Clean up more unnecessary uses of display::viewing_side

This commit is contained in:
Charles Dang 2024-08-31 20:23:59 -04:00
parent 0940b7451b
commit 4c6580250a
4 changed files with 18 additions and 28 deletions

View File

@ -164,7 +164,7 @@ void game_display::scroll_to_leader(int side, SCROLL_TYPE scroll_type,bool force
{
unit_map::const_iterator leader = dc_->units().find_leader(side);
if(leader.valid() && leader->is_visible_to_team(dc_->get_team(viewing_side()), false)) {
if(leader.valid() && leader->is_visible_to_team(viewing_team(), false)) {
scroll_to_tile(leader->get_location(), scroll_type, true, force);
}
}

View File

@ -616,8 +616,7 @@ bool menu_handler::end_turn(int side_num)
void menu_handler::goto_leader(int side_num)
{
unit_map::const_iterator i = pc_.get_units().find_leader(side_num);
const display_context& dc = gui_->get_disp_context();
if(i != pc_.get_units().end() && i->is_visible_to_team(dc.get_team(gui_->viewing_side()), false)) {
if(i != pc_.get_units().end() && i->is_visible_to_team(gui_->viewing_team(), false)) {
gui_->scroll_to_tile(i->get_location(), game_display::WARP);
}
}

View File

@ -1446,14 +1446,14 @@ REPORT_GENERATOR(turn, rc)
REPORT_GENERATOR(gold, rc)
{
std::ostringstream str;
int viewing_side = rc.screen().viewing_side();
const team& viewing_team = rc.screen().viewing_team();
// Suppose the full unit map is applied.
int fake_gold = rc.dc().get_team(viewing_side).gold();
int fake_gold = viewing_team.gold();
if (rc.wb())
fake_gold -= rc.wb()->get_spent_gold_for(viewing_side);
fake_gold -= rc.wb()->get_spent_gold_for(viewing_team.side());
char const *end = naps;
if (viewing_side != rc.screen().playing_side()) {
if (viewing_team.side() != rc.screen().playing_side()) {
str << span_color(font::GRAY_COLOR);
}
else if (fake_gold < 0) {
@ -1469,8 +1469,7 @@ REPORT_GENERATOR(gold, rc)
REPORT_GENERATOR(villages, rc)
{
std::ostringstream str;
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team &viewing_team = rc.screen().viewing_team();
str << viewing_team.villages().size() << '/';
if (viewing_team.uses_shroud()) {
int unshrouded_villages = 0;
@ -1493,8 +1492,7 @@ REPORT_GENERATOR(num_units, rc)
REPORT_GENERATOR(upkeep, rc)
{
std::ostringstream str;
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
team_data td(rc.dc(), viewing_team);
str << td.expenses << " (" << td.upkeep << ")";
return gray_inactive(rc,str.str(), _("Upkeep") + "\n\n" + _("The expenses incurred at the end of every turn to maintain your army. The first number is the amount of gold that will be deducted. It is equal to the number of unit levels not supported by villages. The second is the total cost of upkeep, including that covered by villages — in other words, the amount of gold that would be deducted if you lost all villages."));
@ -1502,8 +1500,7 @@ REPORT_GENERATOR(upkeep, rc)
REPORT_GENERATOR(expenses, rc)
{
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
team_data td(rc.dc(), viewing_team);
return gray_inactive(rc,std::to_string(td.expenses));
}
@ -1511,11 +1508,10 @@ REPORT_GENERATOR(expenses, rc)
REPORT_GENERATOR(income, rc)
{
std::ostringstream str;
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
team_data td(rc.dc(), viewing_team);
char const *end = naps;
if (viewing_side != rc.screen().playing_side()) {
if (viewing_team.side() != rc.screen().playing_side()) {
if (td.net_income < 0) {
td.net_income = - td.net_income;
str << span_color(font::GRAY_COLOR);
@ -1599,8 +1595,7 @@ REPORT_GENERATOR(terrain_info, rc)
// This report is used in both game and editor. get_team(viewing_side) would throw in the editor's
// terrain-only mode, but if the village already has an owner then we're not in that mode.
if(owner != 0) {
int viewing_side = rc.screen().viewing_side();
const team& viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
if(!viewing_team.fogged(mouseover_hex)) {
const team& owner_team = rc.dc().get_team(owner);
@ -1627,8 +1622,7 @@ REPORT_GENERATOR(terrain_info, rc)
REPORT_GENERATOR(terrain, rc)
{
const gamemap &map = rc.map();
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
map_location mouseover_hex = rc.screen().mouseover_hex();
if (!map.on_board(mouseover_hex) || viewing_team.shrouded(mouseover_hex))
return config();
@ -1643,7 +1637,7 @@ REPORT_GENERATOR(terrain, rc)
int owner = rc.dc().village_owner(mouseover_hex);
if (owner == 0 || viewing_team.fogged(mouseover_hex)) {
str << map.get_terrain_info(terrain).income_description();
} else if (owner == viewing_side) {
} else if (owner == viewing_team.side()) {
str << map.get_terrain_info(terrain).income_description_own();
} else if (viewing_team.is_enemy(owner)) {
str << map.get_terrain_info(terrain).income_description_enemy();
@ -1772,15 +1766,14 @@ REPORT_GENERATOR(battery, /*rc*/)
REPORT_GENERATOR(report_countdown, rc)
{
int viewing_side = rc.screen().viewing_side();
const team &viewing_team = rc.dc().get_team(viewing_side);
const team& viewing_team = rc.screen().viewing_team();
int min, sec;
if (viewing_team.countdown_time() == 0)
return report_report_clock(rc);
std::ostringstream str;
sec = viewing_team.countdown_time() / 1000;
char const *end = naps;
if (viewing_side != rc.screen().playing_side())
if (viewing_team.side() != rc.screen().playing_side())
str << span_color(font::GRAY_COLOR);
else if (sec < 60)
str << "<span foreground=\"#c80000\">";

View File

@ -73,8 +73,7 @@ void teleport_unit_between(const map_location& a, const map_location& b, unit& t
if ( disp.fogged(a) && disp.fogged(b) ) {
return;
}
const display_context& dc = disp.get_disp_context();
const team& viewing_team = dc.get_team(disp.viewing_side());
const team& viewing_team = disp.viewing_team();
const bool a_visible = temp_unit.is_visible_to_team(a, viewing_team, false);
const bool b_visible = temp_unit.is_visible_to_team(b, viewing_team, false);
@ -804,8 +803,7 @@ void unit_recruited(const map_location& loc,const map_location& leader_loc)
return;
}
const display_context& dc = disp->get_disp_context();
const team& viewing_team = dc.get_team(disp->viewing_side());
const team& viewing_team = disp->viewing_team();
unit_map::const_iterator u = disp->get_units().find(loc);
if(u == disp->get_units().end()) return;