/* (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" 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; } 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; 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; } //break; } if(pTilemap->m_Flags&2) m_pTeleLayer = pTilemap; if(pTilemap->m_Flags&4) m_pSpeedupLayer = pTilemap; if(pTilemap->m_Flags&8) m_pFrontLayer = pTilemap; if(pTilemap->m_Flags&16) m_pSwitchLayer = pTilemap; } } } } 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)); } // DDRace void CLayers::Dest() { /*m_pTeleLayer = 0; m_pSpeedupLayer = 0; m_pFrontLayer = 0; m_pSwitchLayer = 0;*/ }