Minor #include optimization
[supertux.git] / src / flip_level_transformer.cpp
index 228c620..2d57f83 100644 (file)
 #include "sector.hpp"
 #include "tile_manager.hpp"
 #include "spawn_point.hpp"
+#include "object/platform.hpp"
+#include "object/block.hpp"
 
 void
 FlipLevelTransformer::transform_sector(Sector* sector)
 {
-  float height = sector->solids->get_height() 
-    * sector->solids->get_tilemanager()->get_default_height();
-  
+  float height = sector->get_height();
+
   for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
       i != sector->gameobjects.end(); ++i) {
     GameObject* object = *i;
@@ -52,6 +53,14 @@ FlipLevelTransformer::transform_sector(Sector* sector)
     if(badguy) {
       transform_badguy(height, badguy);
     }
+    Platform* platform = dynamic_cast<Platform*> (object);
+    if(platform) {
+      transform_platform(height, *platform);
+    }
+    Block* block = dynamic_cast<Block*> (object);
+    if(block) {
+      transform_block(height, *block);
+    }
     MovingObject* mobject = dynamic_cast<MovingObject*> (object);
     if(mobject) {
       transform_moving_object(height, mobject);
@@ -73,10 +82,10 @@ FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
     for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
       // swap tiles
       int y2 = tilemap->get_height()-1-y;
-      const Tile* t1 = tilemap->get_tile(x, y);
-      const Tile* t2 = tilemap->get_tile(x, y2);
-      tilemap->change(x, y, t2->getID());
-      tilemap->change(x, y2, t1->getID());
+      uint32_t t1 = tilemap->get_tile_id(x, y);
+      uint32_t t2 = tilemap->get_tile_id(x, y2);
+      tilemap->change(x, y, t2);
+      tilemap->change(x, y2, t1);
     }
   }
   if(tilemap->get_drawing_effect() != 0) {
@@ -110,3 +119,18 @@ FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
   object->set_pos(pos);
 }
 
+void
+FlipLevelTransformer::transform_platform(float height, Platform& platform)
+{
+  Path& path = platform.get_path();
+  for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
+    Vector& pos = i->position;
+    pos.y = height - pos.y - platform.get_bbox().get_height();
+  }
+}
+
+void
+FlipLevelTransformer::transform_block(float height, Block& block)
+{
+  if (block.original_y != -1) block.original_y = height - block.original_y - block.get_bbox().get_height();
+}