Fixing falling layer for most of the cases
[supertux.git] / src / supertux / sector.cpp
index 2a7dc37..ebf1344 100644 (file)
@@ -58,6 +58,7 @@
 #include "supertux/savegame.hpp"
 #include "supertux/spawn_point.hpp"
 #include "supertux/tile.hpp"
+#include "trigger/secretarea_trigger.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "util/file_system.hpp"
 
@@ -108,6 +109,8 @@ Sector::Sector(Level* parent) :
     throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
   sq_addref(global_vm, &sector_table);
   sq_pop(global_vm, 1);
+
+  foremost_layer = calculate_foremost_layer();
 }
 
 Sector::~Sector()
@@ -650,6 +653,40 @@ Sector::get_active_region()
     camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
 }
 
+int
+Sector::calculate_foremost_layer()
+{
+  int layer = 0;
+  std::vector<std::string> secret_area_layers;
+  for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+  {
+    SecretAreaTrigger* trigger = dynamic_cast<SecretAreaTrigger*>(i->get());
+    if (!trigger) continue;
+    secret_area_layers.push_back(trigger->get_fade_tilemap_name());
+  }
+
+  for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+  {
+    TileMap* tm = dynamic_cast<TileMap*>(i->get());
+    if (!tm) continue;
+    if(tm->get_layer() > foremost_layer)
+    {
+      if (std::find(secret_area_layers.begin(), secret_area_layers.end(), tm->get_name())
+            != secret_area_layers.end() || tm->is_solid())
+      {
+        layer = tm->get_layer();
+      }
+    }
+  }
+  return layer;
+}
+
+int
+Sector::get_foremost_layer()
+{
+  return foremost_layer;
+}
+
 void
 Sector::update(float elapsed_time)
 {