ddnet/src/game/layers.cpp
Fireball a90c86e9a5 Parallax-aware zoom
How this works: parallax values configure perceived distance from camera
when it's moving along x and y axes. Assume that zoom is moving the
camera away and scale layers accordingly, with background layers
(furtherst away) changing the least.

New per-ItemGroup (LayerGroup) setting allows to set the new parallax
value independently from the other two. This can be used to do tricks
like on Time Shop zoom correctly or make it feel like the camera is
changing the field of view at the same time as moving in space.
2022-08-05 00:40:58 +01:00

218 lines
5.2 KiB
C++

/* (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 <engine/map.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;
m_pTuneLayer = 0;
}
void CLayers::Init(class IKernel *pKernel)
{
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;
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<CMapItemLayerTilemap *>(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<CMapItemLayerTilemap *>(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<CMapItemGroup *>(m_pMap->GetItem(m_GroupsStart + Index, 0, 0));
}
CMapItemLayer *CLayers::GetLayer(int Index) const
{
return static_cast<CMapItemLayer *>(m_pMap->GetItem(m_LayersStart + Index, 0, 0));
}