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house_brush.cpp
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102 lines (93 loc) · 2.88 KB
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//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Remere's Map Editor is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#include "main.h"
#include "house_brush.h"
#include "house.h"
#include "map.h"
#include "complexitem.h"
//=============================================================================
// House Brush
HouseBrush::HouseBrush() :
Brush(),
draw_house(nullptr) {
////
}
HouseBrush::~HouseBrush() {
////
}
void HouseBrush::setHouse(House* house) {
draw_house = house;
}
uint32_t HouseBrush::getHouseID() const {
if (draw_house) {
return draw_house->getID();
}
return 0;
}
void HouseBrush::undraw(BaseMap* map, Tile* tile) {
if (tile->isHouseTile()) {
tile->setPZ(false);
}
tile->setHouse(nullptr);
if (g_settings.getInteger(Config::AUTO_ASSIGN_DOORID)) {
// Is there a door? If so, remove any door id it has
for (ItemVector::iterator it = tile->items.begin();
it != tile->items.end();
++it) {
if (Door* door = dynamic_cast<Door*>(*it)) {
door->setDoorID(0);
}
}
}
}
void HouseBrush::draw(BaseMap* map, Tile* tile, void* parameter) {
ASSERT(draw_house);
uint32_t old_house_id = tile->getHouseID();
tile->setHouse(draw_house);
tile->setPZ(true);
if (g_settings.getInteger(Config::HOUSE_BRUSH_REMOVE_ITEMS)) {
// Remove loose items
for (ItemVector::iterator it = tile->items.begin();
it != tile->items.end();
/*..*/) {
Item* item = *it;
if (item->isNotMoveable() == 0) {
delete item;
it = tile->items.erase(it);
} else {
++it;
}
}
}
if (g_settings.getInteger(Config::AUTO_ASSIGN_DOORID)) {
// Is there a door? If so, find an empty ID and assign it (if the door doesn't already have an id.
for (ItemVector::iterator it = tile->items.begin();
it != tile->items.end();
++it) {
if (Door* door = dynamic_cast<Door*>(*it)) {
if (door->getDoorID() == 0 || old_house_id != 0) {
Map* real_map = dynamic_cast<Map*>(map);
if (real_map) {
door->setDoorID(draw_house->getEmptyDoorID());
}
}
}
}
}
// The tile will automagically be added to the house via the Action functions
// draw_house->addTile(tile);
}