Author: silene
Date: Sat May  9 15:40:50 2009
New Revision: 35500

URL: http://svn.gna.org/viewcvs/wesnoth?rev=35500&view=rev
Log:
Hid some implementations away from the interface.

Modified:
    trunk/src/unit.cpp
    trunk/src/unit.hpp

Modified: trunk/src/unit.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/unit.cpp?rev=35500&r1=35499&r2=35500&view=diff
==============================================================================
--- trunk/src/unit.cpp (original)
+++ trunk/src/unit.cpp Sat May  9 15:40:50 2009
@@ -2970,6 +2970,36 @@
        return *this;
 }
 
+void unit::refresh(const game_display &disp,const map_location &loc)
+{
+       if (state_ == STATE_FORGET  && anim_ && 
anim_->animation_finished_potential()) {
+               set_standing(loc);
+               return;
+       }
+       if (state_ != STATE_STANDING || get_current_animation_tick() < 
next_idling_
+           || incapacitated())
+               return;
+       if (get_current_animation_tick() > next_idling_ + 1000) {
+               // prevent all units animating at the same time
+               set_standing(loc);
+       } else {
+               set_idling(disp, loc);
+       }
+}
+
+unit_movement_resetter::unit_movement_resetter(unit &u, bool operate) :
+       u_(u), moves_(u.movement_)
+{
+       if (operate) {
+               u.movement_ = u.total_movement();
+       }
+}
+
+unit_movement_resetter::~unit_movement_resetter()
+{
+       u_.movement_ = moves_;
+}
+
 int team_units(const unit_map& units, unsigned int side)
 {
        int res = 0;

Modified: trunk/src/unit.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/unit.hpp?rev=35500&r1=35499&r2=35500&view=diff
==============================================================================
--- trunk/src/unit.hpp (original)
+++ trunk/src/unit.hpp Sat May  9 15:40:50 2009
@@ -145,18 +145,7 @@
        void end_turn();
        void new_scenario();
        /** Called on every draw */
-       void refresh(const game_display& disp,const map_location& loc) {
-               if (state_ == STATE_FORGET  && anim_ && 
anim_->animation_finished_potential()) {
-                       set_standing( loc);
-                       return;
-               }
-               if (state_ != STATE_STANDING || (get_current_animation_tick() < 
next_idling_) || incapacitated()) return;
-               if (get_current_animation_tick() > next_idling_ + 1000) { // 
prevent all units animating at the same
-                       set_standing(loc);
-               } else {
-                       set_idling(disp, loc);
-               }
-       }
+       void refresh(const game_display& disp,const map_location& loc);
 
        bool take_hit(int damage) { hit_points_ -= damage; return hit_points_ 
<= 0; }
        void heal(int amount);
@@ -465,17 +454,8 @@
 /** Object which temporarily resets a unit's movement */
 struct unit_movement_resetter
 {
-       unit_movement_resetter(unit& u, bool operate=true) : u_(u), 
moves_(u.movement_)
-       {
-               if(operate) {
-                       u.movement_ = u.total_movement();
-               }
-       }
-
-       ~unit_movement_resetter()
-       {
-               u_.movement_ = moves_;
-       }
+       unit_movement_resetter(unit& u, bool operate=true);
+       ~unit_movement_resetter();
 
 private:
        unit& u_;


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