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authorBjörn Steinbrink <B.Steinbrink@gmx.de>2005-10-16 16:58:01 +0000
committerBjörn Steinbrink <B.Steinbrink@gmx.de>2005-10-16 16:58:01 +0000
commita8a422352df3441d3cf0da967dc94b42c2c21239 (patch)
treea2dc1fab9a990ac85aadf431a459269dcedd0c98 /src
parentc7098a346b948c5c36a551e2f2135b4ef3094125 (diff)
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Some code improvements.
Diffstat (limited to 'src')
-rw-r--r--src/map.cpp64
1 files changed, 31 insertions, 33 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 37b7292a..449f72e9 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -22,14 +22,16 @@
*/
#include "map.h"
+
+#include <algorithm>
+#include <queue>
+
#include "tileset.h"
#include "being.h"
#include "graphics.h"
#include "resources/image.h"
#include "sprite.h"
-#include <queue>
-
MetaTile::MetaTile():
whichList(0)
{
@@ -161,29 +163,26 @@ Map::setTileWithGid(int x, int y, int layer, int gid)
}
}
+class ContainsGidFunctor
+{
+ public:
+ bool operator() (Tileset* set)
+ {
+ return (set->getFirstGid() <= gid &&
+ gid - set->getFirstGid() < (int)set->spriteset.size());
+ }
+ int gid;
+} containsGid;
+
Tileset*
Map::getTilesetWithGid(int gid)
{
Tilesets::iterator i;
- Tileset *set = NULL;
- // Find the tileset with the highest firstGid below/equal to gid
- for (i = tilesets.begin(); i != tilesets.end(); ++i)
- {
- if ((*i)->getFirstGid() <= gid) {
- set = (*i);
- }
- else {
- break;
- }
- }
+ containsGid.gid = gid;
+ i = find_if(tilesets.begin(), tilesets.end(), containsGid);
- if (set && (gid - set->getFirstGid()) < (int)set->spriteset.size())
- {
- return set;
- }
-
- return NULL;
+ return (i == tilesets.end()) ? NULL : *i;
}
Image*
@@ -207,22 +206,21 @@ Map::setWalk(int x, int y, bool walkable)
bool
Map::getWalk(int x, int y)
{
- // If walkable, check for colliding into a being
- if (!tileCollides(x, y)) {
- std::list<Being*>::iterator i = beings.begin();
- while (i != beings.end()) {
- Being *being = (*i);
- // Collision when non-portal being is found at this location
- if (being->x == x && being->y == y && being->job != 45) {
- return false;
- }
- i++;
- }
- return true;
- }
- else {
+ // Check for being walkable
+ if (tileCollides(x, y)) {
return false;
}
+
+ // Check for collision with a being
+ std::list<Being*>::iterator i = beings.begin();
+ for (i = beings.begin(); i != beings.end(); i++) {
+ // job 45 is a portal, they don't collide
+ if ((*i)->x == x && (*i)->y == y && (*i)->job != 45) {
+ return false;
+ }
+ }
+
+ return true;
}
bool