)~FL(vert)";
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}
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const std::string image = foot_speed_prefix
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+ sense + "-" + i->write_direction(dir)
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+ ".png" + rotate;
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res.push_back(image::get_texture(image, image::HEXED));
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}
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// we draw teleport image (if any) in last
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if (teleport != nullptr) res.push_back(teleport);
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return res;
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}
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} //anonymous namespace
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void game_display::draw_hex(const map_location& loc)
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{
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@ -464,76 +529,6 @@ void game_display::draw_movement_info(const map_location& loc)
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}
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}
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std::vector<texture> footsteps_images(const map_location& loc, const pathfind::marked_route & route_, const display_context * dc_)
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{
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std::vector<texture> res;
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if (route_.steps.size() < 2) {
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return res; // no real "route"
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}
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std::vector<map_location>::const_iterator i =
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std::find(route_.steps.begin(),route_.steps.end(),loc);
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if( i == route_.steps.end()) {
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return res; // not on the route
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}
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// Check which footsteps images of game_config we will use
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int move_cost = 1;
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const unit_map::const_iterator u = dc_->units().find(route_.steps.front());
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if(u != dc_->units().end()) {
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move_cost = u->movement_cost(dc_->map().get_terrain(loc));
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}
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int image_number = std::min<int>(move_cost, game_config::foot_speed_prefix.size());
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if (image_number < 1) {
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return res; // Invalid movement cost or no images
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}
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const std::string foot_speed_prefix = game_config::foot_speed_prefix[image_number-1];
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texture teleport;
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// We draw 2 half-hex (with possibly different directions),
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// but skip the first for the first step.
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const int first_half = (i == route_.steps.begin()) ? 1 : 0;
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// and the second for the last step
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const int second_half = (i+1 == route_.steps.end()) ? 0 : 1;
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for (int h = first_half; h <= second_half; ++h) {
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const std::string sense( h==0 ? "-in" : "-out" );
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if (!tiles_adjacent(*(i+(h-1)), *(i+h))) {
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std::string teleport_image =
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h==0 ? game_config::foot_teleport_enter : game_config::foot_teleport_exit;
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teleport = image::get_texture(teleport_image, image::HEXED);
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continue;
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}
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// In function of the half, use the incoming or outgoing direction
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map_location::direction dir = (i+(h-1))->get_relative_dir(*(i+h));
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std::string rotate;
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if (dir > map_location::direction::south_east) {
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// No image, take the opposite direction and do a 180 rotation
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dir = i->get_opposite_direction(dir);
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rotate = "~FL(horiz)~FL(vert)";
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}
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const std::string image = foot_speed_prefix
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+ sense + "-" + i->write_direction(dir)
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+ ".png" + rotate;
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res.push_back(image::get_texture(image, image::HEXED));
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}
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// we draw teleport image (if any) in last
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if (teleport != nullptr) res.push_back(teleport);
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return res;
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}
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void game_display::highlight_reach(const pathfind::paths &paths_list)
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{
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unhighlight_reach();
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