////////////////////////////////////////////////////////////////////// // 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 . ////////////////////////////////////////////////////////////////////// #ifndef RME_WALL_BRUSH_H #define RME_WALL_BRUSH_H #include "brush.h" //============================================================================= // Wallbrush, for drawing walls class WallBrush : public TerrainBrush { public: static void init(); WallBrush(); virtual ~WallBrush(); bool isWall() const { return true; } WallBrush* asWall() { return static_cast(this); } virtual bool load(pugi::xml_node node, wxArrayString& warnings); virtual bool canDraw(BaseMap* map, const Position& position) const { return true; } // Draw to the target tile // Note that this actually only puts the first WALL_NORMAL item on the tile. // It's up to the doWalls function to change it to the correct alignment virtual void draw(BaseMap* map, Tile* tile, void* parameter); virtual void undraw(BaseMap* map, Tile* tile); // Creates walls on the target tile (does not depend on brush in any way) static void doWalls(BaseMap* map, Tile* tile); // If the specified wall item is part of this wall bool hasWall(Item* item); ::DoorType getDoorTypeFromID(uint16_t id); virtual bool canSmear() const { return false; } virtual bool canDrag() const { return true; } static uint32_t full_border_types[16]; static uint32_t half_border_types[16]; protected: struct WallType { int chance; uint16_t id; }; struct WallNode { WallNode() : total_chance(0) { } int total_chance; std::vector items; }; struct DoorType { ::DoorType type; uint16_t id; bool locked; }; WallNode wall_items[17]; std::vector door_items[17]; WallBrush* redirect_to; friend class DoorBrush; }; //============================================================================= // Wall decoration brush, for drawing decoration on walls class WallDecorationBrush : public WallBrush { public: WallDecorationBrush(); virtual ~WallDecorationBrush(); bool isWallDecoration() const { return true; } WallDecorationBrush* asWallDecoration() { return static_cast(this); } // We use the exact same loading algorithm as normal walls virtual void draw(BaseMap* map, Tile* tile, void* parameter); }; #endif