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 GameObjectPtr object = *i;
37 TileMap* tilemap = dynamic_cast<TileMap*>(object.get());
39 transform_tilemap(height, *tilemap);
41 Player* player = dynamic_cast<Player*>(object.get());
43 Vector pos = player->get_pos();
44 pos.y = height - pos.y - player->get_bbox().get_height();
48 BadGuy* badguy = dynamic_cast<BadGuy*>(object.get());
50 transform_badguy(height, *badguy);
52 Flower* flower = dynamic_cast<Flower*>(object.get());
54 transform_flower(*flower);
56 Platform* platform = dynamic_cast<Platform*>(object.get());
58 transform_platform(height, *platform);
60 Block* block = dynamic_cast<Block*>(object.get());
62 transform_block(height, *block);
64 MovingObject* mobject = dynamic_cast<MovingObject*>(object.get());
66 transform_moving_object(height, *mobject);
69 for(auto i = sector->spawnpoints.begin(); i != sector->spawnpoints.end(); ++i) {
70 transform_spawnpoint(height, **i);
73 if(sector->camera != 0 && sector->player != 0)
74 sector->camera->reset(sector->player->get_pos());
78 FlipLevelTransformer::transform_drawing_effect(DrawingEffect effect)
80 if (effect & VERTICAL_FLIP) {
81 return effect & ~VERTICAL_FLIP;
83 return effect | VERTICAL_FLIP;
88 FlipLevelTransformer::transform_path(float height, float obj_height, Path& path)
90 for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); ++i) {
91 Vector& pos = i->position;
92 pos.y = height - pos.y - obj_height;
97 FlipLevelTransformer::transform_tilemap(float height, TileMap& tilemap)
99 for(size_t x = 0; x < tilemap.get_width(); ++x) {
100 for(size_t y = 0; y < tilemap.get_height()/2; ++y) {
102 int y2 = tilemap.get_height()-1-y;
103 uint32_t t1 = tilemap.get_tile_id(x, y);
104 uint32_t t2 = tilemap.get_tile_id(x, y2);
105 tilemap.change(x, y, t2);
106 tilemap.change(x, y2, t1);
109 tilemap.set_drawing_effect(transform_drawing_effect(tilemap.get_drawing_effect()));
110 Vector offset = tilemap.get_offset();
111 offset.y = height - offset.y - tilemap.get_bbox().get_height();
112 tilemap.set_offset(offset);
113 Path* path = tilemap.get_path().get();
115 transform_path(height, tilemap.get_bbox().get_height(), *path);
119 FlipLevelTransformer::transform_badguy(float height, BadGuy& badguy)
121 Vector pos = badguy.get_start_position();
122 pos.y = height - pos.y;
123 badguy.set_start_position(pos);
127 FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint& spawn)
129 Vector pos = spawn.pos;
130 pos.y = height - pos.y;
135 FlipLevelTransformer::transform_moving_object(float height, MovingObject& object)
137 Vector pos = object.get_pos();
138 pos.y = height - pos.y - object.get_bbox().get_height();
143 FlipLevelTransformer::transform_flower(Flower& flower)
145 flower.drawing_effect = transform_drawing_effect(flower.drawing_effect);
149 FlipLevelTransformer::transform_platform(float height, Platform& platform)
151 transform_path(height, platform.get_bbox().get_height(), platform.get_path());
155 FlipLevelTransformer::transform_block(float height, Block& block)
157 if (block.original_y != -1) block.original_y = height - block.original_y - block.get_bbox().get_height();