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Sector.cpp
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Sector.cpp
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#include <iostream>
#include "Sector.h"
using namespace std;
Sector::Sector()
{
sectorNum = 0;
regionName = "Empty Region";
sectorName = "Empty Sector";
explored = false;
linked = false;
// Setup connections to be null
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
connections[i] = 0;
}
// Setup each planet to be null
for (int i = 0; i < MAX_PLANETS; i++)
{
planets[i] = new Planet();
}
// Setup each planet to be null
for (int i = 0; i < MAX_STARPORTS; i++)
{
starports[i] = NULL;
}
// Setup each planet to be null
for (int i = 0; i < MAX_CELESTIALS; i++)
{
celestials[i] = NULL;
}
}
// Creates a blank sector for the number passed
Sector::Sector(int num)
{
sectorNum = num;
regionName = "Empty Region";
sectorName = "Empty Sector";
explored = false;
linked = false;
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
connections[i] = 0;
}
// Setup each planet to be null
for (int i = 0; i < MAX_PLANETS; i++)
{
planets[i] = new Planet();
}
// Setup each planet to be null
for (int i = 0; i < MAX_STARPORTS; i++)
{
starports[i] = NULL;
}
// Setup each planet to be null
for (int i = 0; i < MAX_CELESTIALS; i++)
{
celestials[i] = NULL;
}
}
Sector::Sector(int num, string region, string sector, bool exp, bool link)
{
sectorNum = num;
regionName = region;
sectorName = sector;
explored = exp;
linked = link;
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
connections[i] = 0;
}
// Setup each planet to be null
for (int i = 0; i < MAX_PLANETS; i++)
{
planets[i] = new Planet();
}
// Setup each planet to be null
for (int i = 0; i < MAX_STARPORTS; i++)
{
starports[i] = new Starport();
}
// Setup each planet to be null
for (int i = 0; i < MAX_CELESTIALS; i++)
{
celestials[i] = new Celestial();
}
}
// Deconstructor
Sector::~Sector()
{
// Clean up any leftover pointers
// for (int i = 0; i < MAX_PLANETS; i++)
delete planets;
// for (int i = 0; i < MAX_PLANETS; i++)
delete starports;
// for (int i = 0; i < MAX_PLANETS; i++)
delete celestials;
}
// Displays the sector info in a full mode
void Sector::displaySectorFull()
{
cout << "Sector Number: " << sectorNum << endl;
cout << "Region Name: " << regionName << endl;
cout << "Sector Name: " << sectorName << endl;
cout << "Explored? : " << (explored ? "Yes" : "No") << endl;
cout << "Linked? : " << (linked ? "Yes" : "No") << endl;
cout << "Connections: " << endl;
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
if (connections[i] != 0)
cout << i + 1 << ": " << connections[i] << endl;
}
// Setup each planet to be null
for (int i = 0; i < MAX_PLANETS; i++)
{
if (planets[i] != NULL)
cout << "(P)" << i + 1 << ": " << planets[i]->getName() << endl;
}
// Setup each starport to be null
for (int i = 0; i < MAX_STARPORTS; i++)
{
if (starports[i] != NULL)
cout << "(S)" <<i + 1 << ": " << starports[i]->getName() << endl;
}
// Setup each celestial to be null
for (int i = 0; i < MAX_CELESTIALS; i++)
{
if (celestials[i] != NULL)
cout << "(C)" <<i + 1 << ": " << celestials[i]->getName() << endl;
}
}
// Displays the sector info in a short mode
void Sector::displaySectorShort()
{
cout << "Sector Number: " << sectorNum << endl;
cout << "Region Name : " << regionName << endl;
cout << "Connections : ";
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
if (connections[i] != 0)
cout << i + 1 << ": <" << connections[i] << "> ";
}
cout << endl;
cout << "Total Connections : " << getConnections() << endl;
cout << endl << endl;
}
// Returns the total amount of connected sectors to the current one
int Sector::getConnections()
{
int temp = 0;
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
if (connections[i] != 0)
temp++;
}
return temp;
}
// Returns true if the passed sector is linked to the current one
bool Sector::checkSectors(int s)
{
for (int i = 0; i < MAX_CONNECTIONS; i++)
{
if (connections[i] == s)
return true;
}
return false;
}