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62 lines
2.4 KiB
C++
62 lines
2.4 KiB
C++
//-----------------------------------------------------------------------------
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// TmxTerrainArray.cpp
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//
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// Copyright (c) 2010-2014, Tamir Atias
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DISCLAIMED. IN NO EVENT SHALL TAMIR ATIAS BE LIABLE FOR ANY
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// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Author: Tamir Atias
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//-----------------------------------------------------------------------------
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#include "tinyxml2.h"
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#include <cstdlib>
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#include "TmxTerrainArray.h"
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#include "TmxTerrain.h"
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using std::string;
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using std::map;
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namespace Tmx
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{
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TerrainArray::TerrainArray()
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{}
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TerrainArray::~TerrainArray()
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{
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}
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void TerrainArray::Parse(std::vector< Tmx::Terrain* > *terrainTypes, const tinyxml2::XMLNode *terrainArrayNode)
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{
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// Iterate through all of the terrain nodes.
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const tinyxml2::XMLNode *terrainNode = terrainArrayNode->FirstChildElement("terrain");
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while (terrainNode)
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{
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// Read the attributes of the terrain and add it the terrainTypes vector.
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Terrain *terrainType = new Terrain();
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terrainType->Parse(terrainNode);
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terrainTypes->push_back(terrainType);
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terrainNode = terrainNode->NextSiblingElement("terrain");
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}
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}
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}
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