◆ load()
void Xeen::Map::load |
( |
int |
mapId | ) |
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◆ setCellSurfaceFlags()
void Xeen::Map::setCellSurfaceFlags |
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const Common::Point & |
pt, |
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int |
bits |
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) |
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Sets the surface flags for a given position
◆ setWall()
void Xeen::Map::setWall |
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const Common::Point & |
pt, |
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Direction |
dir, |
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int |
v |
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) |
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Sets the value for the wall in a given direction from a given point
◆ saveMaze()
void Xeen::Map::saveMaze |
( |
| ) |
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Saves all changeable maze data to the in-memory save state
◆ clearMaze()
void Xeen::Map::clearMaze |
( |
| ) |
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Clears the current maze. This is used during savegame loads so that the previous games maze data isn't saved as the new map is loaded
◆ getCell()
int Xeen::Map::getCell |
( |
int |
idx | ) |
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Gets the data for a map position at one of the relative indexes surrounding the current position
◆ mazeData()
Returns the data for the primary active map
◆ mazeDataSurrounding()
const MazeData* Xeen::Map::mazeDataSurrounding |
( |
| ) |
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inline |
Returns the data for the primary active map
◆ mazeDataCurrent()
MazeData& Xeen::Map::mazeDataCurrent |
( |
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inline |
Returns the data for the currently indexed map
◆ loadSky()
void Xeen::Map::loadSky |
( |
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Loads the sprites needed for rendering the skyline
◆ getNewMaze()
void Xeen::Map::getNewMaze |
( |
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Tests the current position, and if it's moved beyond the valid (0,0) to (15,15) range for a map, loads in the correct surrounding map, and adjusts the position to the relative position on the new map
◆ getMazeName()
static Common::String Xeen::Map::getMazeName |
( |
int |
mapId, |
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int |
ccNum = -1 |
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) |
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static |
Return the name of a specified maze
- Parameters
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mapId | Map Id |
ccNum | Cc file number. If -1, uses the current C |
The documentation for this class was generated from the following file: