2 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
3 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // Copyright (C) 2010 Florian Forster <supertux at octo.it>
6 // This program is free software: you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation, either version 3 of the License, or
9 // (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, see <http://www.gnu.org/licenses/>.
19 #ifndef HEADER_SUPERTUX_SUPERTUX_TILE_HPP
20 #define HEADER_SUPERTUX_SUPERTUX_TILE_HPP
25 #include "math/rectf.hpp"
26 #include "video/surface.hpp"
27 #include "util/reader_fwd.hpp"
34 static bool draw_editor_images;
35 /// bitset for tile attributes
37 /** solid tile that is indestructible by Tux */
39 /** uni-directional solid tile */
41 /** a brick that can be destroyed by jumping under it */
43 /** the level should be finished when touching a goaltile.
44 * if data is 0 then the endsequence should be triggered, if data is 1
45 * then we can finish the level instantly.
50 /** Bonusbox, content is stored in \a data */
55 /* interesting flags (the following are passed to gameobjects) */
56 FIRST_INTERESTING_FLAG = 0x0100,
58 /** an ice brick that makes tux sliding more than usual */
60 /** a water tile in which tux starts to swim */
62 /** a tile that hurts the player if he touches it */
64 /** for lava: WATER, HURTS, FIRE */
70 WORLDMAP_NORTH = 0x0001,
71 WORLDMAP_SOUTH = 0x0002,
72 WORLDMAP_EAST = 0x0004,
73 WORLDMAP_WEST = 0x0008,
74 WORLDMAP_DIR_MASK = 0x000f,
76 WORLDMAP_STOP = 0x0010,
78 // convenience values ("C" stands for crossroads)
79 WORLDMAP_CNSE = WORLDMAP_NORTH | WORLDMAP_SOUTH | WORLDMAP_EAST,
80 WORLDMAP_CNSW = WORLDMAP_NORTH | WORLDMAP_SOUTH | WORLDMAP_WEST,
81 WORLDMAP_CNEW = WORLDMAP_NORTH | WORLDMAP_EAST | WORLDMAP_WEST,
82 WORLDMAP_CSEW = WORLDMAP_SOUTH | WORLDMAP_EAST | WORLDMAP_WEST,
83 WORLDMAP_CNSEW = WORLDMAP_NORTH | WORLDMAP_SOUTH | WORLDMAP_EAST | WORLDMAP_WEST
87 ImageSpec(const std::string& newfile, const Rectf& newrect)
88 : file(newfile), rect(newrect)
105 std::vector<ImageSpec> imagespecs;
106 std::vector<SurfacePtr> images;
107 std::vector<ImageSpec> editor_imagespecs;
108 std::vector<SurfacePtr> editor_images;
113 /** General purpose data attached to a tile (content of a box, type of coin)*/
120 Tile(const std::vector<ImageSpec>& images, const std::vector<ImageSpec>& editor_images,
121 uint32_t attributes, uint32_t data, float fps);
124 /** load Surfaces, if not already loaded */
127 /** Draw a tile on the screen */
128 void draw(DrawingContext& context, const Vector& pos, int z_pos) const;
130 uint32_t getAttributes() const
131 { return attributes; }
136 /** Checks the SLOPE attribute. Returns "true" if set, "false" otherwise. */
137 bool is_slope() const
139 return attributes & SLOPE;
142 /** Determine the solidity of a tile. This version behaves correctly for
143 * unisolid tiles by taking position and movement of the object in question
144 * into account. Because creating the arguments for this function can be
145 * expensive, you should handle trivial cases using the "is_solid()" and
146 * "is_unisolid()" methods first. */
147 bool is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const;
149 /** This version only checks the SOLID flag to determine the solidity of a
150 * tile. This means it will always return "true" for unisolid tiles. To
151 * determine the *current* solidity of unisolid tiles, use the "is_solid"
152 * method that takes position and movement into account (see above). */
153 bool is_solid() const
155 return attributes & SOLID;
158 /** Checks the UNISOLID attribute. Returns "true" if set, "false" otherwise. */
159 bool is_unisolid() const
161 return attributes & UNISOLID;
164 void print_debug(int id) const;
167 //Correct small oddities in attributes that naive people
168 //might miss (and rebuke them for it)
169 void correct_attributes();
171 /** Returns zero if a unisolid tile is non-solid due to the movement
172 * direction, non-zero if the tile is solid due to direction. */
173 bool check_movement_unisolid (const Vector& movement) const;
175 /** Returns zero if a unisolid tile is non-solid due to the position of the
176 * tile and the object, non-zero if the tile is solid. */
177 bool check_position_unisolid (const Rectf& obj_bbox,
178 const Rectf& tile_bbox) const;
182 Tile& operator=(const Tile&);