// SuperTux
// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2010 Florian Forster <supertux at octo.it>
//
// 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
#include "supertux/tile.hpp"
+#include "supertux/constants.hpp"
#include "supertux/tile_set.hpp"
+#include "math/aatriangle.hpp"
#include "video/drawing_context.hpp"
-Tile::Tile(const TileSet& new_tileset) :
- tileset(new_tileset),
+bool Tile::draw_editor_images = false;
+
+Tile::Tile() :
imagespecs(),
images(),
- attributes(0),
- data(0),
- anim_fps(1)
+ editor_imagespecs(),
+ editor_images(),
+ attributes(0),
+ data(0),
+ fps(1)
{
}
-Tile::Tile(const TileSet& new_tileset, const std::vector<ImageSpec>& imagespecs_,
- uint32_t attributes, uint32_t data, float animfps) :
- tileset(new_tileset),
+Tile::Tile(const std::vector<ImageSpec>& imagespecs_, const std::vector<ImageSpec>& editor_imagespecs_,
+ uint32_t attributes_, uint32_t data_, float fps_) :
imagespecs(imagespecs_),
images(),
- attributes(attributes),
- data(data),
- anim_fps(animfps)
+ editor_imagespecs(editor_imagespecs_),
+ editor_images(),
+ attributes(attributes_),
+ data(data_),
+ fps(fps_)
{
correct_attributes();
}
Tile::~Tile()
{
- for(std::vector<Surface*>::iterator i = images.begin(); i != images.end();
- ++i) {
- delete *i;
- }
}
void
if(images.size() == 0 && imagespecs.size() != 0)
{
assert(images.size() == 0);
- for(std::vector<ImageSpec>::iterator i = imagespecs.begin(); i != imagespecs.end(); ++i)
+ for(std::vector<ImageSpec>::iterator i = imagespecs.begin(); i != imagespecs.end(); ++i)
{
const ImageSpec& spec = *i;
- Surface* surface;
- if(spec.rect.get_width() <= 0)
+ SurfacePtr surface;
+ if(spec.rect.get_width() <= 0)
{
- surface = new Surface(spec.file);
+ surface = Surface::create(spec.file);
}
- else
+ else
{
- surface = new Surface(spec.file,
- Rect((int) spec.rect.p1.x,
- (int) spec.rect.p1.y,
- Size((int) spec.rect.get_width(),
- (int) spec.rect.get_height())));
+ surface = Surface::create(spec.file,
+ Rect((int) spec.rect.p1.x,
+ (int) spec.rect.p1.y,
+ Size((int) spec.rect.get_width(),
+ (int) spec.rect.get_height())));
}
images.push_back(surface);
}
}
+
+ if(editor_images.size() == 0 && editor_imagespecs.size() != 0)
+ {
+ assert(editor_images.size() == 0);
+ for(std::vector<ImageSpec>::iterator i = editor_imagespecs.begin(); i != editor_imagespecs.end(); ++i)
+ {
+ const ImageSpec& spec = *i;
+
+ SurfacePtr surface;
+ if(spec.rect.get_width() <= 0)
+ {
+ surface = Surface::create(spec.file);
+ }
+ else
+ {
+ surface = Surface::create(spec.file,
+ Rect((int) spec.rect.p1.x,
+ (int) spec.rect.p1.y,
+ Size((int) spec.rect.get_width(),
+ (int) spec.rect.get_height())));
+ }
+ editor_images.push_back(surface);
+ }
+ }
}
void
Tile::draw(DrawingContext& context, const Vector& pos, int z_pos) const
{
+ if(draw_editor_images) {
+ if(editor_images.size() > 1) {
+ size_t frame = size_t(game_time * fps) % editor_images.size();
+ context.draw_surface(editor_images[frame], pos, z_pos);
+ return;
+ } else if (editor_images.size() == 1) {
+ context.draw_surface(editor_images[0], pos, z_pos);
+ return;
+ }
+ }
+
if(images.size() > 1) {
- size_t frame = size_t(game_time * anim_fps) % images.size();
+ size_t frame = size_t(game_time * fps) % images.size();
context.draw_surface(images[frame], pos, z_pos);
} else if (images.size() == 1) {
context.draw_surface(images[0], pos, z_pos);
Tile::print_debug(int id) const
{
log_debug << " Tile: id " << id << ", data " << getData() << ", attributes " << getAttributes() << ":" << std::endl;
- for(std::vector<Tile::ImageSpec>::const_iterator im = imagespecs.begin(); im != imagespecs.end(); ++im)
+ for(std::vector<Tile::ImageSpec>::const_iterator im = editor_imagespecs.begin(); im != editor_imagespecs.end(); ++im)
+ log_debug << " Editor Imagespec: file " << im->file << "; rect " << im->rect << std::endl;
+ for(std::vector<Tile::ImageSpec>::const_iterator im = imagespecs.begin(); im != imagespecs.end(); ++im)
+ log_debug << " Imagespec: file " << im->file << "; rect " << im->rect << std::endl;
+}
+
+/* Check if the tile is solid given the current movement. This works
+ * for south-slopes (which are solid when moving "down") and
+ * north-slopes (which are solid when moving "up". "up" and "down" is
+ * in quotation marks because because the slope's gradient is taken.
+ * Also, this uses the movement relative to the tilemaps own movement
+ * (if any). --octo */
+bool Tile::check_movement_unisolid (const Vector& movement) const
+{
+ int slope_info;
+ double mv_x;
+ double mv_y;
+ double mv_tan;
+ double slope_tan;
+
+ /* If the tile is not a slope, this is very easy. */
+ if (!this->is_slope())
+ {
+ int dir = this->getData() & Tile::UNI_DIR_MASK;
+
+ return ((dir == Tile::UNI_DIR_NORTH) && (movement.y >= 0)) /* moving down */
+ || ((dir == Tile::UNI_DIR_SOUTH) && (movement.y <= 0)) /* moving up */
+ || ((dir == Tile::UNI_DIR_WEST ) && (movement.x >= 0)) /* moving right */
+ || ((dir == Tile::UNI_DIR_EAST ) && (movement.x <= 0)); /* moving left */
+ }
+
+ /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
+ * that we can always use the "SOUTHEAST" case of the slope. The southeast
+ * case is the following:
+ * .
+ * /!
+ * / !
+ * +--+
+ */
+ mv_x = (double) movement.x; //note switch to double for no good reason
+ mv_y = (double) movement.y;
+
+ slope_info = this->getData();
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHEAST: /* . */
+ /* do nothing */ /* /! */
+ break; /* / ! */
+ /* +--+ */
+ case AATriangle::SOUTHWEST: /* . */
+ mv_x *= (-1.0); /* !\ */
+ break; /* ! \ */
+ /* +--+ */
+ case AATriangle::NORTHEAST: /* +--+ */
+ mv_y *= (-1.0); /* \ ! */
+ break; /* \! */
+ /* ' */
+ case AATriangle::NORTHWEST: /* +--+ */
+ mv_x *= (-1.0); /* ! / */
+ mv_y *= (-1.0); /* !/ */
+ break; /* ' */
+ } /* switch (slope_info & DIRECTION_MASK) */
+
+ /* Handle the easy cases first */
+ /* If we're moving to the right and down, then the slope is solid. */
+ if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
+ return true;
+ /* If we're moving to the left and up, then the slope is not solid. */
+ else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
+ return false;
+
+ /* The pure up-down and left-right movements have already been handled. */
+ assert (mv_x != 0.0);
+ assert (mv_y != 0.0);
+
+ /* calculate tangent of movement */
+ mv_tan = (-1.0) * mv_y / mv_x;
+
+ /* determine tangent of the slope */
+ slope_tan = 1.0;
+ if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_TOP))
+ slope_tan = 0.5; /* ~= 26.6 deg */
+ else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
+ slope_tan = 2.0; /* ~= 63.4 deg */
+
+ /* up and right */
+ if (mv_x > 0.0) /* 1st quadrant */
{
- log_debug << " Imagespec: file " << im->file << "; rect " << im->rect << std::endl;
+ assert (mv_y < 0.0);
+ return (mv_tan <= slope_tan);
}
+ /* down and left */
+ else if (mv_x < 0.0) /* 3rd quadrant */
+ {
+ assert (mv_y > 0.0);
+ return (mv_tan >= slope_tan);
+ }
+
+ return false;
+} /* int check_movement_unisolid */
+
+bool is_above_line (float l_x, float l_y, float m,
+ float p_x, float p_y)
+{
+ float interp_y = (l_y + (m * (p_x - l_x)));
+ return (interp_y >= p_y);
}
+bool is_below_line (float l_x, float l_y, float m,
+ float p_x, float p_y)
+{
+ return !is_above_line (l_x, l_y, m, p_x, p_y);
+}
+
+/* Check whether the object is already *in* the tile. If so, the tile
+ * is non-solid. Otherwise, if the object is "above" (south slopes)
+ * or "below" (north slopes), the tile will be solid. */
+bool Tile::check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const
+{
+ int slope_info;
+ float tile_x;
+ float tile_y;
+ float gradient;
+ float delta_x;
+ float delta_y;
+ float obj_x = 0.0;
+ float obj_y = 0.0;
+
+ /* If this is not a slope, this is - again - easy */
+ if (!this->is_slope())
+ {
+ int dir = this->getData() & Tile::UNI_DIR_MASK;
+
+ return ((dir == Tile::UNI_DIR_NORTH) && ((obj_bbox.get_bottom() - SHIFT_DELTA) <= tile_bbox.get_top() ))
+ || ((dir == Tile::UNI_DIR_SOUTH) && ((obj_bbox.get_top() + SHIFT_DELTA) >= tile_bbox.get_bottom()))
+ || ((dir == Tile::UNI_DIR_WEST ) && ((obj_bbox.get_right() - SHIFT_DELTA) <= tile_bbox.get_left() ))
+ || ((dir == Tile::UNI_DIR_EAST ) && ((obj_bbox.get_left() + SHIFT_DELTA) >= tile_bbox.get_right() ));
+ }
+
+ /* There are 20 different cases. For each case, calculate a line that
+ * describes the slope's surface. The line is defined by x, y, and m, the
+ * gradient. */
+ slope_info = this->getData();
+ switch (slope_info
+ & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
+ {
+ case AATriangle::SOUTHWEST:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
+ case AATriangle::NORTHEAST:
+ case AATriangle::NORTHEAST | AATriangle::DEFORM_TOP:
+ case AATriangle::NORTHEAST | AATriangle::DEFORM_LEFT:
+ tile_x = tile_bbox.get_left();
+ tile_y = tile_bbox.get_top();
+ gradient = 1.0;
+ break;
+
+ case AATriangle::SOUTHEAST:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
+ case AATriangle::NORTHWEST:
+ case AATriangle::NORTHWEST | AATriangle::DEFORM_TOP:
+ case AATriangle::NORTHWEST | AATriangle::DEFORM_RIGHT:
+ tile_x = tile_bbox.get_right();
+ tile_y = tile_bbox.get_top();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_LEFT:
+ case AATriangle::NORTHWEST | AATriangle::DEFORM_BOTTOM:
+ case AATriangle::NORTHWEST | AATriangle::DEFORM_LEFT:
+ tile_x = tile_bbox.get_left();
+ tile_y = tile_bbox.get_bottom();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_RIGHT:
+ case AATriangle::NORTHEAST | AATriangle::DEFORM_BOTTOM:
+ case AATriangle::NORTHEAST | AATriangle::DEFORM_RIGHT:
+ tile_x = tile_bbox.get_right();
+ tile_y = tile_bbox.get_bottom();
+ gradient = 1.0;
+ break;
+
+ default:
+ assert (23 == 42);
+ return 0;
+ }
+
+ /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
+ * sign of the values only. Also, we determine here which corner of the
+ * object's bounding box is the interesting one for us. */
+ delta_x = 1.0 * SHIFT_DELTA;
+ delta_y = 1.0 * SHIFT_DELTA;
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHWEST:
+ delta_x *= 1.0;
+ delta_y *= -1.0;
+ obj_x = obj_bbox.get_left();
+ obj_y = obj_bbox.get_bottom();
+ break;
+
+ case AATriangle::SOUTHEAST:
+ delta_x *= -1.0;
+ delta_y *= -1.0;
+ obj_x = obj_bbox.get_right();
+ obj_y = obj_bbox.get_bottom();
+ break;
+
+ case AATriangle::NORTHWEST:
+ delta_x *= 1.0;
+ delta_y *= 1.0;
+ obj_x = obj_bbox.get_left();
+ obj_y = obj_bbox.get_top();
+ break;
+
+ case AATriangle::NORTHEAST:
+ delta_x *= -1.0;
+ delta_y *= 1.0;
+ obj_x = obj_bbox.get_right();
+ obj_y = obj_bbox.get_top();
+ break;
+ }
+
+ /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
+ * cases. */
+ switch (slope_info & AATriangle::DEFORM_MASK)
+ {
+ case 0:
+ delta_x *= .70710678118654752440; /* 1/sqrt(2) */
+ delta_y *= .70710678118654752440; /* 1/sqrt(2) */
+ break;
+
+ case AATriangle::DEFORM_BOTTOM:
+ case AATriangle::DEFORM_TOP:
+ delta_x *= .44721359549995793928; /* 1/sqrt(5) */
+ delta_y *= .89442719099991587856; /* 2/sqrt(5) */
+ gradient *= 0.5;
+ break;
+
+ case AATriangle::DEFORM_LEFT:
+ case AATriangle::DEFORM_RIGHT:
+ delta_x *= .89442719099991587856; /* 2/sqrt(5) */
+ delta_y *= .44721359549995793928; /* 1/sqrt(5) */
+ gradient *= 2.0;
+ break;
+ }
+
+ /* With a south slope, check if all points are above the line. If one point
+ * isn't, the slope is not solid. => You can pass through a south-slope from
+ * below but not from above. */
+ if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
+ || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
+ {
+ return !is_below_line(tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y);
+ }
+ /* northwest or northeast. Same as above, but inverted. You can pass from top
+ * to bottom but not vice versa. */
+ else
+ {
+ return !is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y);
+ }
+} /* int check_position_unisolid */
+
+bool Tile::is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const
+{
+ if (!(attributes & SOLID))
+ return false;
+
+ if (!(attributes & UNISOLID))
+ return true;
+
+ return check_movement_unisolid (movement) &&
+ check_position_unisolid (position, tile_bbox);
+} /* bool Tile::is_solid */
+
+/* vim: set sw=2 sts=2 et : */
/* EOF */