// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include "core.h" using namespace std; namespace lol { Layer::Layer(int w, int h, int z, int o, uint32_t *in_data) { width = w; height = h; altitude = z; orientation = o; data = in_data; #if 0 fread(data, sizeof(unsigned int), width * height, fp); for (int n = 0; n < width * height; n++) { unsigned int i = data[n]; // XXX: endianness swapping might be necessary here data[n] = i ? i - 1 : 0; } #endif } Layer::~Layer() { free(data); } void Layer::Render(int /* x */, int /* y */, int /* z */) { static int error = 1; if (error && !(error = 0)) Log::Error("FIXME: Layer::Render no longer works\n"); #if 0 for (int j = 0; j < height; j++) for (int i = 0; i < width; i++) if (data[j * width + i]) g_scene->AddTile(data[j * width + i], vec3(x + i * 32, y + j * 32 - altitude, altitude + z), orientation); #endif } int Layer::GetZ() { return altitude; } } /* namespace lol */