From ba51d9cf5f84bf10a54d83ace10b729bd1cc3eb4 Mon Sep 17 00:00:00 2001 From: Rtch90 Date: Wed, 28 Dec 2011 03:24:07 +0000 Subject: [PATCH] [Shrug] Some crap KonoM did! No idea what. --- Win32/Unuk/Unuk/Unuk.vcproj | 426 ++++++++++++++++++------------------ src/libUnuk/MapTile.h | 138 ++++++------ 2 files changed, 282 insertions(+), 282 deletions(-) diff --git a/Win32/Unuk/Unuk/Unuk.vcproj b/Win32/Unuk/Unuk/Unuk.vcproj index cf97b6a..bfb4a35 100644 --- a/Win32/Unuk/Unuk/Unuk.vcproj +++ b/Win32/Unuk/Unuk/Unuk.vcproj @@ -1,213 +1,213 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/libUnuk/MapTile.h b/src/libUnuk/MapTile.h index 957f977..31ced05 100644 --- a/src/libUnuk/MapTile.h +++ b/src/libUnuk/MapTile.h @@ -1,69 +1,69 @@ -#ifndef _MAPTILE_H_ -#define _MAPTILE_H_ -#include -#include -#include - -#include "../Unuk/Constants.h" -#include "ApplySurface.h" -#include "MapElement.h" -#include "MapEntities.h" -using namespace std; - -class MapTile { -public: - MapTile(void) { } - ~MapTile(void) { } - - void Render(void) { _tile.Render(), _entity.Render(); } - - // Tile Mutators. - void SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); } - void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); } - bool GetTileSolidity(void) { return _tile.GetSolidity(); } - // Well, it kinda helps if I lay the - // tiles rather than just get the - // return value right?? - void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); } - int GetTileX(void) { return _tile.GetX(); } - int GetTileY(void) { return _tile.GetY(); } - - // Entity Mutators. - void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); } - void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); } - void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); } - bool GetEntitySolitity(void) { return _entity.GetSolidity(); } - - // Entity Mutators. - int GetEntityX(void) { return _entity.GetX(); } - int GetEntityY(void) { return _entity.GetY(); } - int GetEntityWidth(void) { return _entity.GetWidth(); } - int GetEntityHeight(void) { return _entity.GetHeight(); } - - // ZLevel Mutators. - void SetZLevel(int arg) { _zLevel = arg; } - int GetZLevel(void) { return _zLevel; } - - // Map Transition Mutators. - void SetMapTransitionName(string arg) { _mapTransitionName = arg; } - string GetMapTransitionName(void) { return _mapTransitionName; } - - void SetMapTransitionXY(int xArg, int yArg) { _mapTransitionX = xArg, _mapTransitionY = yArg; } - int GetMapTransitionX(void) { return _mapTransitionX; } - int GetMapTransitionY(void) { return _mapTransitionY; } - -private: - MapElement _tile; - MapEntityGeneric _entity; - - // -1 is a 'special' tile, the next tile that the player walks - // on is the players new zlevel. - int _zLevel; - - // If not 'null', switch map when the player walks on this tile. - string _mapTransitionName; - int _mapTransitionX; - int _mapTransitionY; -}; - -#endif +#ifndef _MAPTILE_H_ +#define _MAPTILE_H_ +#include +#include +#include + +#include "../Unuk/Constants.h" +#include "ApplySurface.h" +#include "MapElement.h" +#include "MapEntities.h" +using namespace std; + +class MapTile { +public: + MapTile(void) { } + ~MapTile(void) { } + + void Render(void) { _tile.Render(), _entity.Render(); } + + // Tile Mutators. + SDL_Surface* SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); return NULL; } + void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); } + bool GetTileSolidity(void) { return _tile.GetSolidity(); } + // Well, it kinda helps if I lay the + // tiles rather than just get the + // return value right?? + void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); } + int GetTileX(void) { return _tile.GetX(); } + int GetTileY(void) { return _tile.GetY(); } + + // Entity Mutators. + void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); } + void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); } + void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); } + bool GetEntitySolitity(void) { return _entity.GetSolidity(); } + + // Entity Mutators. + int GetEntityX(void) { return _entity.GetX(); } + int GetEntityY(void) { return _entity.GetY(); } + int GetEntityWidth(void) { return _entity.GetWidth(); } + int GetEntityHeight(void) { return _entity.GetHeight(); } + + // ZLevel Mutators. + void SetZLevel(int arg) { _zLevel = arg; } + int GetZLevel(void) { return _zLevel; } + + // Map Transition Mutators. + void SetMapTransitionName(string arg) { _mapTransitionName = arg; } + string GetMapTransitionName(void) { return _mapTransitionName; } + + void SetMapTransitionXY(int xArg, int yArg) { _mapTransitionX = xArg, _mapTransitionY = yArg; } + int GetMapTransitionX(void) { return _mapTransitionX; } + int GetMapTransitionY(void) { return _mapTransitionY; } + +private: + MapElement _tile; + MapEntityGeneric _entity; + + // -1 is a 'special' tile, the next tile that the player walks + // on is the players new zlevel. + int _zLevel; + + // If not 'null', switch map when the player walks on this tile. + string _mapTransitionName; + int _mapTransitionX; + int _mapTransitionY; +}; + +#endif