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https://github.com/wesnoth/wesnoth
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Game Board: removed mouse_handler and menu_handler as friends
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627bde781e
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c2c45aa085
@ -56,8 +56,6 @@ class game_board : public display_context
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unit_map units_;
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//TODO: Remove these when we have refactored enough to make it possible.
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friend class events::mouse_handler;
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friend class events::menu_handler;
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friend class game_lua_kernel;
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/**
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@ -122,12 +122,12 @@ game_board& menu_handler::board() const
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unit_map& menu_handler::units()
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{
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return gamestate().board_.units_;
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return gamestate().board_.units();
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}
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std::vector<team>& menu_handler::teams() const
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{
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return gamestate().board_.teams_;
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return gamestate().board_.teams();
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}
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const gamemap& menu_handler::map() const
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@ -624,7 +624,7 @@ unit_map::iterator mouse_handler::find_unit(const map_location& hex)
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return it;
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}
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return pc_.gamestate().board_.units_.end();
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return pc_.gamestate().board_.units().end();
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}
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unit_map::const_iterator mouse_handler::find_unit(const map_location& hex) const
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@ -905,8 +905,7 @@ void mouse_handler::move_action(bool browse)
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// block where we temporary move the unit
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{
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temporary_unit_mover temp_mover(
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pc_.gamestate().board_.units_, src, attack_from, itor->move_left);
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temporary_unit_mover temp_mover(pc_.gamestate().board_.units(), src, attack_from, itor->move_left);
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choice = show_attack_dialog(attack_from, clicked_u->get_location());
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}
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@ -1083,7 +1082,7 @@ void mouse_handler::select_hex(const map_location& hex, const bool browse, const
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pathfind::paths clicked_location;
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clicked_location.destinations.insert(hex);
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for(unit_map::iterator u = pc_.gamestate().board_.units_.begin(); u != pc_.gamestate().board_.units_.end();
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for(unit_map::iterator u = pc_.gamestate().board_.units().begin(); u != pc_.gamestate().board_.units().end();
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++u) {
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bool invisible = u->invisible(u->get_location());
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@ -1100,7 +1099,7 @@ void mouse_handler::select_hex(const map_location& hex, const bool browse, const
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gui_->highlight_another_reach(reaching_unit_locations);
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} else {
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if(!pc_.gamestate().board_.units_.find(last_hex_)) {
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if(!pc_.gamestate().board_.units().find(last_hex_)) {
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unselected_reach_ = gui_->unhighlight_reach();
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}
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@ -1247,7 +1246,7 @@ int mouse_handler::fill_weapon_choices(
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for(unsigned int i = 0; i < attacker->attacks().size(); i++) {
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// skip weapons with attack_weight=0
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if(attacker->attacks()[i].attack_weight() > 0) {
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battle_context bc(pc_.gamestate().board_.units_, attacker->get_location(), defender->get_location(), i);
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battle_context bc(pc_.gamestate().board_.units(), attacker->get_location(), defender->get_location(), i);
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// Don't include if the attacker's weapon has at least one active "disable" special.
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if(bc.get_attacker_stats().disable) {
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@ -1270,8 +1269,8 @@ int mouse_handler::show_attack_dialog(const map_location& attacker_loc, const ma
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{
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game_board& board = pc_.gamestate().board_;
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unit_map::iterator attacker = board.units_.find(attacker_loc);
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unit_map::iterator defender = board.units_.find(defender_loc);
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unit_map::iterator attacker = board.units().find(attacker_loc);
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unit_map::iterator defender = board.units().find(defender_loc);
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if(!attacker || !defender) {
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ERR_NG << "One fighter is missing, can't attack";
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