- // test with all tiles in this rectangle
- int starttilex = int(x1) / 32;
- int starttiley = int(y1) / 32;
- int max_x = int(x2);
- int max_y = int(y2+1);
-
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(!tile)
- continue;
- // skip non-solid tiles
- if((tile->getAttributes() & Tile::SOLID) == 0)
- continue;
- // only handle unisolid when the player is falling down and when he was
- // above the tile before
- if(tile->getAttributes() & Tile::UNISOLID) {
- if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
- continue;
- }
-
- if(tile->getAttributes() & Tile::SLOPE) { // slope tile
- AATriangle triangle;
- Vector p1(x*32, y*32);
- Vector p2((x+1)*32, (y+1)*32);
- triangle = AATriangle(p1, p2, tile->getData());
-
- collision::rectangle_aatriangle(constraints, dest, triangle);
- } else { // normal rectangular tile
- Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
- check_collisions(constraints, movement, dest, rect);
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1 - solids->get_x_offset()) / 32;
+ int starttiley = int(y1 - solids->get_y_offset()) / 32;
+ int max_x = int(x2 - solids->get_x_offset());
+ int max_y = int(y2+1 - solids->get_y_offset());
+
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ // skip non-solid tiles
+ if((tile->getAttributes() & Tile::SOLID) == 0)
+ continue;
+ // only handle unisolid when the player is falling down and when he was
+ // above the tile before
+ if(tile->getAttributes() & Tile::UNISOLID) {
+ if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+ continue;
+ }
+
+ if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+ AATriangle triangle;
+ Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
+ Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+ triangle = AATriangle(p1, p2, tile->getData());
+
+ collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
+ } else { // normal rectangular tile
+ Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+ check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
+ }