- int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */
- int h;
- float i;
- 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 0;
- }
- 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(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()
-{
- 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;