ddnet/src/game/layers.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 "layers.h"
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CLayers::CLayers()
{
m_GroupsNum = 0;
m_GroupsStart = 0;
m_LayersNum = 0;
m_LayersStart = 0;
m_pGameGroup = 0;
m_pGameLayer = 0;
m_pMap = 0;
m_pTeleLayer = 0;
m_pSpeedupLayer = 0;
m_pFrontLayer = 0;
m_pSwitchLayer = 0;
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m_pTuneLayer = 0;
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}
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void CLayers::Init(class IKernel *pKernel)
{
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m_pMap = pKernel->RequestInterface<IMap>();
m_pMap->GetType(MAPITEMTYPE_GROUP, &m_GroupsStart, &m_GroupsNum);
m_pMap->GetType(MAPITEMTYPE_LAYER, &m_LayersStart, &m_LayersNum);
m_pTeleLayer = 0;
m_pSpeedupLayer = 0;
m_pFrontLayer = 0;
m_pSwitchLayer = 0;
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m_pTuneLayer = 0;
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for(int g = 0; g < NumGroups(); g++)
{
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CMapItemGroup *pGroup = GetGroup(g);
for(int l = 0; l < pGroup->m_NumLayers; l++)
{
CMapItemLayer *pLayer = GetLayer(pGroup->m_StartLayer + l);
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if(pLayer->m_Type == LAYERTYPE_TILES)
{
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CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
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if(pTilemap->m_Flags & TILESLAYERFLAG_GAME)
{
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m_pGameLayer = pTilemap;
m_pGameGroup = pGroup;
// make sure the game group has standard settings
m_pGameGroup->m_OffsetX = 0;
m_pGameGroup->m_OffsetY = 0;
m_pGameGroup->m_ParallaxX = 100;
m_pGameGroup->m_ParallaxY = 100;
if(m_pGameGroup->m_Version >= 2)
{
m_pGameGroup->m_UseClipping = 0;
m_pGameGroup->m_ClipX = 0;
m_pGameGroup->m_ClipY = 0;
m_pGameGroup->m_ClipW = 0;
m_pGameGroup->m_ClipH = 0;
}
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//break;
}
if(pTilemap->m_Flags & TILESLAYERFLAG_TELE)
{
if(pTilemap->m_Version <= 2)
{
pTilemap->m_Tele = *((int *)(pTilemap) + 15);
}
m_pTeleLayer = pTilemap;
}
if(pTilemap->m_Flags & TILESLAYERFLAG_SPEEDUP)
{
if(pTilemap->m_Version <= 2)
{
pTilemap->m_Speedup = *((int *)(pTilemap) + 16);
}
m_pSpeedupLayer = pTilemap;
}
if(pTilemap->m_Flags & TILESLAYERFLAG_FRONT)
{
if(pTilemap->m_Version <= 2)
{
pTilemap->m_Front = *((int *)(pTilemap) + 17);
}
m_pFrontLayer = pTilemap;
}
if(pTilemap->m_Flags & TILESLAYERFLAG_SWITCH)
{
if(pTilemap->m_Version <= 2)
{
pTilemap->m_Switch = *((int *)(pTilemap) + 18);
}
m_pSwitchLayer = pTilemap;
}
if(pTilemap->m_Flags & TILESLAYERFLAG_TUNE)
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{
if(pTilemap->m_Version <= 2)
{
pTilemap->m_Tune = *((int *)(pTilemap) + 19);
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}
m_pTuneLayer = pTilemap;
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}
}
}
}
}
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void CLayers::InitBackground(class IMap *pMap)
{
m_pMap = pMap;
m_pMap->GetType(MAPITEMTYPE_GROUP, &m_GroupsStart, &m_GroupsNum);
m_pMap->GetType(MAPITEMTYPE_LAYER, &m_LayersStart, &m_LayersNum);
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//following is here to prevent crash using standard map as background
m_pTeleLayer = 0;
m_pSpeedupLayer = 0;
m_pFrontLayer = 0;
m_pSwitchLayer = 0;
m_pTuneLayer = 0;
for(int g = 0; g < NumGroups(); g++)
{
CMapItemGroup *pGroup = GetGroup(g);
for(int l = 0; l < pGroup->m_NumLayers; l++)
{
CMapItemLayer *pLayer = GetLayer(pGroup->m_StartLayer + l);
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if(pLayer->m_Type == LAYERTYPE_TILES)
{
CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
if(pTilemap->m_Flags & TILESLAYERFLAG_GAME)
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{
m_pGameLayer = pTilemap;
m_pGameGroup = pGroup;
// make sure the game group has standard settings
m_pGameGroup->m_OffsetX = 0;
m_pGameGroup->m_OffsetY = 0;
m_pGameGroup->m_ParallaxX = 100;
m_pGameGroup->m_ParallaxY = 100;
if(m_pGameGroup->m_Version >= 2)
{
m_pGameGroup->m_UseClipping = 0;
m_pGameGroup->m_ClipX = 0;
m_pGameGroup->m_ClipY = 0;
m_pGameGroup->m_ClipW = 0;
m_pGameGroup->m_ClipH = 0;
}
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//We don't care about tile layers.
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}
}
}
}
}
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CMapItemGroup *CLayers::GetGroup(int Index) const
{
return static_cast<CMapItemGroup *>(m_pMap->GetItem(m_GroupsStart + Index, 0, 0));
}
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CMapItemLayer *CLayers::GetLayer(int Index) const
{
return static_cast<CMapItemLayer *>(m_pMap->GetItem(m_LayersStart + Index, 0, 0));
}