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        /   _____//  |_____________ _/  |______     ____  __ __  ______
        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
    ______________________                           ______________________
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                   Stratagus - A free fantasy real time strategy game engine

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edmap.cpp File Reference
#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 ()
 

Macro Definition Documentation

#define COAST_TILE   0x30
#define GRASS_TILE   0x50
#define ROCK_TILE   0x80
#define WATER_TILE   0x10
#define WOOD_TILE   0x70

Function Documentation

void ChangeTile ( const Vec2i pos,
int  tile 
)

Change tile from abstract tile-type.

Parameters
posmap tile coordinate.
tiletile type to edit.
Note
this is a rather dumb function, doesn't do any tile fixing.
static void EditorChangeSurrounding ( const Vec2i pos,
int  d 
)
static

Callback for changed tile (with direction mask)

Update surroundings for tile changes.

Parameters
posMap tile position of change.
dFix direction flag 8 up, 4 down, 2 left, 1 right.
void EditorChangeTile ( const Vec2i pos,
int  tileIndex,
int  d 
)

Editor change tile.

Parameters
posmap tile coordinate.
tileIndexTile type to edit.
dFix direction flag 8 up, 4 down, 2 left, 1 right.
static void EditorDestroyAllUnits ( )
static

Destroy all units

static void EditorRandomizeTile ( int  tile,
int  count,
int  max_size 
)
static

Randomize tiles and fill in map

Parameters
tiletile number to use
countnumber of times to apply randomization
max_sizemaximum size of the fill rectangle
static void EditorRandomizeUnit ( const char *  unit_type,
int  count,
int  value 
)
static

Add a unit to random locations on the map, unit will be neutral

Parameters
unit_typeunit type to add to map as a character string
countthe number of times to add the unit
valueresources to be stored in that unit
void EditorTileChanged ( const Vec2i pos)

Update surroundings for tile changes.

Update surroundings for tile changes.

Parameters
posMap tile position of change.
static unsigned QuadFromTile ( const Vec2i pos)
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

static void TileFill ( const Vec2i pos,
int  tile,
int  size 
)
static

Make random map FIXME: vladi: we should have parameters control here... TileFill

Parameters
posmap tile coordinate for area center.
tileTile type to edit.
sizeSize of surrounding rectangle.

TileFill(centerx, centery, tile_type_water, map_width) will fill map with water...

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