- int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */
- int h;
- float lpath; /* Holds the longest path, which is either in X or Y direction. */
- float xd,yd; /* Hold the smallest steps in X and Y directions. */
- float temp, xt, yt; /* Temporary variable. */
-
- lpath = 0;
- xd = 0;
- yd = 0;
-
- if(old->x == current->x && old->y == current->y)
- {
- return;
- }
- else if(old->x == current->x && old->y != current->y)
- {
- lpath = current->y - old->y;
- if(lpath < 0)
- {
- yd = -1;
- lpath = -lpath;
- }
- else
- {
- yd = 1;
- }
-
- h = 1;
- xd = 0;
- }
- else if(old->x != current->x && old->y == current->y)
- {
- lpath = current->x - old->x;
- if(lpath < 0)
- {
- xd = -1;
- lpath = -lpath;
- }
- else
- {
- xd = 1;
- }
- h = 2;
- yd = 0;
- }
- else
- {
- lpath = current->x - old->x;
- if(lpath < 0)
- lpath = -lpath;
- if(current->y - old->y > lpath || old->y - current->y > lpath)
- lpath = current->y - old->y;
- if(lpath < 0)
- lpath = -lpath;
- h = 3;
- xd = (current->x - old->x) / lpath;
- yd = (current->y - old->y) / lpath;
- }
-
- steps = (int)(lpath / (float)16);
-
- old->x += xd;
- old->y += yd;
-
- for(float i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
- {
- if(steps > 0)
- {
- old->y += yd*16.;
- old->x += xd*16.;
- steps--;
- }
-
- if(collision_object_map(old))
- {
- switch(h)
- {
- case 1:
- current->y = old->y - yd;
- while(collision_object_map(current))
- current->y -= yd;
- break;
- case 2:
- current->x = old->x - xd;
- while(collision_object_map(current))
- current->x -= xd;
- break;
- case 3:
- xt = current->x;
- yt = current->y;
- current->x = old->x - xd;
- current->y = old->y - yd;
- while(collision_object_map(current))
- {
- current->x -= xd;
- current->y -= yd;
- }
-
- temp = current->x;
- current->x = xt;
- if(!collision_object_map(current))
- break;
- current->x = temp;
- temp = current->y;
- current->y = yt;
-
- if(!collision_object_map(current))
- {
- break;
- }
- else
- {
- current->y = temp;
- while(!collision_object_map(current))
- current->y += yd;
- current->y -= yd;
- break;
- }
-
- break;
- default:
- break;
- }
- break;
- }
- }
-
- *old = *current;
-}
-
-void collision_handler()
-{
- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < world.bullets.size(); ++i)
- {
- for(unsigned int j = 0; j < world.bad_guys.size(); ++j)
- {
- if(world.bad_guys[j].dying != DYING_NOT)
- continue;
- if(rectcollision(&world.bullets[i].base, &world.bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- world.bad_guys[j].collision(0, CO_BULLET);
- bullet_collision(&world.bullets[i], CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
- {
- if(world.bad_guys[i].dying != DYING_NOT)
- continue;
-
- for(unsigned int j = i+1; j < world.bad_guys.size(); ++j)
- {
- if(j == i || world.bad_guys[j].dying != DYING_NOT)
- continue;
-
- if(rectcollision(&world.bad_guys[i].base, &world.bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- world.bad_guys[j].collision(&world.bad_guys[i], CO_BADGUY);
- world.bad_guys[i].collision(&world.bad_guys[j], CO_BADGUY);
- }
- }
- }
-
- if(tux.dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
- {
- if(world.bad_guys[i].dying != DYING_NOT)
- continue;
-
- if(rectcollision_offset(&world.bad_guys[i].base,&tux.base,0,0))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height
- < world.bad_guys[i].base.y + world.bad_guys[i].base.height/2)
- {
- world.bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- tux.collision(&world.bad_guys[i], CO_BADGUY);
- }
- }
- }
-
- // CO_UPGRADE & CO_PLAYER check
- for(unsigned int i = 0; i < world.upgrades.size(); ++i)
- {
- if(rectcollision(&world.upgrades[i].base, &tux.base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrade_collision(&world.upgrades[i], &tux, CO_PLAYER);
- }
- }
-}
-
-
-Tile* gettile(float x, float y)
-{
- return TileManager::instance()->get(GameSession::current()->get_level()->gettileid(x, y));
-}
-
-bool issolid(float x, float y)
-{
- Tile* tile = gettile(x,y);
- return tile && tile->solid;