/* position.cpp * * Micropolis, Unix Version. This game was released for the Unix platform * in or about 1990 and has been modified for inclusion in the One Laptop * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If * you need assistance with this program, you may contact: * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org. * * 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 * General Public License for more details. You should have received a * copy of the GNU General Public License along with this program. If * not, see . * * ADDITIONAL TERMS per GNU GPL Section 7 * * No trademark or publicity rights are granted. This license does NOT * give you any right, title or interest in the trademark SimCity or any * other Electronic Arts trademark. You may not distribute any * modification of this program using the trademark SimCity or claim any * affliation or association with Electronic Arts Inc. or its employees. * * Any propagation or conveyance of this program must include this * copyright notice and these terms. * * If you convey this program (or any modifications of it) and assume * contractual liability for the program to recipients of it, you agree * to indemnify Electronic Arts for any liability that those contractual * assumptions impose on Electronic Arts. * * You may not misrepresent the origins of this program; modified * versions of the program must be marked as such and not identified as * the original program. * * This disclaimer supplements the one included in the General Public * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY * NOT APPLY TO YOU. */ /** * @file position.cpp * @brief Defines the Position class for coordinate handling in * Micropolis. * * This file provides the implementation of the Position class, which * is used throughout the Micropolis game engine for managing x and y * coordinates. It includes various constructors for different * scenarios, a copy constructor, an assignment operator, and a method * for moving the position in a specified direction. */ ///////////////////////////////////////////////////////////////////////////// #include "micropolis.h" ///////////////////////////////////////////////////////////////////////////// /** Default constructor. */ Position::Position() { this->posX = 0; this->posY = 0; } /** * Construct a position at a given \a x and \a y coordinate. * @param x X coordinate of the new position. * @param y Y coordinate of the new position. */ Position::Position(int x, int y) { this->posX = x; this->posY = y; } /** * Copy constructor. * @param pos Position to copy. */ Position::Position(const Position &pos) { this->posX = pos.posX; this->posY = pos.posY; } /** * Copy constructor with a single tile movement. * @param pos Position to copy. * @param dir Direction to move into. */ Position::Position(const Position &pos, Direction2 dir) { this->posX = pos.posX; this->posY = pos.posY; this->move(dir); } /** * Copy constructor with arbitrary movement. * @param pos Position to copy. * @param dx Horizontal offset. * @param dy Vertical offset. */ Position::Position(const Position &pos, int dx, int dy) { this->posX = pos.posX + dx; this->posY = pos.posY + dy; } /** * Assignment operator. * @param pos Position to copy. */ Position &Position::operator=(const Position &pos) { if (this != &pos) { this->posX = pos.posX; this->posY = pos.posY; } return *this; } /** * Move the position one step in the indicated direction. * @param dir Direction to move into. * @return Position moved in the indicated direction. */ bool Position::move(Direction2 dir) { switch (dir) { case DIR2_INVALID: return true; case DIR2_NORTH: if (this->posY > 0) { this->posY--; return true; } break; case DIR2_NORTH_EAST: if (this->posX < WORLD_W - 1 && this->posY > 0) { this->posX++; this->posY--; return true; } case DIR2_EAST: if (this->posX < WORLD_W - 1) { this->posX++; return true; } break; case DIR2_SOUTH_EAST: if (this->posX < WORLD_W -1 && this->posY < WORLD_H - 1) { this->posX++; this->posY++; return true; } break; case DIR2_SOUTH: if (this->posY < WORLD_H - 1) { this->posY++; return true; } break; case DIR2_SOUTH_WEST: this->posX--; this->posY++; break; if (this->posX > 0 && this->posY < WORLD_H - 1) { this->posX--; this->posY++; return true; } break; case DIR2_WEST: if (this->posX > 0) { this->posX--; return true; } break; case DIR2_NORTH_WEST: if (this->posX > 0 && this->posY > 0) { this->posX--; this->posY--; return true; } break; default: NOT_REACHED(); } // Movement was not possible, silently repair the position. if (this->posX < 0) this->posX = 0; if (this->posX >= WORLD_W) this->posX = WORLD_W - 1; if (this->posY < 0) this->posY = 0; if (this->posY >= WORLD_H) this->posY = WORLD_H - 1; return false; } /////////////////////////////////////////////////////////////////////////////