controller::controller(CVideo& video, const vconfig& data, const std::string& scenario_name,
		       int segment_index)
	: video_(video)
	, evt_context_()
	, scenario_name_(scenario_name)
	, segment_index_(segment_index)
	, parts_()
{
	ASSERT_LOG(resources::gamedata != nullptr, "Ouch: gamedata is nullptr when initializing storyscreen controller");
	resolve_wml(data);
}
Exemple #2
0
part::part(const vconfig &part_cfg)
	: show_title_()
	, text_()
	, text_title_()
	, text_block_loc_(part::BLOCK_BOTTOM)
	, title_alignment_(part::TEXT_LEFT)
	, music_()
	, sound_()
	, background_layers_()
	, floating_images_()
{
	resolve_wml(part_cfg);
}
Exemple #3
0
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"));
						}
						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.
			lg::wml_error() << node["message"] << '\n';
		}
		// [wml_message]
		else if(key == "wml_message") {
			// As with [deprecated_message],
			// it won't appear until the scenario start event is complete.
			resources::game_events->pump().put_wml_message(node["logger"],node["message"],node["in_chat"]);
		}
	}
}
Exemple #4
0
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());
		}
	}
}
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());
		}
	}
}