/* (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. */ #include "editor.h" CLayerGame::CLayerGame(int w, int h) : CLayerTiles(w, h) { str_copy(m_aName, "Game", sizeof(m_aName)); m_Game = 1; } CLayerGame::~CLayerGame() { } CTile CLayerGame::GetTile(int x, int y, bool force) { if(!force && m_pEditor->m_Map.m_pFrontLayer && GetTile(x, y, true).m_Index == TILE_NOHOOK && m_pEditor->m_Map.m_pFrontLayer->GetTile(x, y, true).m_Index == TILE_THROUGH_CUT) { CTile throughcut = {TILE_THROUGH_CUT, 0, 0, 0}; return throughcut; } else { return m_pTiles[y*m_Width+x]; } } void CLayerGame::SetTile(int x, int y, CTile tile, bool force) { if(!force && 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, 0, 0, 0}; SetTile(x, y, nohook, true); CTile throughcut = {TILE_THROUGH_CUT, 0, 0, 0}; m_pEditor->m_Map.m_pFrontLayer->SetTile(x, y, throughcut, true); } else { if(!force && m_pEditor->m_Map.m_pFrontLayer && m_pEditor->m_Map.m_pFrontLayer->GetTile(x, y, true).m_Index == TILE_THROUGH_CUT) { CTile air = {TILE_AIR, 0, 0, 0}; m_pEditor->m_Map.m_pFrontLayer->SetTile(x, y, air, true); } m_pTiles[y*m_Width+x] = tile; } } int CLayerGame::RenderProperties(CUIRect *pToolbox) { int r = CLayerTiles::RenderProperties(pToolbox); m_Image = -1; return r; }