blob: 476400e8864f7bd5f3d41c380cae42ca24db05be (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
#pragma once
#include "StarJson.hpp"
#include "StarRect.hpp"
#include "StarGameTypes.hpp"
namespace Star {
STAR_EXCEPTION(WorldStructureException, StarException);
STAR_CLASS(WorldStructure);
class WorldStructure {
public:
struct Overlay {
Vec2F min;
String image;
bool fullbright;
};
struct Block {
Vec2I position;
MaterialId materialId;
// If the material here should not be removed on upgrade, this flag will be
// set to true.
bool residual;
};
struct Object {
Vec2I position;
String name;
Direction direction;
Json parameters;
// If an object is not designed to be removed on upgrade, this flag will be
// set to true.
bool residual;
};
WorldStructure();
WorldStructure(String const& configPath);
WorldStructure(Json const& store);
Json configValue(String const& name) const;
List<Overlay> const& backgroundOverlays() const;
List<Overlay> const& foregroundOverlays() const;
List<Block> const& backgroundBlocks() const;
List<Block> const& foregroundBlocks() const;
List<Object> const& objects() const;
List<Vec2I> flaggedBlocks(String const& flag) const;
RectI region() const;
Vec2I anchorPosition() const;
void setAnchorPosition(Vec2I const& anchorPosition);
void translate(Vec2I const& distance);
Json store() const;
private:
struct BlockKey {
bool anchor;
bool foregroundBlock;
MaterialId foregroundMat;
bool foregroundResidual;
bool backgroundBlock;
MaterialId backgroundMat;
bool backgroundResidual;
String object;
Direction objectDirection;
Json objectParameters;
bool objectResidual;
StringList flags;
};
RectI m_region;
Vec2I m_anchorPosition;
Json m_config;
List<Overlay> m_backgroundOverlays;
List<Overlay> m_foregroundOverlays;
List<Block> m_backgroundBlocks;
List<Block> m_foregroundBlocks;
List<Object> m_objects;
StringMap<List<Vec2I>> m_flaggedBlocks;
};
}
|