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2017464282
Freeze and Unfreeze tiles added to switch layer too.
125 lines
3.8 KiB
C++
125 lines
3.8 KiB
C++
#include <game/mapitems.h>
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bool IsValidGameTile(int Index)
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{
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return (
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Index == TILE_AIR ||
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(Index >= TILE_SOLID && Index <= TILE_THROUGH) ||
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Index == TILE_FREEZE ||
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(Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) ||
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(Index >= TILE_LFREEZE && Index <= TILE_LUNFREEZE) ||
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(Index >= TILE_WALLJUMP && Index <= TILE_SOLO_DISABLE) ||
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(Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) ||
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(Index >= TILE_CP && Index <= TILE_THROUGH_DIR) ||
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(Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM) ||
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(Index >= TILE_NPC_DISABLE && Index <= TILE_NPH_DISABLE) ||
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(Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_TELE_GUN_DISABLE) ||
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(Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE) ||
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(Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE) ||
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(Index >= TILE_NPC_ENABLE && Index <= TILE_NPH_ENABLE) ||
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(Index >= TILE_ENTITIES_OFF_1 && Index <= TILE_ENTITIES_OFF_2) ||
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IsValidEntity(Index));
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}
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bool IsValidFrontTile(int Index)
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{
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return (
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Index == TILE_AIR ||
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Index == TILE_DEATH ||
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(Index >= TILE_NOLASER && Index <= TILE_THROUGH) ||
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Index == TILE_FREEZE ||
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(Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) ||
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(Index >= TILE_LFREEZE && Index <= TILE_LUNFREEZE) ||
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(Index >= TILE_WALLJUMP && Index <= TILE_SOLO_DISABLE) ||
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(Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) ||
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(Index >= TILE_CP && Index <= TILE_THROUGH_DIR) ||
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(Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM) ||
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(Index >= TILE_NPC_DISABLE && Index <= TILE_NPH_DISABLE) ||
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(Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_ALLOW_BLUE_TELE_GUN) ||
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(Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE) ||
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(Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE) ||
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(Index >= TILE_NPC_ENABLE && Index <= TILE_NPH_ENABLE) ||
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(Index >= TILE_ENTITIES_OFF_1 && Index <= TILE_ENTITIES_OFF_2) ||
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IsValidEntity(Index));
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}
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bool IsValidTeleTile(int Index)
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{
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return (
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Index == TILE_TELEINEVIL ||
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Index == TILE_TELEINWEAPON ||
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Index == TILE_TELEINHOOK ||
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Index == TILE_TELEIN ||
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Index == TILE_TELEOUT ||
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Index == TILE_TELECHECK ||
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Index == TILE_TELECHECKOUT ||
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Index == TILE_TELECHECKIN ||
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Index == TILE_TELECHECKINEVIL);
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}
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bool IsValidSpeedupTile(int Index)
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{
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return Index == TILE_BOOST;
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}
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bool IsValidSwitchTile(int Index)
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{
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return (
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Index == TILE_JUMP ||
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Index == TILE_FREEZE ||
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Index == TILE_DFREEZE ||
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Index == TILE_DUNFREEZE ||
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Index == TILE_LFREEZE ||
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Index == TILE_LUNFREEZE ||
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Index == TILE_HIT_ENABLE ||
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Index == TILE_HIT_DISABLE ||
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(Index >= TILE_SWITCHTIMEDOPEN && Index <= TILE_SWITCHCLOSE) ||
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Index == TILE_ADD_TIME ||
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Index == TILE_SUBTRACT_TIME ||
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Index == TILE_ALLOW_TELE_GUN ||
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Index == TILE_ALLOW_BLUE_TELE_GUN ||
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(IsValidEntity(Index) && Index >= ENTITY_OFFSET + ENTITY_ARMOR_1));
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}
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bool IsValidTuneTile(int Index)
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{
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return Index == TILE_TUNE;
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}
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bool IsValidEntity(int Index)
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{
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Index -= ENTITY_OFFSET;
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return (
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(Index >= ENTITY_SPAWN && Index <= ENTITY_LASER_O_FAST) ||
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(Index >= ENTITY_PLASMAE && Index <= ENTITY_CRAZY_SHOTGUN) ||
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(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG_NW) ||
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Index == ENTITY_DOOR);
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}
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bool IsRotatableTile(int Index)
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{
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return (
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Index == TILE_STOP ||
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Index == TILE_STOPS ||
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Index == TILE_CP ||
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Index == TILE_CP_F ||
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Index == TILE_THROUGH_DIR ||
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Index == TILE_ENTITIES_OFF_1 ||
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Index == TILE_ENTITIES_OFF_2 ||
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Index - ENTITY_OFFSET == ENTITY_CRAZY_SHOTGUN_EX ||
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Index - ENTITY_OFFSET == ENTITY_CRAZY_SHOTGUN);
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}
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bool IsCreditsTile(int TileIndex)
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{
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return (
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(TILE_CREDITS_1 == TileIndex) ||
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(TILE_CREDITS_2 == TileIndex) ||
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(TILE_CREDITS_3 == TileIndex) ||
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(TILE_CREDITS_4 == TileIndex) ||
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(TILE_CREDITS_5 == TileIndex) ||
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(TILE_CREDITS_6 == TileIndex) ||
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(TILE_CREDITS_7 == TileIndex) ||
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(TILE_CREDITS_8 == TileIndex));
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}
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