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- // SuperTux
- // Copyright (C) 2023 Vankata453
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #include "worldmap/worldmap_sector_parser.hpp"
- #include "object/tilemap.hpp"
- #include "supertux/d_scope.hpp"
- #include "supertux/game_object_factory.hpp"
- #include "worldmap/spawn_point.hpp"
- #include "worldmap/worldmap_sector.hpp"
- namespace worldmap {
- std::unique_ptr<WorldMapSector>
- WorldMapSectorParser::from_reader(WorldMap& worldmap, const ReaderMapping& reader)
- {
- auto sector = std::make_unique<WorldMapSector>(worldmap);
- BIND_WORLDMAP_SECTOR(*sector);
- WorldMapSectorParser parser(*sector);
- parser.parse(reader);
- return sector;
- }
- WorldMapSectorParser::WorldMapSectorParser(WorldMapSector& sector) :
- SectorParser(sector, false)
- {
- }
- WorldMapSector&
- WorldMapSectorParser::get_sector() const
- {
- return static_cast<WorldMapSector&>(m_sector);
- }
- bool
- WorldMapSectorParser::parse_object_additional(const std::string& name, const ReaderMapping& reader)
- {
- if (name == "worldmap-spawnpoint") // Custom rule for adding spawnpoints
- {
- get_sector().m_spawnpoints.push_back(std::make_unique<SpawnPoint>(reader));
- return true;
- }
- else if (name == "tilemap") // Custom rule for adding tilemaps on worldmaps
- {
- get_sector().add<TileMap>(get_sector().get_tileset(), reader);
- return true;
- }
- // Proceed adding the object only if it's flagged as allowed for worldmaps
- return !GameObjectFactory::instance().has_params(name, ObjectFactory::RegisteredObjectParam::OBJ_PARAM_WORLDMAP);
- }
- } // namespace worldmap
- /* EOF */
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