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Tile.cpp
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97 lines (89 loc) · 2.38 KB
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//
// Tile.cpp
// Project Spitfire
//
// Copyright (c) 2013 Daizee (rensiadz at gmail dot com)
//
// This file is part of Spitfire.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
#include "stdafx.h"
#include "Tile.h"
#include "Client.h"
#include "City.h"
#include "funcs.h"
Tile::Tile(void)
{
m_city = 0;
m_castleicon = 0;
m_castleid = -1;
m_id = -1;
m_npc = false;
m_ownerid = -1;
m_powerlevel = -1;
m_state = -1;
m_type = FLAT;
m_status = -1;
m_zoneid = -1;
m_level = -1;
/* x = y = -1;*/
}
Tile::~Tile(void)
{
}
amf3object Tile::ToObject()
{
PlayerCity * city = (PlayerCity*)m_city;
amf3object obj = amf3object();
obj["id"] = m_id;
obj["name"] = city->m_cityname;
obj["npc"] = m_npc;
obj["prestige"] = city->m_client->m_prestige;
obj["honor"] = city->m_client->m_honor;
obj["state"] = city->m_client->m_status;
obj["userName"] = city->m_client->m_playername;
obj["flag"] = city->m_client->m_flag;
obj["allianceName"] = city->m_client->m_alliancename;
return obj;
}
string Tile::GetName()
{
if (m_npc)
switch (m_type)
{
case FOREST:
return "Forest";
case DESERT:
return "Desert";
case HILL:
return "Hill";
case SWAMP:
return "Swamp";
case GRASS:
return "Grass";
case LAKE:
return "Lake";
case FLAT:
return "Flat";
case CASTLE:
return (m_city)?m_city->m_cityname:"Invalid City";
case NPC:
return "Barbarian's City";
}
}