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238 lines
7.2 KiB
C++
238 lines
7.2 KiB
C++
/* position.cpp
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*
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* Micropolis, Unix Version. This game was released for the Unix platform
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* in or about 1990 and has been modified for inclusion in the One Laptop
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* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
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* you need assistance with this program, you may contact:
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* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details. You should have received a
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* copy of the GNU General Public License along with this program. If
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* not, see <http://www.gnu.org/licenses/>.
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*
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* ADDITIONAL TERMS per GNU GPL Section 7
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*
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* No trademark or publicity rights are granted. This license does NOT
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* give you any right, title or interest in the trademark SimCity or any
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* other Electronic Arts trademark. You may not distribute any
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* modification of this program using the trademark SimCity or claim any
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* affliation or association with Electronic Arts Inc. or its employees.
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*
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* Any propagation or conveyance of this program must include this
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* copyright notice and these terms.
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*
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* If you convey this program (or any modifications of it) and assume
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* contractual liability for the program to recipients of it, you agree
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* to indemnify Electronic Arts for any liability that those contractual
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* assumptions impose on Electronic Arts.
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*
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* You may not misrepresent the origins of this program; modified
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* versions of the program must be marked as such and not identified as
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* the original program.
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*
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* This disclaimer supplements the one included in the General Public
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* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
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* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
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* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
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* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
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* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
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* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
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* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
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* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
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* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
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* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
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* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
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* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
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* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
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* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
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* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
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* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
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* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
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* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
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* NOT APPLY TO YOU.
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*/
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/**
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* @file position.cpp
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* @brief Defines the Position class for coordinate handling in
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* Micropolis.
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*
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* This file provides the implementation of the Position class, which
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* is used throughout the Micropolis game engine for managing x and y
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* coordinates. It includes various constructors for different
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* scenarios, a copy constructor, an assignment operator, and a method
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* for moving the position in a specified direction.
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*/
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/////////////////////////////////////////////////////////////////////////////
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#include "micropolis.h"
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/////////////////////////////////////////////////////////////////////////////
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/** Default constructor. */
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Position::Position()
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{
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this->posX = 0;
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this->posY = 0;
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}
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/**
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* Construct a position at a given \a x and \a y coordinate.
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* @param x X coordinate of the new position.
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* @param y Y coordinate of the new position.
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*/
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Position::Position(int x, int y)
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{
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this->posX = x;
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this->posY = y;
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}
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/**
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* Copy constructor.
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* @param pos Position to copy.
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*/
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Position::Position(const Position &pos)
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{
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this->posX = pos.posX;
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this->posY = pos.posY;
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}
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/**
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* Copy constructor with a single tile movement.
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* @param pos Position to copy.
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* @param dir Direction to move into.
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*/
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Position::Position(const Position &pos, Direction2 dir)
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{
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this->posX = pos.posX;
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this->posY = pos.posY;
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this->move(dir);
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}
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/**
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* Copy constructor with arbitrary movement.
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* @param pos Position to copy.
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* @param dx Horizontal offset.
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* @param dy Vertical offset.
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*/
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Position::Position(const Position &pos, int dx, int dy)
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{
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this->posX = pos.posX + dx;
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this->posY = pos.posY + dy;
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}
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/**
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* Assignment operator.
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* @param pos Position to copy.
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*/
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Position &Position::operator=(const Position &pos)
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{
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if (this != &pos) {
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this->posX = pos.posX;
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this->posY = pos.posY;
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}
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return *this;
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}
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/**
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* Move the position one step in the indicated direction.
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* @param dir Direction to move into.
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* @return Position moved in the indicated direction.
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*/
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bool Position::move(Direction2 dir)
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{
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switch (dir) {
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case DIR2_INVALID:
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return true;
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case DIR2_NORTH:
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if (this->posY > 0) {
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this->posY--;
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return true;
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}
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break;
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case DIR2_NORTH_EAST:
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if (this->posX < WORLD_W - 1 && this->posY > 0) {
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this->posX++;
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this->posY--;
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return true;
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}
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case DIR2_EAST:
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if (this->posX < WORLD_W - 1) {
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this->posX++;
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return true;
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}
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break;
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case DIR2_SOUTH_EAST:
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if (this->posX < WORLD_W -1 && this->posY < WORLD_H - 1) {
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this->posX++;
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this->posY++;
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return true;
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}
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break;
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case DIR2_SOUTH:
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if (this->posY < WORLD_H - 1) {
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this->posY++;
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return true;
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}
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break;
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case DIR2_SOUTH_WEST: this->posX--; this->posY++; break;
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if (this->posX > 0 && this->posY < WORLD_H - 1) {
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this->posX--;
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this->posY++;
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return true;
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}
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break;
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case DIR2_WEST:
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if (this->posX > 0) {
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this->posX--;
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return true;
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}
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break;
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case DIR2_NORTH_WEST:
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if (this->posX > 0 && this->posY > 0) {
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this->posX--;
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this->posY--;
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return true;
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}
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break;
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default: NOT_REACHED();
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}
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// Movement was not possible, silently repair the position.
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if (this->posX < 0) this->posX = 0;
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if (this->posX >= WORLD_W) this->posX = WORLD_W - 1;
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if (this->posY < 0) this->posY = 0;
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if (this->posY >= WORLD_H) this->posY = WORLD_H - 1;
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return false;
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}
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/////////////////////////////////////////////////////////////////////////////
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