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nuclear@1
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1 #include <stdio.h>
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2 #include <string.h>
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3 #include <errno.h>
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4 #include "opengl.h"
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5 #include "level.h"
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6 #include "tile.h"
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7 #include "tileset.h"
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8
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9 Level::Level()
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10 {
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11 cell_size = 1.0;
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12
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13 cells = 0;
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14 xsz = ysz = 0;
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15 }
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16
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17 Level::~Level()
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18 {
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19 delete [] cells;
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20 }
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21
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22 bool Level::load(const char *fname)
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23 {
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24 if(!fname) {
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25 return false;
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26 }
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27
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28 TileSet *tileset = get_active_tileset();
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29 if(!tileset) {
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30 fprintf(stderr, "level loading failed: no active tileset\n");
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31 return false;
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32 }
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33 Tile *deftile = tileset->get_tile("default");
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34 if(!deftile) {
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35 fprintf(stderr, "level loading failed: active tileset has no default tile\n");
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36 return false;
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37 }
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38
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39 FILE *fp = fopen(fname, "r");
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40 if(!fp) {
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41 fprintf(stderr, "failed to open level: %s: %s\n", fname, strerror(errno));
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42 return false;
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43 }
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44
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45 char buf[512];
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46 fgets(buf, sizeof buf, fp);
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47 if(sscanf(buf, "SIZE %dx%d", &xsz, &ysz) != 2) {
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48 fprintf(stderr, "invalid or corrupt level file: %s\n", fname);
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49 fclose(fp);
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50 return false;
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51 }
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52 printf("level size: %dx%d\n", xsz, ysz);
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53
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54 cells = new GridCell*[xsz * ysz];
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55 memset(cells, 0, xsz * ysz * sizeof *cells);
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56
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57 int y = 0;
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58 GridCell **grid_row = cells;
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59
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60 while(fgets(buf, sizeof buf, fp)) {
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61 for(int i=0; i<xsz; i++) {
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62 if(!buf[i] || buf[i] == '\r' || buf[i] == '\n') {
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63 grid_row += xsz - i;
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64 break;
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65 }
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66
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67 if(isalpha(buf[i]) || buf[i] == ' ') {
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68 *grid_row = new GridCell(deftile);
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69 }
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70 grid_row++;
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71 }
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72
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73 if(++y >= ysz) {
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74 break;
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75 }
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76 }
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77 fclose(fp);
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78
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79 return true;
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80 }
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81
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82 bool Level::save(const char *fname) const
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83 {
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84 return false;
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85 }
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86
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87 const GridCell *Level::get_cell(int x, int y) const
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88 {
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89 if(x < 0 || x >= xsz || y < 0 || y >= ysz) {
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90 return 0;
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91 }
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92 return cells[y * xsz + x];
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93 }
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94
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95 Vector3 Level::get_cell_pos(int x, int y) const
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96 {
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97 float posx = (x - xsz / 2) * cell_size;
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98 float posy = (y - ysz / 2) * cell_size;
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99 return Vector3(posx, 0, posy);
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100 }
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101
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102 unsigned int Level::get_cell_dirmask(int x, int y) const
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103 {
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104 unsigned int dmask = TILE_ALL;
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105 if(y > 0 && get_cell(x, y - 1)) {
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106 dmask &= ~TILE_NORTH;
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107 }
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108 if(y < ysz - 1 && get_cell(x, y + 1)) {
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109 dmask &= ~TILE_SOUTH;
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110 }
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111 if(x > 0 && get_cell(x - 1, y)) {
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112 dmask &= ~TILE_WEST;
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113 }
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114 if(x < xsz - 1 && get_cell(x + 1, y)) {
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115 dmask &= ~TILE_EAST;
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116 }
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117 return dmask;
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118 }
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119
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120 void Level::draw() const
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121 {
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122 glMatrixMode(GL_MODELVIEW);
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123
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124 //draw_grid();
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125
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126 for(int i=0; i<ysz; i++) {
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127 for(int j=0; j<xsz; j++) {
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128 const GridCell *cell = get_cell(j, i);
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129 if(cell) {
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130 Vector3 pos = get_cell_pos(j, i);
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131 glPushMatrix();
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132 glTranslatef(pos.x, pos.y, pos.z);
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133 glScalef(cell_size, cell_size, cell_size);
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134
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135 unsigned int dmask = get_cell_dirmask(j, i);
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136
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137 cell->draw(dmask);
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138 glPopMatrix();
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139 }
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140 }
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141 }
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142 }
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143
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144 void Level::draw_lights() const
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145 {
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146 glMatrixMode(GL_MODELVIEW);
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147
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148 for(int i=0; i<ysz; i++) {
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149 for(int j=0; j<xsz; j++) {
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150 const GridCell *cell = get_cell(j, i);
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151 if(cell) {
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152 Vector3 pos = get_cell_pos(j, i);
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153
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154 glPushMatrix();
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155 glTranslatef(pos.x, pos.y, pos.z);
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156 glScalef(cell_size, cell_size, cell_size);
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157
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158 unsigned int dmask = get_cell_dirmask(j, i);
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159 cell->draw_lights(dmask);
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160
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161 glPopMatrix();
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162 }
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163 }
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164 }
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165 }
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166
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167 void Level::draw_grid() const
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168 {
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169 float xlen = xsz * cell_size;
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170 float ylen = ysz * cell_size;
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171
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172 glPushAttrib(GL_ENABLE_BIT);
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173 glDisable(GL_LIGHTING);
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174
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175 glBegin(GL_LINES);
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176 glColor3f(0.4, 0.4, 0.4);
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177
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178 float y = -ylen / 2.0 - cell_size / 2.0;
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179 for(int i=0; i<ysz; i++) {
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180 glVertex3f(-xlen / 2.0, 0, y);
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181 glVertex3f(xlen / 2.0, 0, y);
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182 y += cell_size;
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183 }
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184
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185 float x = -xlen / 2.0 - cell_size / 2.0;
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186 for(int i=0; i<xsz; i++) {
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187 glVertex3f(x, 0, -ylen / 2.0);
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188 glVertex3f(x, 0, ylen / 2.0);
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189 x += cell_size;
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190 }
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191 glEnd();
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192
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193 glPopAttrib();
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194 }
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195
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196
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197 GridCell::GridCell(const Tile *tile)
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198 {
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199 if(tile) {
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200 tiles.push_back(tile);
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201 }
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202 }
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203
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204 void GridCell::add_tile(const Tile *tile)
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205 {
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206 tiles.push_back(tile);
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207 }
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208
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209 void GridCell::draw(unsigned int draw_mask) const
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210 {
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211 for(auto tile : tiles) {
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212 tile->draw(draw_mask);
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213 }
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214 }
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215
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216 void GridCell::draw_lights(unsigned int draw_mask) const
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217 {
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218 for(auto tile : tiles) {
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219 tile->draw_lights(draw_mask);
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220 }
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221 }
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