/* (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. */ #include "layers.h" #include "mapitems.h" #include 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; m_pTuneLayer = 0; } void CLayers::Init(class IKernel *pKernel) { m_pMap = pKernel->RequestInterface(); 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; 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); if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTilemap = reinterpret_cast(pLayer); if(pTilemap->m_Flags & TILESLAYERFLAG_GAME) { 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; } if(m_pGameGroup->m_Version >= 4) m_pGameGroup->m_ParallaxZoom = 100; //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) { if(pTilemap->m_Version <= 2) { pTilemap->m_Tune = *((int *)(pTilemap) + 19); } m_pTuneLayer = pTilemap; } } } } InitTilemapSkip(); } 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); //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); if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTilemap = reinterpret_cast(pLayer); if(pTilemap->m_Flags & TILESLAYERFLAG_GAME) { 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; } if(m_pGameGroup->m_Version >= 4) m_pGameGroup->m_ParallaxZoom = 100; //We don't care about tile layers. } } } } InitTilemapSkip(); } void CLayers::InitTilemapSkip() { for(int g = 0; g < NumGroups(); g++) { const CMapItemGroup *pGroup = GetGroup(g); for(int l = 0; l < pGroup->m_NumLayers; l++) { const CMapItemLayer *pLayer = GetLayer(pGroup->m_StartLayer + l); if(pLayer->m_Type == LAYERTYPE_TILES) { const CMapItemLayerTilemap *pTilemap = (CMapItemLayerTilemap *)pLayer; CTile *pTiles = (CTile *)m_pMap->GetData(pTilemap->m_Data); for(int y = 0; y < pTilemap->m_Height; y++) { for(int x = 1; x < pTilemap->m_Width;) { int SkippedX; for(SkippedX = 1; x + SkippedX < pTilemap->m_Width && SkippedX < 255; SkippedX++) { if(pTiles[y * pTilemap->m_Width + x + SkippedX].m_Index) break; } pTiles[y * pTilemap->m_Width + x].m_Skip = SkippedX - 1; x += SkippedX; } } } } } } CMapItemGroup *CLayers::GetGroup(int Index) const { return static_cast(m_pMap->GetItem(m_GroupsStart + Index, 0, 0)); } CMapItemLayer *CLayers::GetLayer(int Index) const { return static_cast(m_pMap->GetItem(m_LayersStart + Index, 0, 0)); }