- int i,j;
-
- /* CO_BULLET & CO_BADGUY check */
- for(i = 0; i < num_bullets; ++i)
- {
- if(bullets[i].base.alive)
- {
- for(j = 0; j < num_bad_guys; ++j)
- {
- if(bad_guys[j].dying == NO && bad_guys[j].base.alive)
- {
- if(rectcollision(&bullets[i].base,&bad_guys[j].base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- bullet_collision(&bullets[i], CO_BADGUY);
- badguy_collision(&bad_guys[j], &bullets[i], CO_BULLET);
- }
- }
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for(i = 0; i < num_bad_guys; ++i)
- {
- if(bad_guys[i].base.alive && bad_guys[i].dying == NO)
- {
- for(j = i+1; j < num_bad_guys; ++j)
- {
- if(j != i && bad_guys[j].base.alive && bad_guys[j].dying == NO)
- {
- if(rectcollision(&bad_guys[i].base,&bad_guys[j].base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- badguy_collision(&bad_guys[j], &bad_guys[i], CO_BADGUY);
- badguy_collision(&bad_guys[i], &bad_guys[j], CO_BADGUY);
- }
- }
- }
- }
- }
-
-
-
- /* CO_BADGUY & CO_PLAYER check */
- for(i = 0; i < num_bad_guys; ++i)
- {
- if(bad_guys[i].base.alive)
- {
- if(bad_guys[i].dying == NO && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0) == YES )
- {
- /* 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 < bad_guys[i].base.y + bad_guys[i].base.height/2 &&
- bad_guys[i].kind != BAD_MONEY && bad_guys[i].mode != HELD)
- {
- badguy_collision(&bad_guys[i], &tux, CO_PLAYER);
- }
- else
- {
- player_collision(&tux, &bad_guys[i], CO_BADGUY);
- }
- }
- }
- }
-
- /* CO_UPGRADE & CO_PLAYER check */
- for(i = 0; i < num_upgrades; ++i)
- {
- if(upgrades[i].base.alive)
- {
- if(rectcollision(&upgrades[i].base,&tux.base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
- }
-
- }
- }
-
+ if(!rectangle_rectangle(hit, rect, movement, (const Rectangle&) triangle))
+ return false;
+
+ Vector normal;
+ float c;
+ Vector p1;
+ Vector tp1, tp2;
+ switch(triangle.dir & AATriangle::DEFORM_MASK) {
+ case 0:
+ tp1 = triangle.p1;
+ tp2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM1:
+ tp1 = Vector(triangle.p1.x, triangle.p1.y + triangle.get_height()/2);
+ tp2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM2:
+ tp1 = triangle.p1;
+ tp2 = Vector(triangle.p2.x, triangle.p1.y + triangle.get_height()/2);
+ break;
+ case AATriangle::DEFORM3:
+ tp1 = triangle.p1;
+ tp2 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p2.y);
+ break;
+ case AATriangle::DEFORM4:
+ tp1 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p1.y);
+ tp2 = triangle.p2;
+ break;
+ default:
+ assert(false);
+ }
+
+ switch(triangle.dir & AATriangle::DIRECTION_MASK) {
+ case AATriangle::SOUTHWEST:
+ p1 = Vector(rect.p1.x, rect.p2.y);
+ makePlane(tp1, tp2, normal, c);
+ break;
+ case AATriangle::NORTHEAST:
+ p1 = Vector(rect.p2.x, rect.p1.y);
+ makePlane(tp2, tp1, normal, c);
+ break;
+ case AATriangle::SOUTHEAST:
+ p1 = rect.p2;
+ makePlane(Vector(tp1.x, tp2.y),
+ Vector(tp2.x, tp1.y), normal, c);
+ break;
+ case AATriangle::NORTHWEST:
+ p1 = rect.p1;
+ makePlane(Vector(tp2.x, tp1.y),
+ Vector(tp1.x, tp2.y), normal, c);
+ break;
+ default:
+ assert(false);
+ }
+
+ float n_p1 = -(normal * p1);
+ float depth = n_p1 - c;
+ if(depth < 0)
+ return false;
+ float time = depth / -(normal * movement);
+ if(time < hit.time) {
+ hit.depth = depth;
+ hit.time = time;
+ hit.normal = normal;
+ }
+
+ return true;