_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include "stratagus.h"
#include "editor.h"
#include "map.h"
#include "tileset.h"
#include "ui.h"
#include "player.h"
#include "unit.h"
#include "unit_manager.h"
#include "unittype.h"
edmap.cpp - Editor map functions. | |
#define | WATER_TILE 0x10 |
#define | COAST_TILE 0x30 |
#define | GRASS_TILE 0x50 |
#define | WOOD_TILE 0x70 |
#define | ROCK_TILE 0x80 |
static void | EditorChangeSurrounding (const Vec2i &pos, int d) |
Callback for changed tile (with direction mask) More... | |
void | ChangeTile (const Vec2i &pos, int tile) |
static unsigned | QuadFromTile (const Vec2i &pos) |
void | EditorChangeTile (const Vec2i &pos, int tileIndex, int d) |
void | EditorTileChanged (const Vec2i &pos) |
Update surroundings for tile changes. More... | |
static void | TileFill (const Vec2i &pos, int tile, int size) |
static void | EditorRandomizeTile (int tile, int count, int max_size) |
static void | EditorRandomizeUnit (const char *unit_type, int count, int value) |
static void | EditorDestroyAllUnits () |
#define COAST_TILE 0x30 |
#define GRASS_TILE 0x50 |
#define ROCK_TILE 0x80 |
#define WATER_TILE 0x10 |
#define WOOD_TILE 0x70 |
void ChangeTile | ( | const Vec2i & | pos, |
int | tile | ||
) |
Change tile from abstract tile-type.
pos | map tile coordinate. |
tile | tile type to edit. |
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static |
Callback for changed tile (with direction mask)
Update surroundings for tile changes.
pos | Map tile position of change. |
d | Fix direction flag 8 up, 4 down, 2 left, 1 right. |
void EditorChangeTile | ( | const Vec2i & | pos, |
int | tileIndex, | ||
int | d | ||
) |
Editor change tile.
pos | map tile coordinate. |
tileIndex | Tile type to edit. |
d | Fix direction flag 8 up, 4 down, 2 left, 1 right. |
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static |
Destroy all units
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static |
Randomize tiles and fill in map
tile | tile number to use |
count | number of times to apply randomization |
max_size | maximum size of the fill rectangle |
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static |
Add a unit to random locations on the map, unit will be neutral
unit_type | unit type to add to map as a character string |
count | the number of times to add the unit |
value | resources to be stored in that unit |
void EditorTileChanged | ( | const Vec2i & | pos | ) |
Update surroundings for tile changes.
Update surroundings for tile changes.
pos | Map tile position of change. |
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static |
Get quad from tile.
A quad is a 32 bit value defining the content of the tile.
A tile is split into 4 parts, the basic tile type of this part is stored as 8bit value in the quad.
ab cd -> abcd
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static |
Make random map FIXME: vladi: we should have parameters control here... TileFill
pos | map tile coordinate for area center. |
tile | Tile type to edit. |
size | Size of surrounding rectangle. |
TileFill(centerx, centery, tile_type_water, map_width) will fill map with water...