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play_controllers uses const accessors to game_board
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Favor these over using friend access to privates anyways.
Eventually will be able to factor that out.
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cbeck88 committed Jun 9, 2014
1 parent 1f00eb5 commit 84ab0c2
Showing 1 changed file with 29 additions and 29 deletions.
58 changes: 29 additions & 29 deletions src/play_controller.cpp
Expand Up @@ -247,7 +247,7 @@ void play_controller::init(CVideo& video){
}

// mouse_handler expects at least one team for linger mode to work.
if (gameboard_.teams_.empty()) end_level_data_.transient.linger_mode = false;
if (gameboard_.teams().empty()) end_level_data_.transient.linger_mode = false;

LOG_NG << "loading units..." << (SDL_GetTicks() - ticks_) << std::endl;
loadscreen::start_stage("load units");
Expand Down Expand Up @@ -283,9 +283,9 @@ void play_controller::init(CVideo& video){
// If not set here observer would be without fog until
// the first turn of observable side
size_t i;
for (i=0;i < gameboard_.teams_.size();++i)
for (i=0;i < gameboard_.teams().size();++i)
{
if (!gameboard_.teams_[i].get_disallow_observers())
if (!gameboard_.teams()[i].get_disallow_observers())
{
gui_->set_team(i);
}
Expand Down Expand Up @@ -607,7 +607,7 @@ void play_controller::init_gui(){
gui_->update_tod();

if ( !loading_game_ ) {
for ( int side = gameboard_.teams_.size(); side != 0; --side )
for ( int side = gameboard_.teams().size(); side != 0; --side )
actions::clear_shroud(side, false, false);
}
}
Expand Down Expand Up @@ -841,7 +841,7 @@ bool play_controller::enemies_visible() const
return true;

// See if any enemies are visible
BOOST_FOREACH(const unit & u, gameboard_.units_) {
BOOST_FOREACH(const unit & u, gameboard_.units()) {
if (current_team().is_enemy(u.side()) && !gui_->fogged(u.get_location())) {
return true;
}
Expand Down Expand Up @@ -949,17 +949,17 @@ bool play_controller::can_execute_command(const hotkey::hotkey_command& cmd, int
return !linger_ && undo_stack_->can_undo() && !events::commands_disabled && !browse_;

case hotkey::HOTKEY_UNIT_DESCRIPTION:
return menu_handler_.current_unit() != gameboard_.units_.end();
return menu_handler_.current_unit().valid();

case hotkey::HOTKEY_TERRAIN_DESCRIPTION:
return mouse_handler_.get_last_hex().valid();

case hotkey::HOTKEY_RENAME_UNIT:
return !events::commands_disabled &&
menu_handler_.current_unit() != gameboard_.units_.end() &&
menu_handler_.current_unit().valid() &&
!(menu_handler_.current_unit()->unrenamable()) &&
menu_handler_.current_unit()->side() == gui_->viewing_side() &&
gameboard_.teams_[menu_handler_.current_unit()->side() - 1].is_human();
gameboard_.teams()[menu_handler_.current_unit()->side() - 1].is_human();

default:
return false;
Expand Down Expand Up @@ -1008,10 +1008,10 @@ void play_controller::tab()
switch(mode) {
case gui::TEXTBOX_SEARCH:
{
BOOST_FOREACH(const unit &u, gameboard_.units_){
BOOST_FOREACH(const unit &u, gameboard_.units()){
const map_location& loc = u.get_location();
if(!gui_->fogged(loc) &&
!(gameboard_.teams_[gui_->viewing_team()].is_enemy(u.side()) && u.invisible(loc)))
!(gameboard_.teams()[gui_->viewing_team()].is_enemy(u.side()) && u.invisible(loc)))
dictionary.insert(u.name());
}
//TODO List map labels
Expand All @@ -1025,7 +1025,7 @@ void play_controller::tab()
}
case gui::TEXTBOX_MESSAGE:
{
BOOST_FOREACH(const team& t, gameboard_.teams_) {
BOOST_FOREACH(const team& t, gameboard_.teams()) {
if(!t.is_empty())
dictionary.insert(t.current_player());
}
Expand Down Expand Up @@ -1070,29 +1070,29 @@ std::string play_controller::get_unique_saveid(const config& cfg, std::set<std::

team& play_controller::current_team()
{
assert(player_number_ > 0 && player_number_ <= int(gameboard_.teams_.size()));
assert(player_number_ > 0 && player_number_ <= int(gameboard_.teams().size()));
return gameboard_.teams_[player_number_-1];
}

const team& play_controller::current_team() const
{
assert(player_number_ > 0 && player_number_ <= int(gameboard_.teams_.size()));
return gameboard_.teams_[player_number_-1];
assert(player_number_ > 0 && player_number_ <= int(gameboard_.teams().size()));
return gameboard_.teams()[player_number_-1];
}

int play_controller::find_human_team_before_current_player() const
{
if (player_number_ > int(gameboard_.teams_.size()))
if (player_number_ > int(gameboard_.teams().size()))
return -2;

for (int i = player_number_-2; i >= 0; --i) {
if (gameboard_.teams_[i].is_human()) {
if (gameboard_.teams()[i].is_human()) {
return i+1;
}
}

for (int i = gameboard_.teams_.size()-1; i > player_number_-1; --i) {
if (gameboard_.teams_[i].is_human()) {
for (int i = gameboard_.teams().size()-1; i > player_number_-1; --i) {
if (gameboard_.teams()[i].is_human()) {
return i+1;
}
}
Expand Down Expand Up @@ -1146,7 +1146,7 @@ void play_controller::process_keyup_event(const SDL_Event& event) {

const unit_map::iterator u = mouse_handler_.selected_unit();

if(u != gameboard_.units_.end()) {
if(u.valid()) {
// if it's not the unit's turn, we reset its moves
unit_movement_resetter move_reset(*u, u->side() != player_number_);

Expand Down Expand Up @@ -1256,7 +1256,7 @@ void play_controller::show_menu(const std::vector<std::string>& items_arg, int x
// Remove WML commands if they would not be allowed here
if(*i == "wml") {
if(!context_menu || gui_->viewing_team() != gui_->playing_team()
|| events::commands_disabled || !gameboard_.teams_[gui_->viewing_team()].is_human()
|| events::commands_disabled || !gameboard_.teams()[gui_->viewing_team()].is_human()
|| (linger_ && !game_config::debug)){
i = items.erase(i);
continue;
Expand Down Expand Up @@ -1299,13 +1299,13 @@ bool play_controller::in_context_menu(hotkey::HOTKEY_COMMAND command) const

wb::future_map future; /* lasts until method returns. */

unit_map::const_iterator leader = gameboard_.units_.find(last_hex);
if ( leader != gameboard_.units_.end() )
unit_map::const_iterator leader = gameboard_.units().find(last_hex);
if ( leader != gameboard_.units().end() )
return leader->can_recruit() && leader->side() == viewing_side &&
can_recruit_from(*leader);
else
// Look for a leader who can recruit on last_hex.
for ( leader = gameboard_.units_.begin(); leader != gameboard_.units_.end(); ++leader) {
for ( leader = gameboard_.units().begin(); leader != gameboard_.units().end(); ++leader) {
if ( leader->can_recruit() && leader->side() == viewing_side &&
can_recruit_on(*leader, last_hex) )
return true;
Expand Down Expand Up @@ -1346,7 +1346,7 @@ hotkey::ACTION_STATE play_controller::get_action_state(hotkey::HOTKEY_COMMAND co
case hotkey::HOTKEY_ZOOM_DEFAULT:
return (gui_->get_zoom_factor() == 1.0) ? hotkey::ACTION_ON : hotkey::ACTION_OFF;
case hotkey::HOTKEY_DELAY_SHROUD:
return gameboard_.teams_[gui_->viewing_team()].auto_shroud_updates() ? hotkey::ACTION_OFF : hotkey::ACTION_ON;
return gameboard_.teams()[gui_->viewing_team()].auto_shroud_updates() ? hotkey::ACTION_OFF : hotkey::ACTION_ON;
default:
return hotkey::ACTION_STATELESS;
}
Expand Down Expand Up @@ -1393,9 +1393,9 @@ void play_controller::check_victory()
}
std::set<unsigned> not_defeated;

BOOST_FOREACH( const unit & i , gameboard_.units_)
BOOST_FOREACH( const unit & i , gameboard_.units())
{
const team& tm = gameboard_.teams_[i.side()-1];
const team& tm = gameboard_.teams()[i.side()-1];
if (i.can_recruit() && tm.defeat_condition() == team::NO_LEADER) {
not_defeated.insert(i.side());
} else if (tm.defeat_condition() == team::NO_UNITS) {
Expand Down Expand Up @@ -1435,16 +1435,16 @@ void play_controller::check_victory()

std::set<unsigned>::iterator m(n);
for (++m; m != not_defeated.end(); ++m) {
if (gameboard_.teams_[side].is_enemy(*m)) {
if (gameboard_.teams()[side].is_enemy(*m)) {
return;
}
}

if (gameboard_.teams_[side].is_human()) {
if (gameboard_.teams()[side].is_human()) {
found_player = true;
}

if (gameboard_.teams_[side].is_network()) {
if (gameboard_.teams()[side].is_network()) {
found_network_player = true;
}
}
Expand Down

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