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#include "hole.hpp"
#include "chunk.hpp"
#include "tile-constants.hpp"
#include "shaders/shader.hpp"
namespace floormat {
namespace {
} // namespace
hole::hole(object_id id, floormat::chunk& c, const hole_proto& proto):
object{id, c, proto}
{
}
hole::~hole() noexcept
{
c->mark_ground_modified();
c->mark_walls_modified();
c->mark_passability_modified();
}
void hole::update(const std::shared_ptr<object>& ptr, size_t& i, const Ns& dt)
{
}
hole::operator hole_proto() const
{
hole_proto ret;
static_cast<object_proto&>(ret) = object_proto(*this);
ret.max_distance = max_distance;
ret.color = color;
ret.falloff = falloff;
ret.enabled = enabled;
return ret;
}
float hole::depth_offset() const
{
constexpr auto ret = 4 / tile_shader::depth_tile_size;
return ret;
}
Vector2 hole::ordinal_offset(Vector2b) const
{
constexpr auto ret = Vector2(TILE_COUNT, TILE_COUNT) * TILE_SIZE2;
return ret;
}
object_type hole::type() const noexcept { return object_type::hole; }
bool hole::is_virtual() const { return true; }
bool hole::is_dynamic() const { return false; }
} // namespace floormat
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