ddnet/src/game/editor/layer_game.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "editor.h"
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CLayerGame::CLayerGame(int w, int h)
: CLayerTiles(w, h)
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{
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str_copy(m_aName, "Game", sizeof(m_aName));
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m_Game = 1;
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}
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CLayerGame::~CLayerGame()
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{
}
CTile CLayerGame::GetTile(int x, int y)
{
if(m_pEditor->m_Map.m_pFrontLayer && m_pEditor->m_Map.m_pFrontLayer->GetTile(x, y).m_Index == TILE_THROUGH_CUT) {
CTile through_cut = {TILE_THROUGH_CUT};
return through_cut;
} else {
return CLayerTiles::GetTile(x, y);
}
}
void CLayerGame::SetTile(int x, int y, CTile tile)
{
if(tile.m_Index == TILE_THROUGH_CUT) {
if(!m_pEditor->m_Map.m_pFrontLayer) {
CLayer *l = new CLayerFront(m_Width, m_Height);
m_pEditor->m_Map.MakeFrontLayer(l);
m_pEditor->m_Map.m_lGroups[m_pEditor->m_SelectedGroup]->AddLayer(l);
}
CTile nohook = {TILE_NOHOOK};
CLayerTiles::SetTile(x, y, nohook);
CTile through_cut = {TILE_THROUGH_CUT};
m_pEditor->m_Map.m_pFrontLayer->CLayerTiles::SetTile(x, y, through_cut);
} else {
if(m_pEditor->m_Map.m_pFrontLayer && m_pEditor->m_Map.m_pFrontLayer->GetTile(x, y).m_Index == TILE_THROUGH_CUT) {
CTile air = {TILE_AIR};
m_pEditor->m_Map.m_pFrontLayer->CLayerTiles::SetTile(x, y, air);
}
if(m_pEditor->m_AllowPlaceUnusedTiles || IsValidGameTile(tile.m_Index)) {
CLayerTiles::SetTile(x, y, tile);
} else {
CTile air = {TILE_AIR};
CLayerTiles::SetTile(x, y, air);
}
}
}
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int CLayerGame::RenderProperties(CUIRect *pToolbox)
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{
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int r = CLayerTiles::RenderProperties(pToolbox);
m_Image = -1;
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return r;
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}