1/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
2/* If you are missing that file, acquire a complete release at teeworlds.com. */
3#include "layers.h"
4
5#include "mapitems.h"
6
7#include <engine/map.h>
8
9CLayers::CLayers()
10{
11 Unload();
12}
13
14void CLayers::Init(IMap *pMap, bool GameOnly, bool InitializeTilemapSkip)
15{
16 Unload();
17
18 m_pMap = pMap;
19 m_pMap->GetType(Type: MAPITEMTYPE_GROUP, pStart: &m_GroupsStart, pNum: &m_GroupsNum);
20 m_pMap->GetType(Type: MAPITEMTYPE_LAYER, pStart: &m_LayersStart, pNum: &m_LayersNum);
21
22 for(int GroupIndex = 0; GroupIndex < NumGroups(); GroupIndex++)
23 {
24 CMapItemGroup *pGroup = GetGroup(Index: GroupIndex);
25 for(int LayerIndex = 0; LayerIndex < pGroup->m_NumLayers; LayerIndex++)
26 {
27 CMapItemLayer *pLayer = GetLayer(Index: pGroup->m_StartLayer + LayerIndex);
28 if(pLayer->m_Type != LAYERTYPE_TILES)
29 continue;
30
31 CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
32
33 if(pTilemap->m_Flags & TILESLAYERFLAG_GAME)
34 {
35 m_pGameLayer = pTilemap;
36 m_pGameGroup = pGroup;
37
38 // make sure the game group has standard settings
39 m_pGameGroup->m_OffsetX = 0;
40 m_pGameGroup->m_OffsetY = 0;
41 m_pGameGroup->m_ParallaxX = 100;
42 m_pGameGroup->m_ParallaxY = 100;
43
44 if(m_pGameGroup->m_Version >= 2)
45 {
46 m_pGameGroup->m_UseClipping = 0;
47 m_pGameGroup->m_ClipX = 0;
48 m_pGameGroup->m_ClipY = 0;
49 m_pGameGroup->m_ClipW = 0;
50 m_pGameGroup->m_ClipH = 0;
51 }
52 }
53 else if(!GameOnly)
54 {
55 if(pTilemap->m_Flags & TILESLAYERFLAG_TELE)
56 {
57 m_pTeleLayer = pTilemap;
58 }
59 else if(pTilemap->m_Flags & TILESLAYERFLAG_SPEEDUP)
60 {
61 m_pSpeedupLayer = pTilemap;
62 }
63 else if(pTilemap->m_Flags & TILESLAYERFLAG_FRONT)
64 {
65 m_pFrontLayer = pTilemap;
66 }
67 else if(pTilemap->m_Flags & TILESLAYERFLAG_SWITCH)
68 {
69 m_pSwitchLayer = pTilemap;
70 }
71 else if(pTilemap->m_Flags & TILESLAYERFLAG_TUNE)
72 {
73 m_pTuneLayer = pTilemap;
74 }
75 }
76 }
77 }
78
79 if(InitializeTilemapSkip)
80 {
81 InitTilemapSkip();
82 }
83}
84
85void CLayers::Unload()
86{
87 m_GroupsNum = 0;
88 m_GroupsStart = 0;
89 m_LayersNum = 0;
90 m_LayersStart = 0;
91
92 m_pGameGroup = nullptr;
93 m_pGameLayer = nullptr;
94 m_pMap = nullptr;
95
96 m_pTeleLayer = nullptr;
97 m_pSpeedupLayer = nullptr;
98 m_pFrontLayer = nullptr;
99 m_pSwitchLayer = nullptr;
100 m_pTuneLayer = nullptr;
101}
102
103void CLayers::InitTilemapSkip()
104{
105 for(int GroupIndex = 0; GroupIndex < NumGroups(); GroupIndex++)
106 {
107 const CMapItemGroup *pGroup = GetGroup(Index: GroupIndex);
108 for(int LayerIndex = 0; LayerIndex < pGroup->m_NumLayers; LayerIndex++)
109 {
110 const CMapItemLayer *pLayer = GetLayer(Index: pGroup->m_StartLayer + LayerIndex);
111 if(pLayer->m_Type != LAYERTYPE_TILES)
112 continue;
113
114 const CMapItemLayerTilemap *pTilemap = reinterpret_cast<const CMapItemLayerTilemap *>(pLayer);
115 // Physics layers except the game layer store their tiles in their own data index,
116 // so their m_Data is neither used nor validated when the map is loaded.
117 if((pTilemap->m_Flags & (TILESLAYERFLAG_TELE | TILESLAYERFLAG_SPEEDUP | TILESLAYERFLAG_FRONT | TILESLAYERFLAG_SWITCH | TILESLAYERFLAG_TUNE)) != 0)
118 continue;
119
120 CTile *pTiles = static_cast<CTile *>(m_pMap->GetData(Index: pTilemap->m_Data));
121 if(pTiles == nullptr)
122 {
123 continue;
124 }
125
126 for(int y = 0; y < pTilemap->m_Height; y++)
127 {
128 for(int x = 1; x < pTilemap->m_Width;)
129 {
130 int SkippedX;
131 for(SkippedX = 1; x + SkippedX < pTilemap->m_Width && SkippedX < 255; SkippedX++)
132 {
133 if(pTiles[y * pTilemap->m_Width + x + SkippedX].m_Index)
134 break;
135 }
136
137 pTiles[y * pTilemap->m_Width + x].m_Skip = SkippedX - 1;
138 x += SkippedX;
139 }
140 }
141 }
142 }
143}
144
145CMapItemGroup *CLayers::GetGroup(int Index) const
146{
147 return static_cast<CMapItemGroup *>(m_pMap->GetItem(Index: m_GroupsStart + Index));
148}
149
150CMapItemLayer *CLayers::GetLayer(int Index) const
151{
152 return static_cast<CMapItemLayer *>(m_pMap->GetItem(Index: m_LayersStart + Index));
153}
154