doxygen, comments, indent

This commit is contained in:
Hans Joachim Gurt 2007-09-15 21:03:28 +00:00
parent ab620f932f
commit 2ad4a3f567
2 changed files with 41 additions and 24 deletions

View file

@ -13,6 +13,9 @@
See the COPYING file for more details.
*/
//! @file config_adapter.cpp
//! Construct objects like 'team' or 'unit' out of WML-based config-infos.
#include "global.hpp"
#include <sstream>
@ -25,7 +28,8 @@
#define LOG_NG LOG_STREAM(info, engine)
#define ERR_NG LOG_STREAM(err, engine)
std::string get_unique_saveid(const config& cfg, std::set<std::string>& seen_save_ids){
std::string get_unique_saveid(const config& cfg, std::set<std::string>& seen_save_ids)
{
std::string save_id = cfg["save_id"];
if(save_id.empty()) {
@ -36,7 +40,7 @@ std::string get_unique_saveid(const config& cfg, std::set<std::string>& seen_sav
save_id="Unknown";
}
//make sure the 'save_id' is unique
// Make sure the 'save_id' is unique
while(seen_save_ids.count(save_id)) {
save_id += "_";
}
@ -44,7 +48,12 @@ std::string get_unique_saveid(const config& cfg, std::set<std::string>& seen_sav
return save_id;
}
void get_player_info(const config& cfg, game_state& gamestate, std::string save_id, std::vector<team>& teams, const config& level, const game_data& gameinfo, gamemap& map, unit_map& units, gamestatus& game_status, bool snapshot){
void get_player_info(const config& cfg, game_state& gamestate,
std::string save_id, std::vector<team>& teams,
const config& level, const game_data& gameinfo,
gamemap& map, unit_map& units,
gamestatus& game_status, bool snapshot)
{
player_info *player = NULL;
if(cfg["controller"] == "human" ||
@ -75,28 +84,31 @@ void get_player_info(const config& cfg, game_state& gamestate, std::string save_
team temp_team(cfg, ngold);
teams.push_back(temp_team);
//update/fix the recall list for this side, by setting the
//"side" of each unit in it to be the "side" of the player.
// Update/fix the recall list for this side,
// by setting the "side" of each unit in it
// to be the "side" of the player.
int side = lexical_cast_default<int>(cfg["side"], 1);
if(player != NULL) {
for(std::vector<unit>::iterator it = player->available_units.begin(); it != player->available_units.end(); ++it) {
for(std::vector<unit>::iterator it = player->available_units.begin();
it != player->available_units.end(); ++it) {
it->set_side(side);
}
}
//if this team has no objectives, set its objectives to the
//level-global "objectives"
// If this team has no objectives, set its objectives
// to the level-global "objectives"
if(teams.back().objectives().empty())
teams.back().set_objectives(level["objectives"]);
//if this side tag describes the leader of the side
// If this side tag describes the leader of the side
if(!utils::string_bool(cfg["no_leader"]) && cfg["controller"] != "null") {
unit new_unit(&gameinfo, &units, &map, &game_status, &teams, cfg, true);
//search the recall list for leader units, and if there is
//one, use it in place of the config-described unit
// Search the recall list for leader units, and if there is one,
// use it in place of the config-described unit
if(player != NULL) {
for(std::vector<unit>::iterator it = player->available_units.begin(); it != player->available_units.end(); ++it) {
for(std::vector<unit>::iterator it = player->available_units.begin();
it != player->available_units.end(); ++it) {
if(it->can_recruit()) {
new_unit = *it;
new_unit.set_game_context(&gameinfo, &units, &map, &game_status, &teams);
@ -106,8 +118,8 @@ void get_player_info(const config& cfg, game_state& gamestate, std::string save_
}
}
//see if the side specifies its location. Otherwise start it at the map-given
//starting position
// See if the side specifies its location.
// Otherwise start it at the map-given starting position.
gamemap::location start_pos(cfg, &gamestate);
if(map.empty()) {
@ -132,8 +144,8 @@ void get_player_info(const config& cfg, game_state& gamestate, std::string save_
<< start_pos << '\n';
}
//if the game state specifies units that can be recruited for the player
//then add them
// If the game state specifies units that
// can be recruited for the player, add them.
if(player != NULL && player->can_recruit.empty() == false) {
std::copy(player->can_recruit.begin(),player->can_recruit.end(),
std::inserter(teams.back().recruits(),teams.back().recruits().end()));
@ -143,12 +155,14 @@ void get_player_info(const config& cfg, game_state& gamestate, std::string save_
player->can_recruit = teams.back().recruits();
}
//if there are additional starting units on this side
// If there are additional starting units on this side
const config::child_list& starting_units = cfg.get_children("unit");
//available_units has been filled by loading the [player]-section already. However, we need
//to get the information from the snapshot so we start from scratch here. This is rather a
//quick hack, originating from keeping changes as minimal as possible for 1.2. Moving [player]
//into [replay_start] should be the correct way to go.
// available_units has been filled by loading the [player]-section already.
// However, we need to get the information from the snapshot,
// so we start from scratch here.
// This is rather a quick hack, originating from keeping changes
// as minimal as possible for 1.2.
// Moving [player] into [replay_start] should be the correct way to go.
if (player && snapshot){
player->available_units.clear();
}
@ -200,7 +214,7 @@ int get_first_human_team(const config::child_list::const_iterator& cfg, const co
return result;
}
//return NULL if theme is not found
//! Return NULL if theme is not found.
const config* get_theme(const config& game_config, std::string theme_name){
const config* theme_cfg = NULL;
if(theme_name != "") {

View file

@ -13,6 +13,9 @@
See the COPYING file for more details.
*/
//! @file config_adapter.hpp
//!
#ifndef CONFIG_ADAPTER_HPP_INCLUDED
#define CONFIG_ADAPTER_HPP_INCLUDED
@ -28,8 +31,8 @@ class game_data;
class gamemap;
class unit_map;
//This module is responsible for constructing objects like 'team'
//or 'unit' out of config-information, that is based on WML.
// This module is responsible for constructing objects like 'team'
// or 'unit' out of config-information, that is based on WML.
std::string get_unique_saveid(const config& cfg, std::set<std::string>& seen_save_ids);
int get_first_human_team(const config::child_list::const_iterator& cfg, const config::child_list& unit_cfg);