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fix mkdir on win32
[supertux.git]
/
src
/
sector.cpp
diff --git
a/src/sector.cpp
b/src/sector.cpp
index
46298c6
..
b7884fd
100644
(file)
--- a/
src/sector.cpp
+++ b/
src/sector.cpp
@@
-26,7
+26,6
@@
#include <fstream>
#include <stdexcept>
#include <fstream>
#include <stdexcept>
-#include "app/globals.h"
#include "sector.h"
#include "player_status.h"
#include "object/gameobjs.h"
#include "sector.h"
#include "player_status.h"
#include "object/gameobjs.h"
@@
-47,7
+46,7
@@
#include "collision_grid_iterator.h"
#include "object_factory.h"
#include "collision.h"
#include "collision_grid_iterator.h"
#include "object_factory.h"
#include "collision.h"
-#include "math/rect
angle
.h"
+#include "math/rect.h"
#include "math/aatriangle.h"
#include "object/coin.h"
#include "object/block.h"
#include "math/aatriangle.h"
#include "object/coin.h"
#include "object/block.h"
@@
-423,10
+422,10
@@
Sector::activate(const Vector& player_pos)
camera->reset(player->get_pos());
}
camera->reset(player->get_pos());
}
-Rect
angle
+Rect
Sector::get_active_region()
{
Sector::get_active_region()
{
- return Rect
angle
(
+ return Rect(
camera->get_translation() - Vector(1600, 1200),
camera->get_translation() + Vector(1600, 1200));
}
camera->get_translation() - Vector(1600, 1200),
camera->get_translation() + Vector(1600, 1200));
}
@@
-591,7
+590,7
@@
Sector::collision_tilemap(MovingObject* object, int depth)
int max_y = int(y2+1);
CollisionHit temphit, hit;
int max_y = int(y2+1);
CollisionHit temphit, hit;
- Rect
angle
dest = object->get_bbox();
+ Rect dest = object->get_bbox();
dest.move(object->movement);
hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
dest.move(object->movement);
hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
@@
-616,7
+615,7
@@
Sector::collision_tilemap(MovingObject* object, int depth)
hit = temphit;
}
} else { // normal rectangular tile
hit = temphit;
}
} else { // normal rectangular tile
- Rect
angle
rect(x*32, y*32, (x+1)*32, (y+1)*32);
+ Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
if(temphit.time > hit.time)
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
if(temphit.time > hit.time)
@@
-648,9
+647,9
@@
void
Sector::collision_object(MovingObject* object1, MovingObject* object2)
{
CollisionHit hit;
Sector::collision_object(MovingObject* object1, MovingObject* object2)
{
CollisionHit hit;
- Rect
angle
dest1 = object1->get_bbox();
+ Rect dest1 = object1->get_bbox();
dest1.move(object1->get_movement());
dest1.move(object1->get_movement());
- Rect
angle
dest2 = object2->get_bbox();
+ Rect dest2 = object2->get_bbox();
dest2.move(object2->get_movement());
Vector movement = object1->get_movement() - object2->get_movement();
dest2.move(object2->get_movement());
Vector movement = object1->get_movement() - object2->get_movement();
@@
-804,7
+803,7
@@
Sector::get_total_badguys()
}
bool
}
bool
-Sector::inside(const Rect
angle
& rect) const
+Sector::inside(const Rect& rect) const
{
if(rect.p1.x > solids->get_width() * 32
|| rect.p1.y > solids->get_height() * 32
{
if(rect.p1.x > solids->get_width() * 32
|| rect.p1.y > solids->get_height() * 32