rename [filter_adjacent] in SLF to [filter_adjacent_location]
(to avoid confusion)
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49106110f3
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2 changed files with 7 additions and 6 deletions
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@ -15,8 +15,9 @@ Version 1.3.7+svn:
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a game to avoid ambiguity in case of multiple games with the same name
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* show observer team chat messages in the 'Chat Log' window
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* WML engine:
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* now tag [filter_adjacent] is supported in the Standard Unit Filter
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* now tag [filter_adjacent] is supported in the Standard Location Filter
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* now tag [filter_adjacent] is supported in the Standard Unit Filter (SUF)
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* now tag [filter_adjacent_location] is supported in the Standard Location
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Filter (SLF)
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* remove the unused [neighbour_unit_filter] animation filter, now that SUF
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does it for us (and better)
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* a minus sign in front of a cardinal direction now reverses it ("-s"="n")
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@ -106,10 +106,10 @@ static bool terrain_matches_internal(const gamemap& map, const gamemap::location
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}
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//Allow filtering on adjacent locations
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if(cfg.has_child("filter_adjacent")) {
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if(cfg.has_child("filter_adjacent_location")) {
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gamemap::location adjacent[6];
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get_adjacent_tiles(loc, adjacent);
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const vconfig::child_list& adj_filt = cfg.get_children("filter_adjacent");
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const vconfig::child_list& adj_filt = cfg.get_children("filter_adjacent_location");
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vconfig::child_list::const_iterator i, i_end, i_begin = adj_filt.begin();
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for (i = i_begin, i_end = adj_filt.end(); i != i_end; ++i) {
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int match_count = 0;
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@ -350,9 +350,9 @@ void get_locations(const gamemap& map, std::set<gamemap::location>& locs, const
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//handle location filter
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terrain_filter_cache tfc;
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if(filter.has_child("filter_adjacent")) {
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if(filter.has_child("filter_adjacent_location")) {
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tfc.adjacent_matches = new std::vector<std::set<gamemap::location> >();
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const vconfig::child_list& adj_filt = filter.get_children("filter_adjacent");
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const vconfig::child_list& adj_filt = filter.get_children("filter_adjacent_location");
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for (unsigned i = 0; i < adj_filt.size() && i <= max_loop; ++i) {
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std::set<gamemap::location> adj_set;
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get_locations(map, adj_set, adj_filt[i], game_status, units, flat_tod, max_loop);
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