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65 void draw(
const Point& dest,
float scaleFactor,
int reDrawFlags,
LightView* lightView =
nullptr);
93 std::vector<ThingPtr>
getThings() {
return m_things; }
100 bool isWalkable(
bool ignoreCreatures =
false);
139 bool hasBottomToDraw()
const {
return !m_bottomItems.empty() || !m_commonItems.empty() || !m_creatures.empty() || !m_walkingCreatures.empty(); }
140 bool hasTopToDraw()
const {
return !m_topItems.empty() || !m_effects.empty(); }
145 void checkTranslucentLight();
148 uint8 m_drawElevation;
149 uint8 m_minimapColor;
150 uint32 m_flags, m_houseId;
154 std::vector<CreaturePtr> m_walkingCreatures;
155 std::vector<ThingPtr> m_things;
157 std::vector<EffectPtr> m_effects;
158 std::vector<ItemPtr> m_ground;
159 std::vector<ItemPtr> m_topItems;
160 std::vector<ItemPtr> m_commonItems;
161 std::vector<ItemPtr> m_bottomItems;
162 std::vector<CreaturePtr> m_creatures;
164 std::vector<ItemPtr> m_animatedItems;
170 int notSingleDimension = 0;
171 int blockProjectile = 0;
174 int totalElevation = 0;
176 int isNotPathable = 0;
182 CountFlag m_countFlag;
ThingPtr getTopMultiUseThing()
void analyzeThing(const ThingPtr &thing, bool add)
bool removeThing(const ThingPtr &thing)
std::vector< ThingPtr > getThings()
void drawGround(const Point &dest, float scaleFactor, int reDrawFlags, LightView *lightView=nullptr)
void setHouseId(uint32 hid)
bool isWalkable(bool ignoreCreatures=false)
ThingPtr getTopLookThing()
void addThing(const ThingPtr &thing, int stackPos)
CreaturePtr getTopCreature()
std::vector< ItemPtr > getItems()
bool hasBottomToDraw() const
bool hasFlag(uint32 flag)
bool limitsFloorsView(bool isFreeView=false)
std::vector< CreaturePtr > getWalkingCreatures()
const Position & getPosition()
void addWalkingCreature(const CreaturePtr &creature)
bool hasTranslucentLight()
ThingPtr getThing(int stackPos)
int getThingStackPos(const ThingPtr &thing)
void drawTop(const Point &dest, float scaleFactor, int reDrawFlags, LightView *lightView)
uint8 getMinimapColorByte()
void removeWalkingCreature(const CreaturePtr &creature)
bool hasTopToDraw() const
std::vector< CreaturePtr > getCreatures()
bool hasGroundToDraw() const
@ TILESTATE_PROTECTIONZONE
@ TILESTATE_TRANSLUECENT_LIGHT
void draw(const Point &dest, float scaleFactor, int reDrawFlags, LightView *lightView=nullptr)
ThingPtr getTopUseThing()
Tile(const Position &position)
void setFlag(uint32 flag)
bool hasElevation(int elevation=1)
void setFlags(uint32 flags)
bool hasThing(const ThingPtr &thing)
void remFlag(uint32 flag)
void cancelListenerPainter()
EffectPtr getEffect(uint16 id)
LuaObject, all script-able classes have it as base.
void overwriteMinimapColor(uint8 color)
ThingPtr getTopMoveThing()
void drawBottom(const Point &dest, float scaleFactor, int reDrawFlags, LightView *lightView=nullptr)