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#pragma once
#include "StarDataStream.hpp"
#include "StarVariant.hpp"
#include "StarGameTypes.hpp"
#include "StarCollisionBlock.hpp"
namespace Star {
struct PlaceMaterial {
TileLayer layer;
MaterialId material;
// If the material hue shift is not set it will get the natural hue shift for
// the environment.
Maybe<MaterialHue> materialHueShift;
TileCollisionOverride collisionOverride = TileCollisionOverride::None;
};
DataStream& operator>>(DataStream& ds, PlaceMaterial& tileMaterialPlacement);
DataStream& operator<<(DataStream& ds, PlaceMaterial const& tileMaterialPlacement);
struct PlaceMod {
TileLayer layer;
ModId mod;
// If the mod hue shift is not set it will get the natural hue shift for the
// environment.
Maybe<MaterialHue> modHueShift;
};
DataStream& operator>>(DataStream& ds, PlaceMod& tileModPlacement);
DataStream& operator<<(DataStream& ds, PlaceMod const& tileModPlacement);
struct PlaceMaterialColor {
TileLayer layer;
MaterialColorVariant color;
};
DataStream& operator>>(DataStream& ds, PlaceMaterialColor& tileMaterialColorPlacement);
DataStream& operator<<(DataStream& ds, PlaceMaterialColor const& tileMaterialColorPlacement);
struct PlaceLiquid {
LiquidId liquid;
float liquidLevel;
};
DataStream& operator>>(DataStream& ds, PlaceLiquid& tileLiquidPlacement);
DataStream& operator<<(DataStream& ds, PlaceLiquid const& tileLiquidPlacement);
typedef MVariant<PlaceMaterial, PlaceMod, PlaceMaterialColor, PlaceLiquid> TileModification;
typedef List<pair<Vec2I, TileModification>> TileModificationList;
}
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