ddnet/src/game/editor/ed_layer_tiles.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/math.h>
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#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/input.h>
#include <engine/keys.h>
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#include <game/generated/client_data.h>
#include <game/client/render.h>
#include "ed_editor.h"
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#include <game/localization.h>
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CLayerTiles::CLayerTiles(int w, int h)
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{
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m_Type = LAYERTYPE_TILES;
m_pTypeName = "Tiles";
m_Width = w;
m_Height = h;
m_Image = -1;
m_TexId = -1;
m_Game = 0;
m_Tele = 0;
m_Speedup = 0;
m_Front = 0;
m_Switch = 0;
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m_pTiles = new CTile[m_Width*m_Height];
mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile));
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}
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CLayerTiles::~CLayerTiles()
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{
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delete [] m_pTiles;
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}
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void CLayerTiles::PrepareForSave()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags &= TILEFLAG_VFLIP|TILEFLAG_HFLIP|TILEFLAG_ROTATE;
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if(m_Image != -1)
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags |= m_pEditor->m_Map.m_lImages[m_Image]->m_aTileFlags[m_pTiles[y*m_Width+x].m_Index];
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}
}
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void CLayerTiles::MakePalette()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Index = y*16+x;
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}
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void CLayerTiles::Render()
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{
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if(m_Image >= 0 && m_Image < m_pEditor->m_Map.m_lImages.size())
m_TexId = m_pEditor->m_Map.m_lImages[m_Image]->m_TexId;
Graphics()->TextureSet(m_TexId);
m_pEditor->RenderTools()->RenderTilemap(m_pTiles, m_Width, m_Height, 32.0f, vec4(1,1,1,1), LAYERRENDERFLAG_OPAQUE|LAYERRENDERFLAG_TRANSPARENT);
if(m_Tele)
m_pEditor->RenderTools()->RenderTelemap(((CLayerTele*)this)->m_pTeleTile, m_Width, m_Height, 32.0f);
if(m_Speedup)
m_pEditor->RenderTools()->RenderSpeedupmap(((CLayerSpeedup*)this)->m_pSpeedupTile, m_Width, m_Height, 32.0f);
if(m_Switch)
m_pEditor->RenderTools()->RenderSwitchmap(((CLayerSwitch*)this)->m_pSwitchTile, m_Width, m_Height, 32.0f);
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}
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int CLayerTiles::ConvertX(float x) const { return (int)(x/32.0f); }
int CLayerTiles::ConvertY(float y) const { return (int)(y/32.0f); }
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void CLayerTiles::Convert(CUIRect Rect, RECTi *pOut)
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{
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pOut->x = ConvertX(Rect.x);
pOut->y = ConvertY(Rect.y);
pOut->w = ConvertX(Rect.x+Rect.w+31) - pOut->x;
pOut->h = ConvertY(Rect.y+Rect.h+31) - pOut->y;
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}
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void CLayerTiles::Snap(CUIRect *pRect)
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{
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RECTi Out;
Convert(*pRect, &Out);
pRect->x = Out.x*32.0f;
pRect->y = Out.y*32.0f;
pRect->w = Out.w*32.0f;
pRect->h = Out.h*32.0f;
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}
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void CLayerTiles::Clamp(RECTi *pRect)
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{
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if(pRect->x < 0)
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{
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pRect->w += pRect->x;
pRect->x = 0;
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}
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if(pRect->y < 0)
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{
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pRect->h += pRect->y;
pRect->y = 0;
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}
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if(pRect->x+pRect->w > m_Width)
pRect->w = m_Width - pRect->x;
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if(pRect->y+pRect->h > m_Height)
pRect->h = m_Height - pRect->y;
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if(pRect->h < 0)
pRect->h = 0;
if(pRect->w < 0)
pRect->w = 0;
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}
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void CLayerTiles::BrushSelecting(CUIRect Rect)
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{
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Graphics()->TextureSet(-1);
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m_pEditor->Graphics()->QuadsBegin();
m_pEditor->Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
Snap(&Rect);
IGraphics::CQuadItem QuadItem(Rect.x, Rect.y, Rect.w, Rect.h);
m_pEditor->Graphics()->QuadsDrawTL(&QuadItem, 1);
m_pEditor->Graphics()->QuadsEnd();
char aBuf[16];
str_format(aBuf, sizeof(aBuf), "%d,%d", ConvertX(Rect.w), ConvertY(Rect.h));
TextRender()->Text(0, Rect.x+3.0f, Rect.y+3.0f, 15.0f*m_pEditor->m_WorldZoom, aBuf, -1);
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}
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int CLayerTiles::BrushGrab(CLayerGroup *pBrush, CUIRect Rect)
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{
RECTi r;
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Convert(Rect, &r);
Clamp(&r);
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if(!r.w || !r.h)
return 0;
// create new layers
if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pTeleLayer)
{
CLayerTele *pGrabbed = new CLayerTele(r.w, r.h);
pGrabbed->m_pEditor = m_pEditor;
pGrabbed->m_TexId = m_TexId;
pGrabbed->m_Image = m_Image;
pGrabbed->m_Game = m_Game;
pBrush->AddLayer(pGrabbed);
// copy the tiles
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
// copy the tele data
if(!m_pEditor->Input()->KeyPressed(KEY_SPACE))
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
{
pGrabbed->m_pTeleTile[y*pGrabbed->m_Width+x] = ((CLayerTele*)this)->m_pTeleTile[(r.y+y)*m_Width+(r.x+x)];
if(pGrabbed->m_pTeleTile[y*pGrabbed->m_Width+x].m_Type == TILE_TELEIN || pGrabbed->m_pTeleTile[y*pGrabbed->m_Width+x].m_Type == TILE_TELEOUT || pGrabbed->m_pTeleTile[y*pGrabbed->m_Width+x].m_Type == TILE_TELEINEVIL)
m_pEditor->m_TeleNum = pGrabbed->m_pTeleTile[y*pGrabbed->m_Width+x].m_Number;
}
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pGrabbed->m_TeleNum = m_pEditor->m_TeleNum;
}
else if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pSpeedupLayer)
{
CLayerSpeedup *pGrabbed = new CLayerSpeedup(r.w, r.h);
pGrabbed->m_pEditor = m_pEditor;
pGrabbed->m_TexId = m_TexId;
pGrabbed->m_Image = m_Image;
pGrabbed->m_Game = m_Game;
pBrush->AddLayer(pGrabbed);
// copy the tiles
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
// copy the speedup data
if(!m_pEditor->Input()->KeyPressed(KEY_SPACE))
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
{
pGrabbed->m_pSpeedupTile[y*pGrabbed->m_Width+x] = ((CLayerSpeedup*)this)->m_pSpeedupTile[(r.y+y)*m_Width+(r.x+x)];
if(pGrabbed->m_pSpeedupTile[y*pGrabbed->m_Width+x].m_Type == TILE_BOOST)
{
m_pEditor->m_SpeedupAngle = pGrabbed->m_pSpeedupTile[y*pGrabbed->m_Width+x].m_Angle;
m_pEditor->m_SpeedupForce = pGrabbed->m_pSpeedupTile[y*pGrabbed->m_Width+x].m_Force;
m_pEditor->m_SpeedupMaxSpeed = pGrabbed->m_pSpeedupTile[y*pGrabbed->m_Width+x].m_MaxSpeed;
}
}
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pGrabbed->m_SpeedupForce = m_pEditor->m_SpeedupForce;
pGrabbed->m_SpeedupMaxSpeed = m_pEditor->m_SpeedupMaxSpeed;
pGrabbed->m_SpeedupAngle = m_pEditor->m_SpeedupAngle;
}
else if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pSwitchLayer)
{
CLayerSwitch *pGrabbed = new CLayerSwitch(r.w, r.h);
pGrabbed->m_pEditor = m_pEditor;
pGrabbed->m_TexId = m_TexId;
pGrabbed->m_Image = m_Image;
pGrabbed->m_Game = m_Game;
pBrush->AddLayer(pGrabbed);
// copy the tiles
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
// copy the switch data
if(!m_pEditor->Input()->KeyPressed(KEY_SPACE))
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
{
pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x] = ((CLayerSwitch*)this)->m_pSwitchTile[(r.y+y)*m_Width+(r.x+x)];
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if(pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == ENTITY_DOOR + ENTITY_OFFSET || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == TILE_SWITCHOPEN || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == TILE_SWITCHCLOSE || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == TILE_SWITCHTIMEDOPEN || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == TILE_SWITCHTIMEDCLOSE || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == ENTITY_LASER_LONG + ENTITY_OFFSET || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == ENTITY_LASER_MEDIUM + ENTITY_OFFSET || pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Type == ENTITY_LASER_SHORT + ENTITY_OFFSET)
{
m_pEditor->m_SwitchNum = pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Number;
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m_pEditor->m_SwitchDelay = pGrabbed->m_pSwitchTile[y*pGrabbed->m_Width+x].m_Delay;
}
}
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pGrabbed->m_SwitchNum = m_pEditor->m_SwitchNum;
pGrabbed->m_SwitchDelay = m_pEditor->m_SwitchDelay;
}
else
{
CLayerTiles *pGrabbed = new CLayerTiles(r.w, r.h);
pGrabbed->m_pEditor = m_pEditor;
pGrabbed->m_TexId = m_TexId;
pGrabbed->m_Image = m_Image;
pGrabbed->m_Game = m_Game;
pBrush->AddLayer(pGrabbed);
// copy the tiles
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
}
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return 1;
}
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void CLayerTiles::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
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{
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if(m_Readonly)
return;
int sx = ConvertX(Rect.x);
int sy = ConvertY(Rect.y);
int w = ConvertX(Rect.w);
int h = ConvertY(Rect.h);
CLayerTiles *pLt = static_cast<CLayerTiles*>(pBrush);
for(int y = 0; y <= h; y++)
{
for(int x = 0; x <= w; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(Empty)
m_pTiles[fy*m_Width+fx].m_Index = 1;
else
m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
}
}
}
void CLayerTiles::BrushDraw(CLayer *pBrush, float wx, float wy)
{
if(m_Readonly)
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return;
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//
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CLayerTiles *l = (CLayerTiles *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
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for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
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{
int fx = x+sx;
int fy = y+sy;
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if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
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continue;
// dont allow tele in and out tiles... same with speedup tile in game layer
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if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pGameLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEINEVIL || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHCLOSE || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDCLOSE || l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_DOOR + ENTITY_OFFSET)))
continue;
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m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
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}
}
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void CLayerTiles::BrushFlipX()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width/2; x++)
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{
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CTile Tmp = m_pTiles[y*m_Width+x];
m_pTiles[y*m_Width+x] = m_pTiles[y*m_Width+m_Width-1-x];
m_pTiles[y*m_Width+m_Width-1-x] = Tmp;
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}
if(!m_Game)
for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_HFLIP : TILEFLAG_VFLIP;
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}
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void CLayerTiles::BrushFlipY()
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{
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for(int y = 0; y < m_Height/2; y++)
for(int x = 0; x < m_Width; x++)
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{
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CTile Tmp = m_pTiles[y*m_Width+x];
m_pTiles[y*m_Width+x] = m_pTiles[(m_Height-1-y)*m_Width+x];
m_pTiles[(m_Height-1-y)*m_Width+x] = Tmp;
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}
if(!m_Game)
for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_VFLIP : TILEFLAG_HFLIP;
}
void CLayerTiles::BrushRotate(float Amount)
{
int Rotation = (round(360.0f*Amount/(pi*2))/90)%4; // 0=0<>, 1=90<39>, 2=180<38>, 3=270<37>
if(Rotation < 0)
Rotation +=4;
if(Rotation == 1 || Rotation == 3)
{
// 90<39> rotation
CTile *pTempData = new CTile[m_Width*m_Height];
mem_copy(pTempData, m_pTiles, m_Width*m_Height*sizeof(CTile));
CTile *pDst = m_pTiles;
for(int x = 0; x < m_Width; ++x)
for(int y = m_Height-1; y >= 0; --y, ++pDst)
{
*pDst = pTempData[y*m_Width+x];
if(!m_Game)
{
if(pDst->m_Flags&TILEFLAG_ROTATE)
pDst->m_Flags ^= (TILEFLAG_HFLIP|TILEFLAG_VFLIP);
pDst->m_Flags ^= TILEFLAG_ROTATE;
}
}
int Temp = m_Width;
m_Width = m_Height;
m_Height = Temp;
delete[] pTempData;
}
if(Rotation == 2 || Rotation == 3)
{
BrushFlipX();
BrushFlipY();
}
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}
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void CLayerTiles::Resize(int NewW, int NewH)
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{
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CTile *pNewData = new CTile[NewW*NewH];
mem_zero(pNewData, NewW*NewH*sizeof(CTile));
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// copy old data
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for(int y = 0; y < min(NewH, m_Height); y++)
mem_copy(&pNewData[y*NewW], &m_pTiles[y*m_Width], min(m_Width, NewW)*sizeof(CTile));
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// replace old
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delete [] m_pTiles;
m_pTiles = pNewData;
m_Width = NewW;
m_Height = NewH;
// resize tele layer if available
if(m_Game && m_pEditor->m_Map.m_pTeleLayer && (m_pEditor->m_Map.m_pTeleLayer->m_Width != NewW || m_pEditor->m_Map.m_pTeleLayer->m_Height != NewH))
m_pEditor->m_Map.m_pTeleLayer->Resize(NewW, NewH);
// resize speedup layer if available
if(m_Game && m_pEditor->m_Map.m_pSpeedupLayer && (m_pEditor->m_Map.m_pSpeedupLayer->m_Width != NewW || m_pEditor->m_Map.m_pSpeedupLayer->m_Height != NewH))
m_pEditor->m_Map.m_pSpeedupLayer->Resize(NewW, NewH);
// resize front layer
if(m_Game && m_pEditor->m_Map.m_pFrontLayer && (m_pEditor->m_Map.m_pFrontLayer->m_Width != NewW || m_pEditor->m_Map.m_pFrontLayer->m_Height != NewH))
m_pEditor->m_Map.m_pFrontLayer->Resize(NewW, NewH);
// resize switch layer if available
if(m_Game && m_pEditor->m_Map.m_pSwitchLayer && (m_pEditor->m_Map.m_pSwitchLayer->m_Width != NewW || m_pEditor->m_Map.m_pSwitchLayer->m_Height != NewH))
m_pEditor->m_Map.m_pSwitchLayer->Resize(NewW, NewH);
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}
void CLayerTiles::Shift(int Direction)
{
switch(Direction)
{
case 1:
{
// left
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTiles[y*m_Width], &m_pTiles[y*m_Width+1], (m_Width-1)*sizeof(CTile));
}
break;
case 2:
{
// right
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTiles[y*m_Width+1], &m_pTiles[y*m_Width], (m_Width-1)*sizeof(CTile));
}
break;
case 4:
{
// up
for(int y = 0; y < m_Height-1; ++y)
mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y+1)*m_Width], m_Width*sizeof(CTile));
}
break;
case 8:
{
// down
for(int y = m_Height-1; y > 0; --y)
mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y-1)*m_Width], m_Width*sizeof(CTile));
}
}
}
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int CLayerTiles::RenderProperties(CUIRect *pToolBox)
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{
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CUIRect Button;
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this || m_pEditor->m_Map.m_pFrontLayer == this || m_pEditor->m_Map.m_pSwitchLayer == this)
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InGameGroup = false;
static int s_ColclButton = 0;
if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), InGameGroup?0:-1, &Button, 0, Localize("Removes collision from this layer")))
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{
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CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
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for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
{
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if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
if(m_pTiles[y*m_Width+x].m_Index)
gl->m_pTiles[y*gl->m_Width+x].m_Index = TILE_AIR;
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}
return 1;
}
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static int s_ColButton = 0;
pToolBox->HSplitBottom(5.0f, pToolBox, &Button);
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
if(m_pEditor->DoButton_Editor(&s_ColButton, Localize("Make collision"), InGameGroup?0:-1, &Button, 0, Localize("Constructs collision from this layer")))
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{
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CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
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for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
{
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if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_SOLID:TILE_AIR;
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}
return 1;
}
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enum
{
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PROP_WIDTH=0,
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PROP_HEIGHT,
PROP_SHIFT,
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PROP_IMAGE,
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NUM_PROPS,
};
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CProperty aProps[] = {
{Localize("Width"), m_Width, PROPTYPE_INT_SCROLL, 1, 1000000000},
{Localize("Height"), m_Height, PROPTYPE_INT_SCROLL, 1, 1000000000},
{Localize("Shift"), 0, PROPTYPE_SHIFT, 0, 0},
{Localize("Image"), m_Image, PROPTYPE_IMAGE, 0, 0},
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{0},
};
if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this || m_pEditor->m_Map.m_pFrontLayer == this || m_pEditor->m_Map.m_pSwitchLayer == this) // remove the image from the selection if this is the game/tele/speedup/front/switch layer
aProps[3].m_pName = 0;
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static int s_aIds[NUM_PROPS] = {0};
int NewVal = 0;
int Prop = m_pEditor->DoProperties(pToolBox, aProps, s_aIds, &NewVal);
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if(Prop == PROP_WIDTH && NewVal > 1)
Resize(NewVal, m_Height);
else if(Prop == PROP_HEIGHT && NewVal > 1)
Resize(m_Width, NewVal);
else if(Prop == PROP_SHIFT)
Shift(NewVal);
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else if(Prop == PROP_IMAGE)
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{
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if (NewVal == -1)
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{
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m_TexId = -1;
m_Image = -1;
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}
else
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m_Image = NewVal%m_pEditor->m_Map.m_lImages.size();
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}
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return 0;
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}
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void CLayerTiles::ModifyImageIndex(INDEX_MODIFY_FUNC Func)
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{
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Func(&m_Image);
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}
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void CLayerTiles::ModifyEnvelopeIndex(INDEX_MODIFY_FUNC Func)
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{
}
CLayerTele::CLayerTele(int w, int h)
: CLayerTiles(w, h)
{
m_pTypeName = "Tele";
m_Tele = 1;
m_pTeleTile = new CTeleTile[w*h];
mem_zero(m_pTeleTile, w*h*sizeof(CTeleTile));
}
CLayerTele::~CLayerTele()
{
delete[] m_pTeleTile;
}
void CLayerTele::Resize(int NewW, int NewH)
{
// resize tele data
CTeleTile *pNewTeleData = new CTeleTile[NewW*NewH];
mem_zero(pNewTeleData, NewW*NewH*sizeof(CTeleTile));
// copy old data
for(int y = 0; y < min(NewH, m_Height); y++)
mem_copy(&pNewTeleData[y*NewW], &m_pTeleTile[y*m_Width], min(m_Width, NewW)*sizeof(CTeleTile));
// replace old
delete [] m_pTeleTile;
m_pTeleTile = pNewTeleData;
// resize tile data
CLayerTiles::Resize(NewW, NewH);
// resize gamelayer too
if(m_pEditor->m_Map.m_pGameLayer->m_Width != NewW || m_pEditor->m_Map.m_pGameLayer->m_Height != NewH)
m_pEditor->m_Map.m_pGameLayer->Resize(NewW, NewH);
}
void CLayerTele::Shift(int Direction)
{
CLayerTiles::Shift(Direction);
switch(Direction)
{
case 1:
{
// left
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTeleTile[y*m_Width], &m_pTeleTile[y*m_Width+1], (m_Width-1)*sizeof(CTeleTile));
}
break;
case 2:
{
// right
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTeleTile[y*m_Width+1], &m_pTeleTile[y*m_Width], (m_Width-1)*sizeof(CTeleTile));
}
break;
case 4:
{
// up
for(int y = 0; y < m_Height-1; ++y)
mem_copy(&m_pTeleTile[y*m_Width], &m_pTeleTile[(y+1)*m_Width], m_Width*sizeof(CTeleTile));
}
break;
case 8:
{
// down
for(int y = m_Height-1; y > 0; --y)
mem_copy(&m_pTeleTile[y*m_Width], &m_pTeleTile[(y-1)*m_Width], m_Width*sizeof(CTeleTile));
}
}
}
void CLayerTele::BrushDraw(CLayer *pBrush, float wx, float wy)
{
CLayerTele *l = (CLayerTele *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEINEVIL || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT)
{
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if(m_pEditor->m_TeleNum != l->m_TeleNum)
{
m_pTeleTile[fy*m_Width+fx].m_Number = m_pEditor->m_TeleNum;
}
else if(l->m_pTeleTile[y*l->m_Width+x].m_Number)
m_pTeleTile[fy*m_Width+fx].m_Number = l->m_pTeleTile[y*l->m_Width+x].m_Number;
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else
{
if(!m_pEditor->m_TeleNum)
{
m_pTeleTile[fy*m_Width+fx].m_Number = 0;
m_pTeleTile[fy*m_Width+fx].m_Type = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
continue;
}
else
m_pTeleTile[fy*m_Width+fx].m_Number = m_pEditor->m_TeleNum;
}
m_pTeleTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
}
else
{
m_pTeleTile[fy*m_Width+fx].m_Number = 0;
m_pTeleTile[fy*m_Width+fx].m_Type = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
}
}
}
void CLayerTele::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
{
if(m_Readonly)
return;
int sx = ConvertX(Rect.x);
int sy = ConvertY(Rect.y);
int w = ConvertX(Rect.w);
int h = ConvertY(Rect.h);
CLayerTele *pLt = static_cast<CLayerTele*>(pBrush);
for(int y = 0; y <= h; y++)
{
for(int x = 0; x <= w; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(Empty)
{
m_pTiles[fy*m_Width+fx].m_Index = 0;
m_pTeleTile[fy*m_Width+fx].m_Number = 0;
}
else
{
m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
if(!pLt->m_pTeleTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Number && m_pEditor->m_TeleNum && m_pTiles[fy*m_Width+fx].m_Index > 0)
m_pTeleTile[fy*m_Width+fx].m_Number = m_pEditor->m_TeleNum;
else
m_pTeleTile[fy*m_Width+fx].m_Number = pLt->m_pTeleTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Number;
}
}
}
}
CLayerSpeedup::CLayerSpeedup(int w, int h)
: CLayerTiles(w, h)
{
m_pTypeName = "Speedup";
m_Speedup = 1;
m_pSpeedupTile = new CSpeedupTile[w*h];
mem_zero(m_pSpeedupTile, w*h*sizeof(CSpeedupTile));
}
CLayerSpeedup::~CLayerSpeedup()
{
delete[] m_pSpeedupTile;
}
void CLayerSpeedup::Resize(int NewW, int NewH)
{
// resize speedup data
CSpeedupTile *pNewSpeedupData = new CSpeedupTile[NewW*NewH];
mem_zero(pNewSpeedupData, NewW*NewH*sizeof(CSpeedupTile));
// copy old data
for(int y = 0; y < min(NewH, m_Height); y++)
mem_copy(&pNewSpeedupData[y*NewW], &m_pSpeedupTile[y*m_Width], min(m_Width, NewW)*sizeof(CSpeedupTile));
// replace old
delete [] m_pSpeedupTile;
m_pSpeedupTile = pNewSpeedupData;
// resize tile data
CLayerTiles::Resize(NewW, NewH);
// resize gamelayer too
if(m_pEditor->m_Map.m_pGameLayer->m_Width != NewW || m_pEditor->m_Map.m_pGameLayer->m_Height != NewH)
m_pEditor->m_Map.m_pGameLayer->Resize(NewW, NewH);
}
void CLayerSpeedup::Shift(int Direction)
{
CLayerTiles::Shift(Direction);
switch(Direction)
{
case 1:
{
// left
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pSpeedupTile[y*m_Width], &m_pSpeedupTile[y*m_Width+1], (m_Width-1)*sizeof(CSpeedupTile));
}
break;
case 2:
{
// right
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pSpeedupTile[y*m_Width+1], &m_pSpeedupTile[y*m_Width], (m_Width-1)*sizeof(CSpeedupTile));
}
break;
case 4:
{
// up
for(int y = 0; y < m_Height-1; ++y)
mem_copy(&m_pSpeedupTile[y*m_Width], &m_pSpeedupTile[(y+1)*m_Width], m_Width*sizeof(CSpeedupTile));
}
break;
case 8:
{
// down
for(int y = m_Height-1; y > 0; --y)
mem_copy(&m_pSpeedupTile[y*m_Width], &m_pSpeedupTile[(y-1)*m_Width], m_Width*sizeof(CSpeedupTile));
}
}
}
void CLayerSpeedup::BrushDraw(CLayer *pBrush, float wx, float wy)
{
CLayerSpeedup *l = (CLayerSpeedup *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
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if(l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST)
{
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if(m_pEditor->m_SpeedupAngle != l->m_SpeedupAngle || m_pEditor->m_SpeedupForce != l->m_SpeedupForce || m_pEditor->m_SpeedupMaxSpeed != l->m_SpeedupMaxSpeed)
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = m_pEditor->m_SpeedupForce;
m_pSpeedupTile[fy*m_Width+fx].m_MaxSpeed = m_pEditor->m_SpeedupMaxSpeed;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = m_pEditor->m_SpeedupAngle;
m_pSpeedupTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
}
else if(l->m_pSpeedupTile[y*l->m_Width+x].m_Force)
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = l->m_pSpeedupTile[y*l->m_Width+x].m_Force;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = l->m_pSpeedupTile[y*l->m_Width+x].m_Angle;
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m_pSpeedupTile[fy*m_Width+fx].m_MaxSpeed = l->m_pSpeedupTile[y*l->m_Width+x].m_MaxSpeed;
m_pSpeedupTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
}
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else if(m_pEditor->m_SpeedupForce)
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = m_pEditor->m_SpeedupForce;
m_pSpeedupTile[fy*m_Width+fx].m_MaxSpeed = m_pEditor->m_SpeedupMaxSpeed;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = m_pEditor->m_SpeedupAngle;
m_pSpeedupTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
}
else
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = 0;
m_pSpeedupTile[fy*m_Width+fx].m_MaxSpeed = 0;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
}
}
else
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = 0;
m_pSpeedupTile[fy*m_Width+fx].m_MaxSpeed = 0;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
}
}
}
void CLayerSpeedup::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
{
if(m_Readonly)
return;
int sx = ConvertX(Rect.x);
int sy = ConvertY(Rect.y);
int w = ConvertX(Rect.w);
int h = ConvertY(Rect.h);
CLayerSpeedup *pLt = static_cast<CLayerSpeedup*>(pBrush);
for(int y = 0; y <= h; y++)
{
for(int x = 0; x <= w; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(Empty)
{
m_pTiles[fy*m_Width+fx].m_Index = 0;
m_pSpeedupTile[fy*m_Width+fx].m_Force = 0;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = 0;
}
else
{
m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
if(!pLt->m_pSpeedupTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Force && m_pEditor->m_SpeedupForce && m_pTiles[fy*m_Width+fx].m_Index > 0)
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = m_pEditor->m_SpeedupForce;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = m_pEditor->m_SpeedupAngle;
}
else
{
m_pSpeedupTile[fy*m_Width+fx].m_Force = pLt->m_pSpeedupTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Force;
m_pSpeedupTile[fy*m_Width+fx].m_Angle = pLt->m_pSpeedupTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Angle;
}
}
}
}
}
CLayerFront::CLayerFront(int w, int h)
: CLayerTiles(w, h)
{
m_pTypeName = "Front";
m_Front = 1;
}
void CLayerFront::Resize(int NewW, int NewH)
{
// resize tile data
CLayerTiles::Resize(NewW, NewH);
// resize gamelayer too
if(m_pEditor->m_Map.m_pGameLayer->m_Width != NewW || m_pEditor->m_Map.m_pGameLayer->m_Height != NewH)
m_pEditor->m_Map.m_pGameLayer->Resize(NewW, NewH);
}
void CLayerFront::Shift(int Direction)
{
CLayerTiles::Shift(Direction);
switch(Direction)
{
case 1:
{
// left
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTiles[y*m_Width], &m_pTiles[y*m_Width+1], (m_Width-1)*sizeof(CTile));
}
break;
case 2:
{
// right
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pTiles[y*m_Width+1], &m_pTiles[y*m_Width], (m_Width-1)*sizeof(CTile));
}
break;
case 4:
{
// up
for(int y = 0; y < m_Height-1; ++y)
mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y+1)*m_Width], m_Width*sizeof(CTile));
}
break;
case 8:
{
// down
for(int y = m_Height-1; y > 0; --y)
mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y-1)*m_Width], m_Width*sizeof(CTile));
}
}
}
void CLayerFront::BrushDraw(CLayer *pBrush, float wx, float wy)
{
if(m_Readonly)
return;
//
CLayerTiles *l = (CLayerTiles *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
// dont allow tele in and out tiles... same with speedup tile and alot more in front
2010-11-22 20:43:22 +00:00
if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pFrontLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEINEVIL || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHCLOSE || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDCLOSE || l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_DOOR + ENTITY_OFFSET)) || l->m_pTiles[y*l->m_Width+x].m_Index == (TILE_SOLID) || l->m_pTiles[y*l->m_Width+x].m_Index == (TILE_NOHOOK) || l->m_pTiles[y*l->m_Width+x].m_Index ==TILE_CP || l->m_pTiles[y*l->m_Width+x].m_Index ==TILE_CP_F)
continue;
m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
}
}
CLayerSwitch::CLayerSwitch(int w, int h)
: CLayerTiles(w, h)
{
m_pTypeName = "Switch";
m_Switch = 1;
m_pSwitchTile = new CSwitchTile[w*h];
mem_zero(m_pSwitchTile, w*h*sizeof(CSwitchTile));
}
CLayerSwitch::~CLayerSwitch()
{
delete[] m_pSwitchTile;
}
void CLayerSwitch::Resize(int NewW, int NewH)
{
// resize switch data
CSwitchTile *pNewSwitchData = new CSwitchTile[NewW*NewH];
mem_zero(pNewSwitchData, NewW*NewH*sizeof(CSwitchTile));
// copy old data
for(int y = 0; y < min(NewH, m_Height); y++)
mem_copy(&pNewSwitchData[y*NewW], &m_pSwitchTile[y*m_Width], min(m_Width, NewW)*sizeof(CSwitchTile));
// replace old
delete [] m_pSwitchTile;
m_pSwitchTile = pNewSwitchData;
// resize tile data
CLayerTiles::Resize(NewW, NewH);
// resize gamelayer too
if(m_pEditor->m_Map.m_pGameLayer->m_Width != NewW || m_pEditor->m_Map.m_pGameLayer->m_Height != NewH)
m_pEditor->m_Map.m_pGameLayer->Resize(NewW, NewH);
}
void CLayerSwitch::Shift(int Direction)
{
CLayerTiles::Shift(Direction);
switch(Direction)
{
case 1:
{
// left
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pSwitchTile[y*m_Width], &m_pSwitchTile[y*m_Width+1], (m_Width-1)*sizeof(CSwitchTile));
}
break;
case 2:
{
// right
for(int y = 0; y < m_Height; ++y)
mem_move(&m_pSwitchTile[y*m_Width+1], &m_pSwitchTile[y*m_Width], (m_Width-1)*sizeof(CSwitchTile));
}
break;
case 4:
{
// up
for(int y = 0; y < m_Height-1; ++y)
mem_copy(&m_pSwitchTile[y*m_Width], &m_pSwitchTile[(y+1)*m_Width], m_Width*sizeof(CSwitchTile));
}
break;
case 8:
{
// down
for(int y = m_Height-1; y > 0; --y)
mem_copy(&m_pSwitchTile[y*m_Width], &m_pSwitchTile[(y-1)*m_Width], m_Width*sizeof(CSwitchTile));
}
}
}
void CLayerSwitch::BrushDraw(CLayer *pBrush, float wx, float wy)
{
CLayerSwitch *l = (CLayerSwitch *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
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if(l->m_pTiles[y*l->m_Width+x].m_Index >= (ENTITY_ARMOR_1 + ENTITY_OFFSET) && l->m_pTiles[y*l->m_Width+x].m_Index <= (ENTITY_DOOR + ENTITY_OFFSET) || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHCLOSE || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDOPEN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_SWITCHTIMEDCLOSE)
{
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if(m_pEditor->m_SwitchNum != l->m_SwitchNum || m_pEditor->m_SwitchDelay != l->m_SwitchDelay)
{
m_pSwitchTile[fy*m_Width+fx].m_Number = m_pEditor->m_SwitchNum;
m_pSwitchTile[fy*m_Width+fx].m_Delay = m_pEditor->m_SwitchDelay;
}
else if(l->m_pSwitchTile[y*l->m_Width+x].m_Number)
{
m_pSwitchTile[fy*m_Width+fx].m_Number = l->m_pSwitchTile[y*l->m_Width+x].m_Number;
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m_pSwitchTile[fy*m_Width+fx].m_Delay = l->m_pSwitchTile[y*l->m_Width+x].m_Delay;
}
else
{
if(!m_pEditor->m_SwitchNum)
{
m_pSwitchTile[fy*m_Width+fx].m_Number = 0;
m_pSwitchTile[fy*m_Width+fx].m_Type = 0;
m_pSwitchTile[fy*m_Width+fx].m_Flags = 0;
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m_pSwitchTile[fy*m_Width+fx].m_Delay = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
continue;
}
else
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{
m_pSwitchTile[fy*m_Width+fx].m_Number = m_pEditor->m_SwitchNum;
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m_pSwitchTile[fy*m_Width+fx].m_Delay = m_pEditor->m_SwitchDelay;
}
}
m_pSwitchTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
m_pSwitchTile[fy*m_Width+fx].m_Flags = l->m_pTiles[y*l->m_Width+x].m_Flags;
m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
}
else
{
m_pSwitchTile[fy*m_Width+fx].m_Number = 0;
m_pSwitchTile[fy*m_Width+fx].m_Type = 0;
m_pSwitchTile[fy*m_Width+fx].m_Flags = 0;
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m_pSwitchTile[fy*m_Width+fx].m_Delay = 0;
m_pTiles[fy*m_Width+fx].m_Index = 0;
}
}
}
void CLayerSwitch::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
{
if(m_Readonly)
return;
int sx = ConvertX(Rect.x);
int sy = ConvertY(Rect.y);
int w = ConvertX(Rect.w);
int h = ConvertY(Rect.h);
CLayerSwitch *pLt = static_cast<CLayerSwitch*>(pBrush);
for(int y = 0; y <= h; y++)
{
for(int x = 0; x <= w; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(Empty)
{
m_pTiles[fy*m_Width+fx].m_Index = 0;
m_pSwitchTile[fy*m_Width+fx].m_Number = 0;
}
else
{
m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
if(!pLt->m_pSwitchTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Number && m_pEditor->m_SwitchNum && m_pTiles[fy*m_Width+fx].m_Index > 0)
m_pSwitchTile[fy*m_Width+fx].m_Number = m_pEditor->m_SwitchNum;
else
m_pSwitchTile[fy*m_Width+fx].m_Number = pLt->m_pSwitchTile[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)].m_Number;
}
}
}
}