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 m_GroupsNum = 0;
12 m_GroupsStart = 0;
13 m_LayersNum = 0;
14 m_LayersStart = 0;
15 m_pGameGroup = 0;
16 m_pGameLayer = 0;
17 m_pMap = 0;
18
19 m_pTeleLayer = 0;
20 m_pSpeedupLayer = 0;
21 m_pFrontLayer = 0;
22 m_pSwitchLayer = 0;
23 m_pTuneLayer = 0;
24}
25
26void CLayers::Init(class IKernel *pKernel)
27{
28 m_pMap = pKernel->RequestInterface<IMap>();
29 m_pMap->GetType(Type: MAPITEMTYPE_GROUP, pStart: &m_GroupsStart, pNum: &m_GroupsNum);
30 m_pMap->GetType(Type: MAPITEMTYPE_LAYER, pStart: &m_LayersStart, pNum: &m_LayersNum);
31
32 m_pTeleLayer = 0;
33 m_pSpeedupLayer = 0;
34 m_pFrontLayer = 0;
35 m_pSwitchLayer = 0;
36 m_pTuneLayer = 0;
37
38 for(int g = 0; g < NumGroups(); g++)
39 {
40 CMapItemGroup *pGroup = GetGroup(Index: g);
41 for(int l = 0; l < pGroup->m_NumLayers; l++)
42 {
43 CMapItemLayer *pLayer = GetLayer(Index: pGroup->m_StartLayer + l);
44
45 if(pLayer->m_Type == LAYERTYPE_TILES)
46 {
47 CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
48 bool IsEntities = false;
49
50 if(pTilemap->m_Flags & TILESLAYERFLAG_GAME)
51 {
52 m_pGameLayer = pTilemap;
53 m_pGameGroup = pGroup;
54
55 // make sure the game group has standard settings
56 m_pGameGroup->m_OffsetX = 0;
57 m_pGameGroup->m_OffsetY = 0;
58 m_pGameGroup->m_ParallaxX = 100;
59 m_pGameGroup->m_ParallaxY = 100;
60
61 if(m_pGameGroup->m_Version >= 2)
62 {
63 m_pGameGroup->m_UseClipping = 0;
64 m_pGameGroup->m_ClipX = 0;
65 m_pGameGroup->m_ClipY = 0;
66 m_pGameGroup->m_ClipW = 0;
67 m_pGameGroup->m_ClipH = 0;
68 }
69
70 IsEntities = true;
71 //break;
72 }
73 if(pTilemap->m_Flags & TILESLAYERFLAG_TELE)
74 {
75 if(pTilemap->m_Version <= 2)
76 {
77 pTilemap->m_Tele = *((int *)(pTilemap) + 15);
78 }
79 m_pTeleLayer = pTilemap;
80 IsEntities = true;
81 }
82 if(pTilemap->m_Flags & TILESLAYERFLAG_SPEEDUP)
83 {
84 if(pTilemap->m_Version <= 2)
85 {
86 pTilemap->m_Speedup = *((int *)(pTilemap) + 16);
87 }
88 m_pSpeedupLayer = pTilemap;
89 IsEntities = true;
90 }
91 if(pTilemap->m_Flags & TILESLAYERFLAG_FRONT)
92 {
93 if(pTilemap->m_Version <= 2)
94 {
95 pTilemap->m_Front = *((int *)(pTilemap) + 17);
96 }
97 m_pFrontLayer = pTilemap;
98 IsEntities = true;
99 }
100 if(pTilemap->m_Flags & TILESLAYERFLAG_SWITCH)
101 {
102 if(pTilemap->m_Version <= 2)
103 {
104 pTilemap->m_Switch = *((int *)(pTilemap) + 18);
105 }
106 m_pSwitchLayer = pTilemap;
107 IsEntities = true;
108 }
109 if(pTilemap->m_Flags & TILESLAYERFLAG_TUNE)
110 {
111 if(pTilemap->m_Version <= 2)
112 {
113 pTilemap->m_Tune = *((int *)(pTilemap) + 19);
114 }
115 m_pTuneLayer = pTilemap;
116 IsEntities = true;
117 }
118
119 if(IsEntities)
120 { // Ensure default color for entities layers
121 pTilemap->m_Color = CColor(255, 255, 255, 255);
122 }
123 }
124 }
125 }
126
127 InitTilemapSkip();
128}
129
130void CLayers::InitBackground(class IMap *pMap)
131{
132 m_pMap = pMap;
133 m_pMap->GetType(Type: MAPITEMTYPE_GROUP, pStart: &m_GroupsStart, pNum: &m_GroupsNum);
134 m_pMap->GetType(Type: MAPITEMTYPE_LAYER, pStart: &m_LayersStart, pNum: &m_LayersNum);
135
136 //following is here to prevent crash using standard map as background
137 m_pTeleLayer = 0;
138 m_pSpeedupLayer = 0;
139 m_pFrontLayer = 0;
140 m_pSwitchLayer = 0;
141 m_pTuneLayer = 0;
142
143 for(int g = 0; g < NumGroups(); g++)
144 {
145 CMapItemGroup *pGroup = GetGroup(Index: g);
146 for(int l = 0; l < pGroup->m_NumLayers; l++)
147 {
148 CMapItemLayer *pLayer = GetLayer(Index: pGroup->m_StartLayer + l);
149
150 if(pLayer->m_Type == LAYERTYPE_TILES)
151 {
152 CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
153
154 if(pTilemap->m_Flags & TILESLAYERFLAG_GAME)
155 {
156 m_pGameLayer = pTilemap;
157 m_pGameGroup = pGroup;
158
159 // make sure the game group has standard settings
160 m_pGameGroup->m_OffsetX = 0;
161 m_pGameGroup->m_OffsetY = 0;
162 m_pGameGroup->m_ParallaxX = 100;
163 m_pGameGroup->m_ParallaxY = 100;
164
165 if(m_pGameGroup->m_Version >= 2)
166 {
167 m_pGameGroup->m_UseClipping = 0;
168 m_pGameGroup->m_ClipX = 0;
169 m_pGameGroup->m_ClipY = 0;
170 m_pGameGroup->m_ClipW = 0;
171 m_pGameGroup->m_ClipH = 0;
172 }
173 //We don't care about tile layers.
174 }
175 }
176 }
177 }
178
179 InitTilemapSkip();
180}
181
182void CLayers::InitTilemapSkip()
183{
184 for(int g = 0; g < NumGroups(); g++)
185 {
186 const CMapItemGroup *pGroup = GetGroup(Index: g);
187
188 for(int l = 0; l < pGroup->m_NumLayers; l++)
189 {
190 const CMapItemLayer *pLayer = GetLayer(Index: pGroup->m_StartLayer + l);
191
192 if(pLayer->m_Type == LAYERTYPE_TILES)
193 {
194 const CMapItemLayerTilemap *pTilemap = (CMapItemLayerTilemap *)pLayer;
195 CTile *pTiles = (CTile *)m_pMap->GetData(Index: pTilemap->m_Data);
196 for(int y = 0; y < pTilemap->m_Height; y++)
197 {
198 for(int x = 1; x < pTilemap->m_Width;)
199 {
200 int SkippedX;
201 for(SkippedX = 1; x + SkippedX < pTilemap->m_Width && SkippedX < 255; SkippedX++)
202 {
203 if(pTiles[y * pTilemap->m_Width + x + SkippedX].m_Index)
204 break;
205 }
206
207 pTiles[y * pTilemap->m_Width + x].m_Skip = SkippedX - 1;
208 x += SkippedX;
209 }
210 }
211 }
212 }
213 }
214}
215
216CMapItemGroup *CLayers::GetGroup(int Index) const
217{
218 return static_cast<CMapItemGroup *>(m_pMap->GetItem(Index: m_GroupsStart + Index));
219}
220
221CMapItemLayer *CLayers::GetLayer(int Index) const
222{
223 return static_cast<CMapItemLayer *>(m_pMap->GetItem(Index: m_LayersStart + Index));
224}
225