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C++ vconfig类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中vconfig的典型用法代码示例。如果您正苦于以下问题:C++ vconfig类的具体用法?C++ vconfig怎么用?C++ vconfig使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了vconfig类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: construct

static std::shared_ptr<unit_filter_abstract_impl> construct(const vconfig & vcfg, const filter_context & fc, bool flat_tod)
{
	if (vcfg.empty()) {
		return std::make_shared<null_unit_filter_impl> (fc);
	}
	if (vcfg.get_config().attribute_count() == 1 && vcfg.get_config().all_children_count() == 0 && vcfg.has_attribute("limit")) {
		return std::make_shared<null_unit_filter_impl> (fc);
	}
	return std::make_shared<basic_unit_filter_impl>(vcfg, fc, flat_tod);
	//TODO: Add more efficient implementations for special cases
}
开发者ID:Wedge009,项目名称:wesnoth,代码行数:11,代码来源:filter.cpp


示例2: update

/**
 * Updates *this based on @a vcfg.
 * This corresponds to what can appear in [set_menu_item].
 */
void wml_menu_item::update(const vconfig & vcfg)
{
	const bool old_use_hotkey = use_hotkey_;
	// Tracks whether or not the hotkey has been updated.
	bool hotkey_updated = false;

	if ( vcfg.has_attribute("image") )
		image_ = vcfg["image"].str();

	if ( vcfg.has_attribute("description") ) {
		description_ = vcfg["description"].t_str();
		hotkey_updated = true;
	}

	if ( vcfg.has_attribute("needs_select") )
		needs_select_ = vcfg["needs_select"].to_bool();

	if ( const vconfig & child = vcfg.child("show_if") ) {
		show_if_ = child;
		show_if_.make_safe();
	}

	if ( const vconfig & child = vcfg.child("filter_location") ) {
		filter_location_ = child;
		filter_location_.make_safe();
	}

	if ( const vconfig & child = vcfg.child("default_hotkey") ) {
		default_hotkey_ = child.get_parsed_config();
		hotkey_updated = true;
	}

	if ( vcfg.has_attribute("use_hotkey") ) {
		const config::attribute_value & use_hotkey_av = vcfg["use_hotkey"];

		use_hotkey_ = use_hotkey_av.to_bool(true);
		use_wml_menu_ = use_hotkey_av.str() != "only";
	}

	if ( const vconfig & cmd = vcfg.child("command") ) {
		const bool delayed = cmd["delayed_variable_substitution"].to_bool(true);
		update_command(delayed ? cmd.get_config() : cmd.get_parsed_config());
	}


	// Update the registered hotkey?

	if ( use_hotkey_ && !old_use_hotkey )
		// The hotkey needs to be enabled.
		hotkey::add_wml_hotkey(hotkey_id_, description_, default_hotkey_);

	else if ( use_hotkey_ && hotkey_updated )
		// The hotkey needs to be updated.
		hotkey::add_wml_hotkey(hotkey_id_, description_, default_hotkey_);

	else if ( !use_hotkey_ && old_use_hotkey )
		// The hotkey needs to be disabled.
		hotkey::remove_wml_hotkey(hotkey_id_);
}
开发者ID:AI0867,项目名称:wesnoth,代码行数:63,代码来源:menu_item.cpp


示例3: handle_event_command

void handle_event_command(const std::string &cmd,
                          const queued_event &event_info, const vconfig &cfg)
{
	log_scope2(log_engine, "handle_event_command");
	LOG_NG << "handling command '" << cmd << "' from "
		<< (cfg.is_volatile()?"volatile ":"") << "cfg 0x"
		<< std::hex << std::setiosflags(std::ios::uppercase)
		<< reinterpret_cast<uintptr_t>(&cfg.get_config()) << std::dec << "\n";

	if (!resources::lua_kernel->run_wml_action(cmd, cfg, event_info))
	{
		ERR_NG << "Couldn't find function for wml tag: "<< cmd <<"\n";
	}

	DBG_NG << "done handling command...\n";
}
开发者ID:piumato,项目名称:wesnoth-old,代码行数:16,代码来源:pump.cpp


示例4: toggle_fog

	/**
	 * Implements the lifting and resetting of fog via WML.
	 * Keeping affect_normal_fog as false causes only the fog override to be affected.
	 * Otherwise, fog lifting will be implemented similar to normal sight (cannot be
	 * individually reset and ends at the end of the turn), and fog resetting will, in
	 * addition to removing overrides, extend the specified teams' normal fog to all
	 * hexes.
	 */
	void toggle_fog(const bool clear, const vconfig& cfg, const bool affect_normal_fog=false)
	{
		// Filter the sides.
		const vconfig &ssf = cfg.child("filter_side");
		const side_filter s_filter(ssf.null() ? vconfig::empty_vconfig() : ssf, resources::filter_con);
		const std::vector<int> sides = s_filter.get_teams();

		// Filter the locations.
		std::set<map_location> locs;
		const terrain_filter t_filter(cfg, resources::filter_con);
		t_filter.get_locations(locs, true);

		// Loop through sides.
		BOOST_FOREACH(const int &side_num, sides)
		{
			team &t = (*resources::teams)[side_num-1];
			if ( !clear )
			{
				// Extend fog.
				t.remove_fog_override(locs);
				if ( affect_normal_fog )
					t.refog();
			}
			else if ( !affect_normal_fog )
				// Force the locations clear of fog.
				t.add_fog_override(locs);
			else
				// Simply clear fog from the locations.
				BOOST_FOREACH(const map_location &hex, locs)
					t.clear_fog(hex);
		}
开发者ID:korasdor,项目名称:wesnoth,代码行数:39,代码来源:action_wml.cpp


示例5: verify_and_get_global_variable

void verify_and_get_global_variable(const vconfig &pcfg)
{
	bool valid = true;
	if (!pcfg.has_attribute("from_global")) {
		LOG_PERSIST << "Error: [get_global_variable] missing required attribute \"from_global\"";
		valid = false;
	}
	if (!pcfg.has_attribute("to_local")) {
		LOG_PERSIST << "Error: [get_global_variable] missing required attribute \"to_local\"";
		valid = false;
	}
	// TODO: allow for global namespace.
	if (!pcfg.has_attribute("namespace")) {
		LOG_PERSIST << "Error: [get_global_variable] missing attribute \"namespace\" and no global namespace provided.";
		valid = false;
	}
	if (network::nconnections() != 0) {
		if (!pcfg.has_attribute("side")) {
			LOG_PERSIST << "Error: [get_global_variable] missing attribute \"side\" required in multiplayer context.";
			valid = false;
		}
		else {
			DBG_PERSIST << "verify_and_get_global_variable with from_global=" << pcfg["from_global"] << " from side " << pcfg["side"] << "\n";
			config::attribute_value pcfg_side = pcfg["side"];
			int side = pcfg_side.str() == "global" ? resources::controller->current_side() : pcfg_side.to_int();
			if (unsigned (side - 1) >= resources::teams->size()) {
				LOG_PERSIST << "Error: [get_global_variable] attribute \"side\" specifies invalid side number." << "\n";
				valid = false;
			} 
			else 
			{
			}
			DBG_PERSIST <<  "end verify_and_get_global_variable with from_global=" << pcfg["from_global"] << " from side " << pcfg["side"] << "\n";
		}
	}
	if (valid)
	{
		persist_context &ctx = resources::persist->get_context((pcfg["namespace"]));
		if (ctx.valid()) {
			get_global_variable(ctx,pcfg);
		} else {
			LOG_PERSIST << "Error: [get_global_variable] attribute \"namespace\" is not valid.";
		}
	}
}
开发者ID:GreenKittyGames,项目名称:wesnoth,代码行数:45,代码来源:persist_var.cpp


示例6: have_location

bool have_location(const vconfig& cfg)
{
    std::set<map_location> res;
    terrain_filter(cfg, resources::filter_con).get_locations(res);

    std::vector<std::pair<int,int> > counts = cfg.has_attribute("count")
            ? utils::parse_ranges(cfg["count"]) : default_counts;
    return in_ranges<int>(res.size(), counts);
}
开发者ID:shikadilord,项目名称:wesnoth,代码行数:9,代码来源:conditional_wml.cpp


示例7: verify_and_set_global_variable

void verify_and_set_global_variable(const vconfig &pcfg)
{
	bool valid = true;
	if (!pcfg.has_attribute("to_global")) {
		ERR_PERSIST << "[set_global_variable] missing required attribute \"to_global\"";
		valid = false;
	}
	if (!pcfg.has_attribute("from_local")) {
		LOG_PERSIST << "Warning: [set_global_variable] missing attribute \"from_local\", global variable will be cleared";
	}
	// TODO: allow for global namespace.
	if (!pcfg.has_attribute("namespace")) {
		ERR_PERSIST << "[set_global_variable] missing attribute \"namespace\" and no global namespace provided.";
		valid = false;
	}
	if (resources::controller->is_networked_mp()) {
		config::attribute_value pcfg_side = pcfg["side"];
		int side = pcfg_side;
		//Check side matching only if the side is not "global" or empty.
		if (pcfg_side.str() != "global" && !pcfg_side.empty()) {
			//Ensure that the side is valid.
			if (unsigned(side-1) > resources::gameboard->teams().size()) {
				ERR_PERSIST << "[set_global_variable] attribute \"side\" specifies invalid side number.";
				valid = false;
			} else if (resources::gameboard->teams()[side - 1].is_empty()) {
				LOG_PERSIST << "[set_global_variable] attribute \"side\" specifies a null-controlled side number.";
				valid = false;
			} else {
				//Set the variable only if it is meant for a side we control
				valid = resources::gameboard->teams()[side - 1].is_local();
			}
		}
	}
	if (valid)
	{
		persist_context &ctx = resources::persist->get_context((pcfg["namespace"]));
		if (ctx.valid()) {
			set_global_variable(ctx,pcfg);
		} else {
			LOG_PERSIST << "Error: [set_global_variable] attribute \"namespace\" is not valid.";
		}
	}
}
开发者ID:Wedge009,项目名称:wesnoth,代码行数:43,代码来源:persist_var.cpp


示例8: matches_special_filter

bool matches_special_filter(const config &cfg, const vconfig& filter)
{
	if (!cfg) {
		WRN_NG << "attempt to filter attack for an event with no attack data." << std::endl;
		// better to not execute the event (so the problem is more obvious)
		return false;
	}
	const attack_type attack(cfg);
	return attack.matches_filter(filter.get_parsed_config());
}
开发者ID:ArtBears,项目名称:wesnoth,代码行数:10,代码来源:conditional_wml.cpp


示例9: basic_unit_filter_impl

	basic_unit_filter_impl(const vconfig & vcfg, const filter_context & fc, bool flat_tod)
		: fc_(fc)
		, vcfg(vcfg)
		, use_flat_tod_(flat_tod)
		, cond_children_()
		, cond_child_types_()
	{
		// Handle [and], [or], and [not] with in-order precedence
		vconfig::all_children_iterator cond = vcfg.ordered_begin();
		vconfig::all_children_iterator cond_end = vcfg.ordered_end();
		while(cond != cond_end)
		{
			const std::string& cond_name = cond.get_key();
			conditional::TYPE type;
			if(type.parse(cond_name)) {
				const vconfig& cond_filter = cond.get_child();

				cond_children_.push_back(unit_filter(cond_filter, &fc_, use_flat_tod_));
				cond_child_types_.push_back(type);
			}
			else {
				static const int NUM_VALID_TAGS = 5;
				static const std::string valid_tags[NUM_VALID_TAGS] = {
					"filter_vision",
					"filter_adjacent",
					"filter_location",
					"filter_side",
					"filter_wml",
				};
				static const std::string* const valid_tags_end = valid_tags + NUM_VALID_TAGS;

				if (std::find(valid_tags, valid_tags_end, cond_name) == valid_tags_end){
					std::stringstream errmsg;
					errmsg << "encountered a child [" << cond_name << "] of a standard unit filter, it is being ignored";
					DBG_CF << errmsg.str() << std::endl; //FAIL( errmsg.str() );
				}

			}
			++cond;
		}
		this->vcfg.make_safe();
	}
开发者ID:aquileia,项目名称:wesnoth,代码行数:42,代码来源:filter.cpp


示例10: cfg_

pathfind::teleport_group::teleport_group(const vconfig& cfg, bool reversed) : cfg_(cfg.get_config()), reversed_(reversed), id_()
{
	assert(cfg_.child_count("source") == 1);
	assert(cfg_.child_count("target") == 1);
	assert(cfg_.child_count("filter") == 1);
	if (cfg["id"].empty()) {
		id_ = resources::tunnels->next_unique_id();
	} else {
		id_ = cfg["id"].str();
		if (reversed_) // Differentiate the reverse tunnel from the forward one
			id_ += reversed_suffix;
	}
}
开发者ID:blackberry,项目名称:Wesnoth,代码行数:13,代码来源:teleport.cpp


示例11: verify_and_clear_global_variable

void verify_and_clear_global_variable(const vconfig &pcfg)
{
	bool valid = true;
	if (!pcfg.has_attribute("global")) {
		ERR_PERSIST << "[clear_global_variable] missing required attribute \"from_global\"";
		valid = false;
	}
	if (!pcfg.has_attribute("namespace")) {
		ERR_PERSIST << "[clear_global_variable] missing attribute \"namespace\" and no global namespace provided.";
		valid = false;
	}
	if (network::nconnections() != 0) {
		config::attribute_value pcfg_side = pcfg["side"];
		const int side = pcfg_side.to_int();
		//Check side matching only if the side is not "global" or empty.
		if (pcfg_side.str() != "global" && !pcfg_side.empty()) {
			//Ensure that the side is valid.
			if (unsigned(side-1) > resources::teams->size()) {
				ERR_PERSIST << "[clear_global_variable] attribute \"side\" specifies invalid side number.";
				valid = false;
			} else if ((*resources::teams)[side - 1].is_empty()) {
				LOG_PERSIST << "[clear_global_variable] attribute \"side\" specifies a null-controlled side number.";
				valid = false;
			} else {
				//Clear the variable only if it is meant for a side we control
				valid = (*resources::teams)[side - 1].is_local();
			}
		}
	}
	if (valid)
	{
		persist_context &ctx = resources::persist->get_context((pcfg["namespace"]));
		if (ctx.valid()) {
			clear_global_variable(ctx,pcfg);
		} else {
			LOG_PERSIST << "Error: [clear_global_variable] attribute \"namespace\" is not valid.";
		}
	}
}
开发者ID:kencheng,项目名称:wesnoth,代码行数:39,代码来源:persist_var.cpp


示例12: verify_and_get_global_variable

void verify_and_get_global_variable(const vconfig &pcfg)
{
	bool valid = true;
	if (!pcfg.has_attribute("from_global")) {
		ERR_PERSIST << "[get_global_variable] missing required attribute \"from_global\"";
		valid = false;
	}
	if (!pcfg.has_attribute("to_local")) {
		ERR_PERSIST << "[get_global_variable] missing required attribute \"to_local\"";
		valid = false;
	}
	// TODO: allow for global namespace.
	if (!pcfg.has_attribute("namespace")) {
		ERR_PERSIST << "[get_global_variable] missing attribute \"namespace\"";
		valid = false;
	}
	if (resources::controller->is_networked_mp()) {
			DBG_PERSIST << "verify_and_get_global_variable with from_global=" << pcfg["from_global"] << " from side " << pcfg["side"] << "\n";
			config::attribute_value pcfg_side = pcfg["side"];
			int side = (pcfg_side.str() == "global" || pcfg_side.empty()) ? resources::controller->current_side() : pcfg_side.to_int();
			if (unsigned (side - 1) >= resources::gameboard->teams().size()) {
				ERR_PERSIST << "[get_global_variable] attribute \"side\" specifies invalid side number." << "\n";
				valid = false;
			}
			DBG_PERSIST <<  "end verify_and_get_global_variable with from_global=" << pcfg["from_global"] << " from side " << pcfg["side"] << "\n";
	}
	if (valid)
	{
		persist_context &ctx = resources::persist->get_context((pcfg["namespace"]));
		if (ctx.valid()) {
			get_global_variable(ctx,pcfg);
		} else {
			LOG_PERSIST << "Error: [get_global_variable] attribute \"namespace\" is not valid.";
		}
	}
}
开发者ID:Wedge009,项目名称:wesnoth,代码行数:36,代码来源:persist_var.cpp


示例13: matches_unit_filter

/**
 * Determines if @a un_it matches @a filter. If the filter is not empty,
 * the unit is required to additionally match the unit that was supplied
 * when this was constructed.
 */
bool entity_location::matches_unit_filter(const unit_map::const_iterator & un_it,
                                          const vconfig & filter) const
{
	if ( !un_it.valid() )
		return false;

	if ( filter.empty() )
		// Skip the check for un_it matching *this.
		return true;

	// Filter the unit at the filter location (should be the unit's
	// location if no special filter location was specified).
	return unit_filter(filter).matches(*un_it, filter_loc_)  &&
	       matches_unit(un_it);
}
开发者ID:GregoryLundberg,项目名称:wesnoth,代码行数:20,代码来源:entity_location.cpp


示例14: have_unit

bool have_unit(const vconfig& cfg)
{
    if(resources::units == nullptr) {
        return false;
    }
    std::vector<std::pair<int,int> > counts = cfg.has_attribute("count")
            ? utils::parse_ranges(cfg["count"]) : default_counts;
    int match_count = 0;
    const unit_filter ufilt(cfg, resources::filter_con);
    for(const unit &i : *resources::units) {
        if(i.hitpoints() > 0 && ufilt(i)) {
            ++match_count;
            if(counts == default_counts) {
                // by default a single match is enough, so avoid extra work
                break;
            }
        }
    }
    if(cfg["search_recall_list"].to_bool()) {
        for(const team& team : resources::gameboard->teams()) {
            if(counts == default_counts && match_count) {
                break;
            }
            for(size_t t = 0; t < team.recall_list().size(); ++t) {
                if(counts == default_counts && match_count) {
                    break;
                }
                scoped_recall_unit auto_store("this_unit", team.save_id(), t);
                if(ufilt(*team.recall_list()[t])) {
                    ++match_count;
                }
            }
        }
    }
    return in_ranges(match_count, counts);
}
开发者ID:shikadilord,项目名称:wesnoth,代码行数:36,代码来源:conditional_wml.cpp


示例15: wml_animation_internal

void wml_animation_internal(unit_animator &animator, const vconfig &cfg, const map_location &default_location)
{
	unit_const_ptr u;

	unit_map::const_iterator u_it = resources::units->find(default_location);
	if (u_it.valid()) {
		u = u_it.get_shared_ptr();
	}

	// Search for a valid unit filter,
	// and if we have one, look for the matching unit
	vconfig filter = cfg.child("filter");
	if(!filter.null()) {
		const unit_filter ufilt(filter, resources::filter_con);
		u = ufilt.first_match_on_map();
	}

	// We have found a unit that matches the filter
	if (u && !resources::screen->fogged(u->get_location()))
	{
		attack_type *primary = nullptr;
		attack_type *secondary = nullptr;
		Uint32 text_color;
		unit_animation::hit_type hits=  unit_animation::hit_type::INVALID;
		std::vector<attack_type> attacks = u->attacks();
		std::vector<attack_type>::iterator itor;
		std::unique_ptr<attack_type> dummy_primary;
		std::unique_ptr<attack_type> dummy_secondary;

		// death and victory animations are handled here because usually
		// the code iterates through all the unit's attacks
		// but in these two specific cases we need to create dummy attacks
		// to fire correctly certain animations
		// this is especially evident with the Wose's death animations
		if (cfg["flag"] == "death" || cfg["flag"] == "victory") {
			filter = cfg.child("primary_attack");
			if(!filter.null()) {
				dummy_primary.reset(new attack_type(filter.get_config()));
				primary = dummy_primary.get();
			}
			filter = cfg.child("secondary_attack");
			if(!filter.null()) {
				dummy_secondary.reset(new attack_type(filter.get_config()));
				secondary = dummy_secondary.get();
			}
		}

		else {
			filter = cfg.child("primary_attack");
			if(!filter.null()) {
				for(itor = attacks.begin(); itor != attacks.end(); ++itor){
					if(itor->matches_filter(filter.get_parsed_config())) {
						primary = &*itor;
						break;
					}
				}
			}

			filter = cfg.child("secondary_attack");
			if(!filter.null()) {
				for(itor = attacks.begin(); itor != attacks.end(); ++itor){
					if(itor->matches_filter(filter.get_parsed_config())) {
						secondary = &*itor;
						break;
					}
				}
			}
		}

		if(cfg["hits"] == "yes" || cfg["hits"] == "hit") {
			hits = unit_animation::hit_type::HIT;
		}
		if(cfg["hits"] == "no" || cfg["hits"] == "miss") {
			hits = unit_animation::hit_type::MISS;
		}
		if( cfg["hits"] == "kill" ) {
			hits = unit_animation::hit_type::KILL;
		}
		if(cfg["red"].empty() && cfg["green"].empty() && cfg["blue"].empty()) {
			text_color = display::rgb(0xff,0xff,0xff);
		} else {
			text_color = display::rgb(cfg["red"], cfg["green"], cfg["blue"]);
		}
		resources::screen->scroll_to_tile(u->get_location(), game_display::ONSCREEN, true, false);
		vconfig t_filter = cfg.child("facing");
		map_location secondary_loc = map_location::null_location();
		if(!t_filter.empty()) {
			terrain_filter filter(t_filter, resources::filter_con);
			std::set<map_location> locs;
			filter.get_locations(locs);
			if (!locs.empty() && u->get_location() != *locs.begin()) {
				map_location::DIRECTION dir =u->get_location().get_relative_dir(*locs.begin());
				u->set_facing(dir);
				secondary_loc = u->get_location().get_direction(dir);
			}
		}
		config::attribute_value text = u->gender() == unit_race::FEMALE ? cfg["female_text"] : cfg["male_text"];
		if(text.blank()) {
			text = cfg["text"];
		}
//.........这里部分代码省略.........
开发者ID:PoignardAzur,项目名称:wesnoth,代码行数:101,代码来源:udisplay.cpp


示例16: create_attribute

void unit_filter_compound::fill(vconfig cfg)
	{
		const config& literal = cfg.get_config();

		//optimisation
		if(literal.empty()) { return; }

		create_attribute(literal["name"],
			[](const config::attribute_value& c) { return c.t_str(); },
			[](const t_string& str, const unit_filter_args& args) { return str == args.u.name(); }
		);

		create_attribute(literal["id"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& id_list, const unit_filter_args& args)
			{
				return std::find(id_list.begin(), id_list.end(), args.u.id()) != id_list.end();
			}
		);

		create_attribute(literal["speaker"],
			[](const config::attribute_value& c) { return c.str(); },
			[](const std::string& speaker, const unit_filter_args& args)
			{
				return speaker == args.u.id();
			}
		);

		create_attribute(literal["type"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& types, const unit_filter_args& args)
			{
				return std::find(types.begin(), types.end(), args.u.type_id()) != types.end();
			}
		);

		create_attribute(literal["type_adv_tree"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& types, const unit_filter_args& args)
			{
				std::set<std::string> types_expanded;
				for(const std::string& type : types) {
					if(types_expanded.count(type)) {
						continue;
					}
					if(const unit_type* ut = unit_types.find(type)) {
						const auto& tree = ut->advancement_tree();
						types_expanded.insert(tree.begin(), tree.end());
						types_expanded.insert(type);
					}
				}
				return types_expanded.find(args.u.type_id()) != types_expanded.end();
			}
		);

		create_attribute(literal["variation"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& types, const unit_filter_args& args)
			{
				return std::find(types.begin(), types.end(), args.u.variation()) != types.end();
			}
		);

		create_attribute(literal["has_variation"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& types, const unit_filter_args& args)
			{
				// If this unit is a variation itself then search in the base unit's variations.
				const unit_type* const type = args.u.variation().empty() ? &args.u.type() : unit_types.find(args.u.type().base_id());
				assert(type);

				for(const std::string& variation_id : types) {
					if (type->has_variation(variation_id)) {
						return true;
					}
				}
				return false;
			}
		);

		create_attribute(literal["ability"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& abilities, const unit_filter_args& args)
			{
				for(const std::string& ability_id : abilities) {
					if (args.u.has_ability_by_id(ability_id)) {
						return true;
					}
				}
				return false;
			}
		);

		create_attribute(literal["ability_type"],
			[](const config::attribute_value& c) { return utils::split(c.str()); },
			[](const std::vector<std::string>& abilities, const unit_filter_args& args)
			{
				for(const std::string& ability : abilities) {
					if (args.u.has_ability_type(ability)) {
						return true;
//.........这里部分代码省略.........
开发者ID:fluffbeast,项目名称:wesnoth-old,代码行数:101,代码来源:filter.cpp


示例17: string_tblock_loc

void part::resolve_wml(const vconfig &cfg)
{
	if(cfg.null()) {
		return;
	}

	// Converts shortcut syntax to members of [background_layer]
	background_layer bl;

	if(cfg.has_attribute("background")) {
		bl.set_file(cfg["background"].str());
	}
	if(cfg.has_attribute("scale_background")) {
		bl.set_scale_horizontally(cfg["scale_background"].to_bool(true));
		bl.set_scale_vertically(cfg["scale_background"].to_bool(true));
	} else {
		if(cfg.has_attribute("scale_background_vertically")) {
			bl.set_scale_vertically(cfg["scale_background_vertically"].to_bool(true));
		}
		if(cfg.has_attribute("scale_background_horizontally")) {
			bl.set_scale_horizontally(cfg["scale_background_horizontally"].to_bool(true));
		}
	}
	if(cfg.has_attribute("tile_background")) {
		bl.set_tile_horizontally(cfg["tile_background"].to_bool(false));
		bl.set_tile_vertically(cfg["tile_background"].to_bool(false));
	} else {
		if(cfg.has_attribute("tile_background_vertically")) {
			bl.set_tile_vertically(cfg["tile_background_vertically"].to_bool(false));
		}
		if(cfg.has_attribute("tile_background_horizontally")) {
			bl.set_tile_vertically(cfg["tile_background_horizontally"].to_bool(false));
		}
	}
	if(cfg.has_attribute("keep_aspect_ratio")) {
		bl.set_keep_aspect_ratio(cfg["keep_aspect_ratio"].to_bool(true));
	}
	background_layers_.push_back(bl);


	if(cfg.has_attribute("show_title")) {
		show_title_ = cfg["show_title"].to_bool();
	}
	if(cfg.has_attribute("story")) {
		text_ = cfg["story"].str();
	}
	if(cfg.has_attribute("title")) {
		text_title_ = cfg["title"].str();
		if(!cfg.has_attribute("show_title")) {
			show_title_ = true;
		}
	}
	if(cfg.has_attribute("text_layout")) {
		text_block_loc_ = string_tblock_loc(cfg["text_layout"]);
	}
	if(cfg.has_attribute("title_alignment")) {
		title_alignment_ = string_title_align(cfg["title_alignment"]);
	}
	if(cfg.has_attribute("music")) {
		music_ = cfg["music"].str();
	}
	if(cfg.has_attribute("sound")) {
		sound_ = cfg["sound"].str();
	}

	// Execution flow/branching/[image]
	for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++ i) {
		// i->first and i->second are goddamn temporaries; do not make references
		const std::string key = i->first;
		const vconfig node = i->second;

		// [background_layer]
		if (key == "background_layer") {
			background_layers_.push_back(node.get_parsed_config());
		}
		// [image]
		else if(key == "image") {
			floating_images_.push_back(node.get_parsed_config());
		}
		// [if]
		else if(key == "if") {
			// check if the [if] tag has a [then] child;
			// if we try to execute a non-existing [then], we get a segfault
			if (game_events::conditional_passed(node)) {
				if (node.has_child("then")) {
					resolve_wml(node.child("then"));
				}
			}
			// condition not passed, check [elseif] and [else]
			else {
				// get all [elseif] children and set a flag
				vconfig::child_list elseif_children = node.get_children("elseif");
				bool elseif_flag = false;
				// for each [elseif]: test if it has a [then] child
				// if the condition matches, execute [then] and raise flag
				for (vconfig::child_list::const_iterator elseif = elseif_children.begin(); elseif != elseif_children.end(); ++elseif) {
					if (game_events::conditional_passed(*elseif)) {
						if (elseif->has_child("then")) {
							resolve_wml(elseif->child("then"));
						}
//.........这里部分代码省略.........
开发者ID:jamesp-,项目名称:wesnoth,代码行数:101,代码来源:part.cpp


示例18: FAIL


//.........这里部分代码省略.........
			return false;
		}
	}

	if (!vcfg["gender"].blank() && string_gender(vcfg["gender"]) != u.gender()) {
		return false;
	}

	if (!vcfg["side"].empty() && vcfg["side"].to_int(-999) != u.side()) {
		std::vector<std::string> sides = utils::split(vcfg["side"]);
		const std::string u_side = std::to_string(u.side());
		if (std::find(sides.begin(), sides.end(), u_side) == sides.end()) {
			return false;
		}
	}

	// handle statuses list
	if (!vcfg["status"].empty()) {
		bool status_found = false;

		for (const std::string status : utils::split(vcfg["status"])) {
			if(u.get_state(status)) {
				status_found = true;
				break;
			}
		}

		if(!status_found) {
			return false;
		}
	}

	if (vcfg.has_child("has_attack")) {
		const vconfig& weap_filter = vcfg.child("has_attack");
		bool has_weapon = false;
		for(const attack_type& a : u.attacks()) {
			if(a.matches_filter(weap_filter.get_parsed_config())) {
				has_weapon = true;
				break;
			}
		}
		if(!has_weapon) {
			return false;
		}
	} else if (!vcfg["has_weapon"].blank()) {
		std::string weapon = vcfg["has_weapon"];
		bool has_weapon = false;
		for(const attack_type& a : u.attacks()) {
			if(a.id() == weapon) {
				has_weapon = true;
				break;
			}
		}
		if(!has_weapon) {
			return false;
		}
	}

	if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) {
		return false;
	}

	if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) {
		return false;
	}
开发者ID:aquileia,项目名称:wesnoth,代码行数:66,代码来源:filter.cpp


示例19: string_tblock_loc

void part::resolve_wml(const vconfig &cfg)
{
	if(cfg.null()) {
		return;
	}

	if(cfg.has_attribute("background")) {
		background_file_ = cfg["background"].str();
	}
	if(cfg.has_attribute("scale_background")) {
		scale_background_ = cfg["scale_background"].to_bool(true);
	}
	if(cfg.has_attribute("show_title")) {
		show_title_ = cfg["show_title"].to_bool();
	}
	if(cfg.has_attribute("story")) {
		text_ = cfg["story"].str();
	}
	if(cfg.has_attribute("title")) {
		text_title_ = cfg["title"].str();
		if(!cfg.has_attribute("show_title")) {
			show_title_ = true;
		}
	}
	if(cfg.has_attribute("text_layout")) {
		text_block_loc_ = string_tblock_loc(cfg["text_layout"]);
	}
	if(cfg.has_attribute("title_alignment")) {
		title_alignment_ = string_title_align(cfg["title_alignment"]);
	}
	if(cfg.has_attribute("music")) {
		music_ = cfg["music"].str();
	}
	if(cfg.has_attribute("sound")) {
		sound_ = cfg["sound"].str();
	}

	// Execution flow/branching/[image]
	for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++ i) {
		// i->first and i->second are goddamn temporaries; do not make references
		const std::string key = i->first;
		const vconfig node = i->second;

		// [image]
		if(key == "image") {
			floating_images_.push_back(node.get_parsed_config());
		}
		// [if]
		else if(key == "if") {
			const std::string branch_label =
				game_events::conditional_passed(node) ?
				"then" : "else";
			if(node.has_child(branch_label)) {
				const vconfig branch = node.child(branch_label);
				resolve_wml(branch);
			}
		}
		// [switch]
		else if(key == "switch") {
			const std::string var_name = node["variable"];
			const std::string var_actual_value = resources::state_of_game->get_variable_const(var_name);
			bool case_not_found = true;

			for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
				if(j->first != "case") continue;

				// Enter all matching cases.
				const std::string var_expected_value = (j->second)["value"];
			    if(var_actual_value == var_expected_value) {
					case_not_found = false;
					resolve_wml(j->second);
			    }
			}

			if(case_not_found) {
				for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
					if(j->first != "else") continue;

					// Enter all elses.
					resolve_wml(j->second);
				}
			}
		}
		// [deprecated_message]
		else if(key == "deprecated_message") {
			// Won't appear until the scenario start event finishes.
			game_events::handle_deprecated_message(node.get_parsed_config());
		}
		// [wml_message]
		else if(key == "wml_message") {
			// Pass to game events handler. As with [deprecated_message],
			// it won't appear until the scenario start event is complete.
			game_events::handle_wml_log_message(node.get_parsed_config());
		}
	}
}
开发者ID:coolsee,项目名称:War-Of-Kingdom,代码行数:96,代码来源:part.cpp


示例20: story_part

void controller::resolve_wml(const vconfig& cfg)
{
	for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++i)
	{
		// i->first and i->second are goddamn temporaries; do not make references
		const std::string key = i->first;
		const vconfig node = i->second;

		if(key == "part" && !node.empty()) {
			part_pointer_type const story_part(new part(node));
			// Use scenario name as part title if the WML doesn't supply a custom one.
			if((*story_part).show_title() && (*story_part).title().empty()) {
				(*story_part).set_title( scenario_name_ );
			}
			parts_.push_back(story_part);
		}
		// [if]
		else if(key == "if") {
			// check if the [if] tag has a [then] child;
			// if we try to execute a non-existing [then], we get a segfault
			if (game_events::conditional_passed(node)) {
				if (node.has_child("then")) {
					resolve_wml(node.child("then"));
				}
			}
			// condition not passed, check [elseif] and [else]
			else {
				// get all [elseif] children and set a flag
				vconfig::child_list elseif_children = node.get_children("elseif");
				bool elseif_flag = false;
				// for each [elseif]: test if it has a [then] child
				// if the condition matches, execute [then] and raise flag
				for (vconfig::child_list::const_iterator elseif = elseif_children.begin(); elseif != elseif_children.end(); ++elseif) {
					if (game_events::conditional_passed(*elseif)) {
						if (elseif->has_child("then")) {
							resolve_wml(elseif->child("then"));
						}
						elseif_flag = true;
						break;
					}
				}
				// if we have an [else] tag and no [elseif] was successful (flag not raised), execute it
				if (node.has_child("else") && !elseif_flag) {
					resolve_wml(node.child("else"));
				}
			}
		}
		// [switch]
		else if(key == "switch") {
			const std::string var_name = node["variable"];
			const std::string var_actual_value = resources::gamedata->get_variable_const(var_name);
			bool case_not_found = true;

			for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
				if(j->first != "case") continue;

				// Enter all matching cases.
				const std::string var_expected_value = (j->second)["value"];
			    if(var_actual_value == var_expected_value) {
					case_not_found = false;
					resolve_wml(j->second);
			    }
			}

			if(case_not_found) {
				for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
					if(j->first != "else") continue;

					// Enter all elses.
					resolve_wml(j->second);
				}
			}
		}
		// [deprecated_message]
		else if(key == "deprecated_message") {
			// Won't appear until the scenario start event finishes.
			game_events::handle_deprecated_message(node.get_parsed_config());
		}
		// [wml_message]
		else if(key == "wml_message") {
			// Pass to game events handler. As with [deprecated_message],
			// it won't appear until the scenario start event is complete.
			game_events::handle_wml_log_message(node.get_parsed_config());
		}
	}
}
开发者ID:aadarshasubedi,项目名称:wesnoth,代码行数:86,代码来源:controller.cpp



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