blob: ed934081539744defe3511eb4206c963e0d22bf9 (
plain) (
tree)
|
|
// PrefabPiecePool.cpp
// Implements the cPrefabPiecePool class that represents a cPiecePool descendant that uses cPrefab instances as the pieces
#include "Globals.h"
#include "PrefabPiecePool.h"
cPrefabPiecePool::cPrefabPiecePool(
const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
)
{
AddPieceDefs(a_PieceDefs, a_NumPieceDefs);
if (a_StartingPieceDefs != NULL)
{
AddStartingPieceDefs(a_StartingPieceDefs, a_NumStartingPieceDefs);
}
}
void cPrefabPiecePool::AddPieceDefs(const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs)
{
ASSERT(a_PieceDefs != NULL);
for (size_t i = 0; i < a_NumPieceDefs; i++)
{
cPrefab * Prefab = new cPrefab(a_PieceDefs[i]);
m_AllPieces.push_back(Prefab);
AddToPerConnectorMap(Prefab);
}
}
void cPrefabPiecePool::AddStartingPieceDefs(const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs)
{
ASSERT(a_StartingPieceDefs != NULL);
for (size_t i = 0; i < a_NumStartingPieceDefs; i++)
{
cPrefab * Prefab = new cPrefab(a_StartingPieceDefs[i]);
m_StartingPieces.push_back(Prefab);
}
}
void cPrefabPiecePool::AddToPerConnectorMap(cPrefab * a_Prefab)
{
cPiece::cConnectors Connectors = ((const cPiece *)a_Prefab)->GetConnectors();
for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
{
m_PiecesByConnector[itr->m_Type].push_back(a_Prefab);
}
}
cPieces cPrefabPiecePool::GetPiecesWithConnector(int a_ConnectorType)
{
return m_PiecesByConnector[a_ConnectorType];
}
cPieces cPrefabPiecePool::GetStartingPieces(void)
{
if (m_StartingPieces.empty())
{
return m_AllPieces;
}
else
{
return m_StartingPieces;
}
}
int cPrefabPiecePool::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece)
{
return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
}
void cPrefabPiecePool::PiecePlaced(const cPiece & a_Piece)
{
// Do nothing
UNUSED(a_Piece);
}
void cPrefabPiecePool::Reset(void)
{
// Do nothing
}
|