// 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 "video/surface.hpp"
#include "util/reader_fwd.hpp"
-class TileSet;
class DrawingContext;
class Tile
{
public:
+ static bool draw_editor_images;
/// bitset for tile attributes
enum {
/** solid tile that is indestructible by Tux */
Rectf rect;
};
+ enum
+ {
+ UNI_DIR_NORTH = 0,
+ UNI_DIR_SOUTH = 1,
+ UNI_DIR_WEST = 2,
+ UNI_DIR_EAST = 3,
+ UNI_DIR_MASK = 3
+ };
+
private:
- const TileSet& tileset;
std::vector<ImageSpec> imagespecs;
- std::vector<Surface*> images;
+ std::vector<SurfacePtr> images;
+ std::vector<ImageSpec> editor_imagespecs;
+ std::vector<SurfacePtr> editor_images;
/// tile attributes
uint32_t attributes;
/** General purpose data attached to a tile (content of a box, type of coin)*/
int data;
- float anim_fps;
+ float fps;
public:
- Tile(const TileSet& tileset);
- Tile(const TileSet& tileset, const std::vector<ImageSpec>& images,
- uint32_t attributes, uint32_t data, float animfps);
+ Tile();
+ Tile(const std::vector<ImageSpec>& images, const std::vector<ImageSpec>& editor_images,
+ uint32_t attributes, uint32_t data, float fps);
~Tile();
/** load Surfaces, if not already loaded */
int getData() const
{ return data; }
+ /** Checks the SLOPE attribute. Returns "true" if set, "false" otherwise. */
+ bool is_slope() const
+ {
+ return attributes & SLOPE;
+ }
+
+ /** Determine the solidity of a tile. This version behaves correctly for
+ * unisolid tiles by taking position and movement of the object in question
+ * into account. Because creating the arguments for this function can be
+ * expensive, you should handle trivial cases using the "is_solid()" and
+ * "is_unisolid()" methods first. */
+ bool is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const;
+
+ /** This version only checks the SOLID flag to determine the solidity of a
+ * tile. This means it will always return "true" for unisolid tiles. To
+ * determine the *current* solidity of unisolid tiles, use the "is_solid"
+ * method that takes position and movement into account (see above). */
+ bool is_solid() const
+ {
+ return attributes & SOLID;
+ }
+
+ /** Checks the UNISOLID attribute. Returns "true" if set, "false" otherwise. */
+ bool is_unisolid() const
+ {
+ return attributes & UNISOLID;
+ }
+
void print_debug(int id) const;
private:
//might miss (and rebuke them for it)
void correct_attributes();
+ /** Returns zero if a unisolid tile is non-solid due to the movement
+ * direction, non-zero if the tile is solid due to direction. */
+ bool check_movement_unisolid (const Vector movement) const;
+
+ /** Returns zero if a unisolid tile is non-solid due to the position of the
+ * tile and the object, non-zero if the tile is solid. */
+ bool check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const;
+
private:
Tile(const Tile&);
Tile& operator=(const Tile&);