fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / flip_level_transformer.cpp
index db5a693..00d1004 100644 (file)
@@ -1,17 +1,37 @@
+//  $Id$
+//
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
 #include <config.h>
 
-#include "flip_level_transformer.h"
-#include "object/tilemap.h"
-#include "badguy/badguy.h"
-#include "sector.h"
-#include "tile_manager.h"
+#include "flip_level_transformer.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "badguy/badguy.hpp"
+#include "sector.hpp"
+#include "tile_manager.hpp"
+#include "spawn_point.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;
@@ -20,20 +40,37 @@ FlipLevelTransformer::transform_sector(Sector* sector)
     if(tilemap) {
       transform_tilemap(tilemap);
     }
+    Player* player = dynamic_cast<Player*> (object);
+    if(player) {
+      Vector pos = player->get_pos();
+      pos.y = height - pos.y - player->get_bbox().get_height();
+      player->move(pos);
+      continue;
+    }
     BadGuy* badguy = dynamic_cast<BadGuy*> (object);
     if(badguy) {
       transform_badguy(height, badguy);
-    } else {
-      MovingObject* mobject = dynamic_cast<MovingObject*> (object);
-      if(mobject) {
-        transform_moving_object(height, mobject);
-      }
+    }
+    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);
     }
   }
   for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
       i != sector->spawnpoints.end(); ++i) {
     transform_spawnpoint(height, *i);
   }
+
+  if(sector->camera != 0 && sector->player != 0)
+    sector->camera->reset(sector->player->get_pos());
 }
 
 void
@@ -49,7 +86,11 @@ FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
       tilemap->change(x, y2, t1->getID());
     }
   }
-  tilemap->set_drawing_effect(VERTICAL_FLIP);
+  if(tilemap->get_drawing_effect() != 0) {
+    tilemap->set_drawing_effect(NO_EFFECT);
+  } else {
+    tilemap->set_drawing_effect(VERTICAL_FLIP);
+  }
 }
 
 void
@@ -71,8 +112,23 @@ FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint* spawn)
 void
 FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
 {
-  Vector pos = object->bbox.p1;
-  pos.y = height - pos.y;
-  object->bbox.set_pos(pos);
+  Vector pos = object->get_pos();
+  pos.y = height - pos.y - object->get_bbox().get_height();
+  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)
+{
+  block.original_y = height - block.original_y - block.get_bbox().get_height();
+}