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 }
/** * 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); }
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()); } } }