/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Definition of a single terrain tile */ #include "precompiled.h" #include "Patch.h" #include "MiniPatch.h" #include "Terrain.h" /////////////////////////////////////////////////////////////////////////////// // Constructor CMiniPatch::CMiniPatch() : Tex1(0), Tex1Priority(0), m_Parent(0) { } /////////////////////////////////////////////////////////////////////////////// // Destructor CMiniPatch::~CMiniPatch() { } /////////////////////////////////////////////////////////////////////////////// // GetTileIndex: get the index of this tile in the root terrain object; // on return, parameters x,y contain index in [0,MapSize) void CMiniPatch::GetTileIndex(ssize_t& x,ssize_t& z) { const ptrdiff_t tindex = this - &m_Parent->m_MiniPatches[0][0]; x=(m_Parent->m_X*PATCH_SIZE)+tindex%PATCH_SIZE; z=(m_Parent->m_Z*PATCH_SIZE)+tindex/PATCH_SIZE; }