Removed very dangerous unused parameter from conditional_passed (game_state),
the function gets the game_state directly from a global variable ignoring completely the passed parameter
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7d537053b2
commit
43e81e3514
3 changed files with 6 additions and 8 deletions
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@ -31,8 +31,7 @@
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namespace game_events {
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bool conditional_passed(game_state& state_of_game,
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const std::map<gamemap::location,unit>* units,
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bool conditional_passed(const std::map<gamemap::location,unit>* units,
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const config& cond)
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{
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//an 'or' statement means that if the contained statements are true,
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@ -40,7 +39,7 @@ bool conditional_passed(game_state& state_of_game,
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const config::child_list& or_statements = cond.get_children("or");
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for(config::child_list::const_iterator or_it = or_statements.begin();
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or_it != or_statements.end(); ++or_it) {
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if(conditional_passed(state_of_game,units,**or_it)) {
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if(conditional_passed(units,**or_it)) {
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return true;
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}
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}
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@ -567,7 +566,7 @@ bool event_handler::handle_event_command(const queued_event& event_info, const s
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const std::string fail = (cmd == "if" ? "else" : "");
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for(size_t i = 0; i != max_iterations; ++i) {
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const std::string type = game_events::conditional_passed(
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*state_of_game,units,cfg) ? pass : fail;
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units,cfg) ? pass : fail;
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if(type == "") {
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break;
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@ -65,8 +65,7 @@ bool fire(const std::string& event,
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const gamemap::location& loc1=gamemap::location::null_location,
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const gamemap::location& loc2=gamemap::location::null_location);
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bool conditional_passed(game_state& state_of_game,
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const std::map<gamemap::location,unit>* units,
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bool conditional_passed(const std::map<gamemap::location,unit>* units,
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const config& cond);
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bool pump();
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@ -58,7 +58,7 @@ void show_intro(display& screen, const config& data,
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const std::pair<const std::string*, const config*> item = *i;
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if (*item.first == "if") {
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const std::string type = game_events::conditional_passed(
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state_of_game, NULL, *item.second) ? "then":"else";
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NULL, *item.second) ? "then":"else";
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const config::child_list& thens = (*item.second).get_children(type);
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for (config::child_list::const_iterator t = thens.begin();
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@ -386,7 +386,7 @@ void show_map_scene(display& screen, config& data, game_state& state_of_game)
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if(*item.first == "if") {
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const std::string type = game_events::conditional_passed(
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state_of_game, NULL, *item.second) ? "then":"else";
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NULL, *item.second) ? "then":"else";
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const config* const thens = (*item.second).child(type);
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if(thens == NULL) {
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std::cerr << "no map scene this way...\n";
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