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ConditionalSprite.cpp
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#include "common.h"
#include "ConditionalSprite.h"
#include "Tile.h"
#include "GameBuildings.h"
#include "GUI.h"
#include "GameState.h"
#include "StonesenseState.h"
/* RootTile */
RootTile::RootTile() : SpriteNode()
{
//cout << "RootTile +" << endl;
}
RootTile::~RootTile(void)
{
//cout << "RootTile -" << endl;
}
bool RootTile::copyToTile(Tile* b)
{
bool haveMatch{ false };
for (auto& child : children) {
haveMatch |= child->copyToTile(b);
}
return haveMatch;
}
void RootTile::addChild(std::unique_ptr<SpriteNode> child)
{
children.push_back(std::move(child));
}
/* SpriteTile */
SpriteTile::SpriteTile() : ConditionalNode(), SpriteNode()
{
//cout << "SpriteTile +" << endl;
}
SpriteTile::~SpriteTile(void)
{
//cout << "SpriteTile -" << endl;
};
bool SpriteTile::copyToTile(Tile* b)
{
bool condMatch = conditions ? conditions->Matches(b) : true;
bool haveMatch{ false };
if (condMatch) {
for (auto& child : children)
haveMatch |= child->copyToTile(b);
} else if (elsenode != nullptr) {
haveMatch = elsenode->copyToTile(b);
}
return haveMatch;
}
bool SpriteTile::addCondition(std::unique_ptr<TileCondition> cond)
{
if (conditions) {
LogError("Too many condition elements for SpriteTile\n");
return false;
}
conditions = std::move(cond);
return true;
}
void SpriteTile::addChild(std::unique_ptr<SpriteNode> child)
{
children.push_back(std::move(child));
}
void SpriteTile::addElse(std::unique_ptr<SpriteNode> child)
{
elsenode = std::move(child);
}
/* RotationTile */
RotationTile::RotationTile() : ConditionalNode(), SpriteNode()
{
//cout << "SpriteTile +" << endl;
}
RotationTile::~RotationTile(void)
{
//cout << "SpriteTile -" << endl;
};
bool RotationTile::copyToTile(Tile* b)
{
int index = stonesenseState.ssState.Rotation;
size_t max = children.size();
if (max == 0) {
return false;
}
index = index % max;
return children[index]->copyToTile(b);
}
bool RotationTile::addCondition(std::unique_ptr<TileCondition> cond)
{
LogError("Condition elements not permitted for RotationTile\n");
return false;
}
void RotationTile::addChild(std::unique_ptr<SpriteNode> child)
{
children.push_back(std::move(child));
}
/* SpriteElement */
SpriteElement::SpriteElement()
: SpriteNode()
{
//cout << "SpriteElement +" << endl;
sprite.set_sheetindex(-1);
}
bool SpriteElement::copyToTile(Tile* b)
{
if (sprite.get_sheetindex() > -1) {
b->building.sprites.push_back(sprite);
}
return true;
}