Rename namespace "actions" to "action" (I just think it will read better).

This commit is contained in:
J. Tyne 2012-12-30 22:34:29 +00:00
parent 3347a92755
commit 93fb1f27c9
7 changed files with 16 additions and 16 deletions

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@ -1252,7 +1252,7 @@ void advance_unit(map_location loc, const std::string &advance_to,
// This is not normally necessary, but if a unit loses power when leveling
// (e.g. loses "jamming" or ambush), it could be discovered as a result of
// the advancement.
std::vector<int> not_seeing = actions::get_sides_not_seeing(*u);
std::vector<int> not_seeing = action::get_sides_not_seeing(*u);
// Create the advanced unit.
bool use_amla = mod_option != NULL;
@ -1267,7 +1267,7 @@ void advance_unit(map_location loc, const std::string &advance_to,
u = resources::units->replace(loc, new_unit).first;
// Update fog/shroud.
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
clearer.clear_unit(loc, new_unit);
// "post_advance" event.
@ -1280,7 +1280,7 @@ void advance_unit(map_location loc, const std::string &advance_to,
// "sighted" event(s).
clearer.fire_events();
if ( u.valid() )
actions::actor_sighted(*u, &not_seeing);
action::actor_sighted(*u, &not_seeing);
resources::whiteboard->on_gamestate_change();
}

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@ -785,7 +785,7 @@ bool place_recruit(const unit &u, const map_location &recruit_location, const ma
}
// Fog clearing.
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
if ( !wml_triggered ) // To preserve current WML behavior.
mutated |= clearer.clear_unit(current_loc, *new_unit_itor, true);
@ -800,7 +800,7 @@ bool place_recruit(const unit &u, const map_location &recruit_location, const ma
// "sighted" event(s).
mutated |= clearer.fire_events();
if ( new_unit_itor.valid() )
mutated |= actions::actor_sighted(*new_unit_itor);
mutated |= action::actor_sighted(*new_unit_itor);
return mutated;
}

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@ -316,7 +316,7 @@ namespace { // Private helpers for move_unit()
std::deque<int> moves_left_; // The front value is what the moving unit's remaining moves should be set to after the next step through the route.
std::vector<map_location> to_reveal_;
actions::shroud_clearer clearer_;
action::shroud_clearer clearer_;
};
@ -876,7 +876,7 @@ namespace { // Private helpers for move_unit()
if ( begin_ != ambush_limit_ ) {
// Cache the moving unit's visibility.
std::vector<int> not_seeing = actions::get_sides_not_seeing(*move_it_);
std::vector<int> not_seeing = action::get_sides_not_seeing(*move_it_);
// Prepare to animate.
unit_display::unit_mover animator(route_, show);
@ -939,7 +939,7 @@ namespace { // Private helpers for move_unit()
// Finish animating.
animator.finish(*move_it_);
// Check for the moving unit being seen.
event_mutated_ = actions::actor_sighted(*move_it_, &not_seeing);
event_mutated_ = action::actor_sighted(*move_it_, &not_seeing);
}
}//if

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@ -624,7 +624,7 @@ size_t undo_list::apply_shroud_changes() const
return 0;
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
bool cleared_shroud = false; // for optimization
size_t erase_to = 0;
size_t list_size = undos_.size();

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@ -92,7 +92,7 @@ static bool can_see(const unit & viewer, const map_location & loc,
}
namespace actions {
namespace action {
/**
@ -524,7 +524,7 @@ bool actor_sighted(const unit & target, const std::vector<int> * cache)
}
}//namespace actions
}//namespace action
/**
@ -560,7 +560,7 @@ void recalculate_fog(int side)
// This speeds up the invalidations within clear_shroud_unit().
resources::screen->invalidate_all();
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
BOOST_FOREACH(const unit &u, *resources::units)
{
if ( u.side() == side )
@ -596,7 +596,7 @@ bool clear_shroud(int side, bool reset_fog, bool fire_events)
bool result = false;
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
BOOST_FOREACH(const unit &u, *resources::units)
{
if ( u.side() == side )

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@ -33,7 +33,7 @@ class unit;
#include <vector>
namespace actions {
namespace action {
/// Class to encapsulate fog/shroud clearing and the resultant sighted events.
/// Note: This class uses teams as parameters (instead of sides) since a
@ -107,7 +107,7 @@ std::vector<int> get_sides_not_seeing(const unit & target);
bool actor_sighted(const unit & target, const std::vector<int> * cache = NULL);
}//namespace actions
}//namespace action
/// Function that recalculates the fog of war.
void recalculate_fog(int side);

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@ -877,7 +877,7 @@ WML_HANDLER_FUNCTION(teleport, event_info, cfg)
const map_location vacant_dst = find_vacant_tile(dst, pathfind::VACANT_ANY, pass_check);
if (!resources::game_map->on_board(vacant_dst)) return;
actions::shroud_clearer clearer;
action::shroud_clearer clearer;
if (cfg["clear_shroud"].to_bool(true)) {
clearer.clear_unit(vacant_dst, *u);
}