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Initial integration, lots of broken stuff
[supertux.git]
/
src
/
sector.cpp
diff --git
a/src/sector.cpp
b/src/sector.cpp
index
88b40cd
..
cd4276b
100644
(file)
--- a/
src/sector.cpp
+++ b/
src/sector.cpp
@@
-28,7
+28,8
@@
#include <float.h>
#include <math.h>
#include <limits>
#include <float.h>
#include <math.h>
#include <limits>
-#include <physfs.h>
+//#include <physfs.h>
+#include <unison/vfs/FileSystem.hpp>
#include "sector.hpp"
#include "object/player.hpp"
#include "sector.hpp"
#include "object/player.hpp"
@@
-245,7
+246,7
@@
Sector::parse_old_format(const lisp::Lisp& reader)
if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
backgroundimage = "images/background/" + backgroundimage;
if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
backgroundimage = "images/background/" + backgroundimage;
- if (!
PHYSFS_exists(backgroundimage.c_str()
)) {
+ if (!
Unison::VFS::FileSystem::get().exists(backgroundimage
)) {
log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
backgroundimage = "";
}
log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
backgroundimage = "";
}
@@
-897,10
+898,10
@@
void check_collisions(collision::Constraints* constraints,
return;
// calculate intersection
return;
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
+ float itop
= r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float ileft
= r1.get_right() - r2.get_left();
+ float iright
= r2.get_right() - r1.get_left();
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
@@
-1303,9
+1304,9
@@
Sector::handle_collisions()
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
if(!moving_object->collides(*moving_object_2, hit))
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
if(!moving_object->collides(*moving_object_2, hit))
-
return
;
+
continue
;
if(!moving_object_2->collides(*moving_object, hit))
if(!moving_object_2->collides(*moving_object, hit))
-
return
;
+
continue
;
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);