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// Copyright (C) 2007, 2008, 2009, 2014 Ben Asselstine
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
// 02110-1301, USA.
#include <sigc++/functors/mem_fun.h>
#include "roadlist.h"
#include "road.h"
#include "GameMap.h"
#include "xmlhelper.h"
Glib::ustring Roadlist::d_tag = "roadlist";
//#define debug(x) {std::cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<std::endl<<std::flush;}
#define debug(x)
Roadlist* Roadlist::s_instance=0;
Roadlist* Roadlist::getInstance()
{
if (s_instance == 0)
s_instance = new Roadlist();
return s_instance;
}
Roadlist* Roadlist::getInstance(XML_Helper* helper)
{
if (s_instance)
deleteInstance();
s_instance = new Roadlist(helper);
return s_instance;
}
void Roadlist::deleteInstance()
{
if (s_instance)
delete s_instance;
s_instance = 0;
}
Roadlist::Roadlist()
{
}
Roadlist::Roadlist(XML_Helper* helper)
{
helper->registerTag(Road::d_tag, sigc::mem_fun(this, &Roadlist::load));
}
bool Roadlist::save(XML_Helper* helper) const
{
bool retval = true;
retval &= helper->openTag(Roadlist::d_tag);
for (const_iterator it = begin(); it != end(); it++)
retval &= (*it)->save(helper);
retval &= helper->closeTag();
return retval;
}
bool Roadlist::load(Glib::ustring tag, XML_Helper* helper)
{
if (tag != Road::d_tag)
//what has happened?
return false;
add(new Road(helper));
return true;
}
int Roadlist::calculateType (Vector<int> t) const
{
// examine neighbour tiles to discover whether there's a road on them
bool u = false; //up
bool b = false; //bottom
bool l = false; //left
bool r = false; //right
if (t.y > 0)
u = getObjectAt(t + Vector<int>(0, -1));
if (t.y < GameMap::getHeight() - 1)
b = getObjectAt(t + Vector<int>(0, 1));
if (t.x > 0)
l = getObjectAt(t + Vector<int>(-1, 0));
if (t.x < GameMap::getWidth() - 1)
r = getObjectAt(t + Vector<int>(1, 0));
// then translate this to the type
int type = 2;
//show road type 2 when no other road tiles are around
if (!u && !b && !l && !r)
type = 2;
else if (u && b && l && r)
type = 2;
else if (!u && b && l && r)
type = 9;
else if (u && !b && l && r)
type = 8;
else if (u && b && !l && r)
type = 7;
else if (u && b && l && !r)
type = 10;
else if (u && b && !l && !r)
type = 1;
else if (!u && !b && l && r)
type = 0;
else if (u && !b && l && !r)
type = 3;
else if (u && !b && !l && r)
type = 4;
else if (!u && b && l && !r)
type = 6;
else if (!u && b && !l && r)
type = 5;
else if (u && !b && !l && !r)
type = Road::CONNECTS_NORTH;
else if (!u && b && !l && !r)
type = Road::CONNECTS_SOUTH;
else if (!u && !b && l && !r)
type = Road::CONNECTS_WEST;
else if (!u && !b && !l && r)
type = Road::CONNECTS_EAST;
return type;
}
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