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AE Modding Wiki : Functions : PlantSpecificGood

//----------------------------------------------------------------------------
//
// Authored   : MrBaggins
//
// Name       : Slic_PlantSpecificGood
//
// Description: Rather than planting a random good, as per the standard SLIC
//              function, this allows the specification of which good subtype
//              to plant
//
// Parameters : SlicArg 0: location
//              SlicArg 1: int
//
// Globals    : g_theWorld	: World gamestate functionality
//                   g_tiledMap  : UI update functionality
//
// Returns    : SFN_ERROR		: execution result
//
// Remark(s)  : Allows for the specification of a good sub
//		a range of 0 (no good), or 1-4 (the specific good subtype,
//		as defined in ctp2_data\default\gamedata\goods.txt//
//----------------------------------------------------------------------------
SFN_ERROR Slic_PlantSpecificGood::Call(SlicArgList *args)
{
	if(args->Count() != 2)
		return SFN_ERROR_NUM_ARGS;

	MapPoint pos;
	if(!args->GetPos(0, pos))
		return SFN_ERROR_TYPE_ARGS;

	sint32 goodsubtype;
	if(!args->GetInt(1, goodsubtype))
		return SFN_ERROR_TYPE_ARGS;

	if(goodsubtype<0 || goodsubtype>4)
		return SFN_ERROR_OUT_OF_RANGE;


	g_theWorld->SetGood(pos.x, pos.y, goodsubtype);
	g_tiledMap->PostProcessTile(pos, g_theWorld->GetTileInfo(pos));
	g_tiledMap->TileChanged(pos);
	g_tiledMap->RedrawTile(&pos);

	return SFN_ERROR_OK;	
}
Page last modified on June 10, 2009, at 09:40 AM
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