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