4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
22 #include "flip_level_transformer.hpp"
23 #include "object/tilemap.hpp"
24 #include "object/camera.hpp"
25 #include "badguy/badguy.hpp"
27 #include "tile_manager.hpp"
28 #include "spawn_point.hpp"
31 FlipLevelTransformer::transform_sector(Sector* sector)
33 float height = sector->get_height();
35 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
36 i != sector->gameobjects.end(); ++i) {
37 GameObject* object = *i;
39 TileMap* tilemap = dynamic_cast<TileMap*> (object);
41 transform_tilemap(tilemap);
43 Player* player = dynamic_cast<Player*> (object);
45 Vector pos = player->get_pos();
46 pos.y = height - pos.y - player->get_bbox().get_height();
50 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
52 transform_badguy(height, badguy);
54 Platform* platform = dynamic_cast<Platform*> (object);
56 transform_platform(height, *platform);
58 Block* block = dynamic_cast<Block*> (object);
60 transform_block(height, *block);
62 MovingObject* mobject = dynamic_cast<MovingObject*> (object);
64 transform_moving_object(height, mobject);
67 for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
68 i != sector->spawnpoints.end(); ++i) {
69 transform_spawnpoint(height, *i);
72 if(sector->camera != 0 && sector->player != 0)
73 sector->camera->reset(sector->player->get_pos());
77 FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
79 for(size_t x = 0; x < tilemap->get_width(); ++x) {
80 for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
82 int y2 = tilemap->get_height()-1-y;
83 const Tile* t1 = tilemap->get_tile(x, y);
84 const Tile* t2 = tilemap->get_tile(x, y2);
85 tilemap->change(x, y, t2->getID());
86 tilemap->change(x, y2, t1->getID());
89 if(tilemap->get_drawing_effect() != 0) {
90 tilemap->set_drawing_effect(NO_EFFECT);
92 tilemap->set_drawing_effect(VERTICAL_FLIP);
97 FlipLevelTransformer::transform_badguy(float height, BadGuy* badguy)
99 Vector pos = badguy->get_start_position();
100 pos.y = height - pos.y;
101 badguy->set_start_position(pos);
105 FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint* spawn)
107 Vector pos = spawn->pos;
108 pos.y = height - pos.y;
113 FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
115 Vector pos = object->get_pos();
116 pos.y = height - pos.y - object->get_bbox().get_height();
117 object->set_pos(pos);
121 FlipLevelTransformer::transform_platform(float height, Platform& platform)
123 Path& path = platform.get_path();
124 for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
125 Vector& pos = i->position;
126 pos.y = height - pos.y - platform.get_bbox().get_height();
131 FlipLevelTransformer::transform_block(float height, Block& block)
133 block.original_y = height - block.original_y - block.get_bbox().get_height();