65 if(saveFile ==
nullptr)
68 auto toolset = saveFile->
toolset;
70 auto rng = toolset->
getRange(0x2649, 0xB);
84 auto toolset = saveFile->
toolset;
138 auto id = entry->
ind;
140 for(
var8 i = 0; i < set.size(); i++)
constexpr var8 maxLoadedSprites
Fixed number of sprite slots the game keeps loaded.
virtual ~AreaLoadedSprites()
void load(SaveFile *saveFile=nullptr)
Expand the loaded-sprite slots from the save.
protected::void loadedSpritesChanged()
void save(SaveFile *saveFile)
Flatten the loaded-sprite slots to the save.
AreaLoadedSprites(SaveFile *saveFile=nullptr)
< Which sprite set is loaded.
void lSpriteSwap(int from, int to)
Swap two loaded-sprite slots.
void loadedSetIdChanged()
void reset()
Blank the loaded-sprite slots.
int lSpriteCount()
Number of loaded-sprite slots (fixed).
var8 loadedSprites[maxLoadedSprites]
The fixed loaded-sprite picture-ids.
void setTo(MapDBEntry *map, int x, int y)
Set to map's sprite set at (x,y).
int lSpriteAt(int ind)
Picture-id in slot ind.
void loadSpriteSet(SpriteSetDBEntry *entry, int x, int y)
Populate from a sprite-set definition.
void randomize(MapDBEntry *map, int x, int y)
Randomize for map at (x,y).
static Random * inst()
< Convenience 50% coin flip (integer path), readable from QML.
One loaded save: the raw 32 KB bytes, their expanded object tree, and the tools that move between the...
SaveFileToolset * toolset
Tools to operate directly on the raw sav file data.
static SpriteSetDB * inst()
< Number of sprite-sets.
const QVector< SpriteSetDBEntry * > getStore() const
All sprite-sets.
var8e var8
Everyday 8-bit alias. Exact (not "fastest") to dodge the pointer-width bug noted above.
One map's complete static definition – the root of the MapDBEntry family.
SpriteSetDBEntry * getToSpriteSet() const
One sprite-set: the pre-loaded sprite group for an outdoor area.
QVector< SpriteDBEntry * > getSprites(var8 x, var8 y) const
Sprites active at (x,y).