Author: alink
Date: Fri Apr 13 21:10:36 2007
New Revision: 16810
URL: http://svn.gna.org/viewcvs/wesnoth?rev=16810&view=rev
Log:
Revert some optimization (instead of finishing it): not synchronize the flag
animation between different team
Modified:
trunk/src/display.cpp
Modified: trunk/src/display.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/display.cpp?rev=16810&r1=16809&r2=16810&view=diff
==============================================================================
--- trunk/src/display.cpp (original)
+++ trunk/src/display.cpp Fri Apr 13 21:10:36 2007
@@ -2149,18 +2149,16 @@
gamemap::location topleft;
gamemap::location bottomright;
get_visible_hex_bounds(topleft, bottomright);
- // flags are synchronized so we check only the first flag
- bool update_flags = flags_[0].need_update();
-
+
for(int x = topleft.x; x <= bottomright.x; ++x) {
for(int y = topleft.y; y <= bottomright.y; ++y) {
if (!shrouded(x,y)) {
gamemap::location loc(x,y);
if (builder_.update_animation(loc)) {
invalidate(loc);
- } else if (update_flags &&
map_.is_village(loc)) {
+ } else if (map_.is_village(loc)) {
const int owner =
player_teams::village_owner(loc);
- if (owner >= 0 && (!fogged(x,y) ||
!teams_[currentTeam_].is_enemy(owner+1)))
+ if (owner >= 0 &&
flags_[owner].need_update() && (!fogged(x,y) ||
!teams_[currentTeam_].is_enemy(owner+1)))
invalidate(loc);
}
}
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