2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/badguy.hpp"
18 #include "object/block.hpp"
19 #include "object/camera.hpp"
20 #include "object/flower.hpp"
21 #include "object/platform.hpp"
22 #include "object/player.hpp"
23 #include "object/tilemap.hpp"
24 #include "supertux/flip_level_transformer.hpp"
25 #include "supertux/sector.hpp"
26 #include "supertux/spawn_point.hpp"
29 FlipLevelTransformer::transform_sector(Sector* sector)
31 float height = sector->get_height();
33 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
34 i != sector->gameobjects.end(); ++i) {
35 GameObject* object = *i;
37 TileMap* tilemap = dynamic_cast<TileMap*> (object);
39 transform_tilemap(height, tilemap);
41 Player* player = dynamic_cast<Player*> (object);
43 Vector pos = player->get_pos();
44 pos.y = height - pos.y - player->get_bbox().get_height();
48 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
50 transform_badguy(height, badguy);
52 Flower* flower = dynamic_cast<Flower*> (object);
54 transform_flower(flower);
56 Platform* platform = dynamic_cast<Platform*> (object);
58 transform_platform(height, *platform);
60 Block* block = dynamic_cast<Block*> (object);
62 transform_block(height, *block);
64 MovingObject* mobject = dynamic_cast<MovingObject*> (object);
66 transform_moving_object(height, mobject);
69 for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
70 i != sector->spawnpoints.end(); ++i) {
71 transform_spawnpoint(height, *i);
74 if(sector->camera != 0 && sector->player != 0)
75 sector->camera->reset(sector->player->get_pos());
79 FlipLevelTransformer::transform_drawing_effect(DrawingEffect effect)
81 if (effect & VERTICAL_FLIP) {
82 return effect & ~VERTICAL_FLIP;
84 return effect | VERTICAL_FLIP;
89 FlipLevelTransformer::transform_path(float height, float obj_height, Path& path)
91 for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
92 Vector& pos = i->position;
93 pos.y = height - pos.y - obj_height;
98 FlipLevelTransformer::transform_tilemap(float height, TileMap* tilemap)
100 for(size_t x = 0; x < tilemap->get_width(); ++x) {
101 for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
103 int y2 = tilemap->get_height()-1-y;
104 uint32_t t1 = tilemap->get_tile_id(x, y);
105 uint32_t t2 = tilemap->get_tile_id(x, y2);
106 tilemap->change(x, y, t2);
107 tilemap->change(x, y2, t1);
110 tilemap->set_drawing_effect(transform_drawing_effect(tilemap->get_drawing_effect()));
111 Vector offset = tilemap->get_offset();
112 offset.y = height - offset.y - tilemap->get_bbox().get_height();
113 tilemap->set_offset(offset);
114 Path* path = tilemap->get_path().get();
116 transform_path(height, tilemap->get_bbox().get_height(), *path);
120 FlipLevelTransformer::transform_badguy(float height, BadGuy* badguy)
122 Vector pos = badguy->get_start_position();
123 pos.y = height - pos.y;
124 badguy->set_start_position(pos);
128 FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint* spawn)
130 Vector pos = spawn->pos;
131 pos.y = height - pos.y;
136 FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
138 Vector pos = object->get_pos();
139 pos.y = height - pos.y - object->get_bbox().get_height();
140 object->set_pos(pos);
144 FlipLevelTransformer::transform_flower(Flower* flower)
146 flower->drawing_effect = transform_drawing_effect(flower->drawing_effect);
150 FlipLevelTransformer::transform_platform(float height, Platform& platform)
152 transform_path(height, platform.get_bbox().get_height(), platform.get_path());
156 FlipLevelTransformer::transform_block(float height, Block& block)
158 if (block.original_y != -1) block.original_y = height - block.original_y - block.get_bbox().get_height();