This commit adds a dedicated recall list manager class.
The purpose of this is to
- Simplify the code that interacts with the recall list. Prior to
the commit most such code was based on iteration with explicit
iterators, and called global helper functions implemented in
unit.cpp to wrap the code that finds a unit in a vector. It turns
out that interacting with the recall list was the *only* use of
that code, so we make it a member function of the recall list
manager and take it out of unit.cpp.
Most of the code that touches the recall list was previously
7 or 8 lines with a for loop, now it tends to be 1 or 2 lines,
although further refactor may be possible.
- Improve encapsulation. This makes it possible to track how
other classes are interacting with the recall list, and may
make it easier to debug recall list problems by adding debugging
output to the class.
This is a strict refactor, all we do is move the functions and
variables used just for animations to "unit_animation_component",
and include the necessary headers appropriate.
With a bit more work we can probably remove the graphics related
headers from unit.hpp
drawable unit inherits from unit, and implements the draw function,
used only by the display. when the display wants to use the function,
it casts a unit pointer to a drawable_unit, and draws it. this
improves encapsulation.
This use of handle-body idiom saves *alot* of includes, since a
huge number of objects include unit indirectly, and make no use
of the ai formula features.
Currently, the editor does not generate game_board objects, and
leaves the pointer resources::gameboard null. This commit makes
map_location, reports, and tod_manager, three things used in
editor mode, use the display_context pointer instead of the
game_board pointer. We also move a function to display_context,
which finds a const unit * to a visible unit at a hex.
This is a general overhaul of the class embodying movement types,
featuring:
* Better data encapsulation
* Less duplication of code between unit.cpp and unit_type.cpp
* Easier to use
* New files for the class (VC and XCode projects still need updating)
* New (shorter) name for the class
Some additional revisions will be coming.
The primary motivation for this was to get a class that embodies
movement costs (part of the data encapsulation).
This affects the cmake and scons scripts, and various project files in
projectfiles/. I have only tested my changes to scons (and loonycyborg
might still want to review the diff regarding a line in src/SConscript
involving game.cpp).