Included supertux.h stuff into it.
[supertux.git] / src / collision.cpp
index 95ceae9..510be6c 100644 (file)
 #include "collision.h"
 #include "bitmask.h"
 #include "scene.h"
+#include "world.h"
+#include "level.h"
+#include "tile.h"
 
-int rectcollision(base_type* one, base_type* two)
+bool rectcollision(base_type* one, base_type* two)
 {
-
-  if (one->x >= two->x - one->width + 1 &&
-      one->x <= two->x + two->width - 1  &&
-      one->y >= two->y - one->height + 1&&
-      one->y <= two->y + two->height - 1)
-    {
-      return YES;
-    }
-  else
-    {
-      return NO;
-    }
+  return (one->x >= two->x - one->width + 1  &&
+          one->x <= two->x + two->width - 1  &&
+          one->y >= two->y - one->height + 1 &&
+          one->y <= two->y + two->height - 1);
 }
 
-int rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y)
+bool rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y)
 {
-  if (one->x >= two->x - one->width +off_x + 1 &&
-      one->x <= two->x + two->width + off_x - 1 &&
-      one->y >= two->y - one->height + off_y + 1 &&
-      one->y <= two->y + two->height + off_y - 1)
-    {
-      return YES;
-    }
-  else
-    {
-      return NO;
-    }
+  return (one->x >= two->x - one->width +off_x + 1 &&
+          one->x <= two->x + two->width + off_x - 1 &&
+          one->y >= two->y - one->height + off_y + 1 &&
+          one->y <= two->y + two->height + off_y - 1);
 }
 
-int collision_object_map(base_type* pbase)
+bool collision_object_map(base_type* pbase)
 {
-  int v,h,i;
-
-  v = (int)pbase->height / 16;
-  h = (int)pbase->width / 16;
+  int v = (int)pbase->height / 16;
+  int h = (int)pbase->width / 16;
 
   if(issolid(pbase->x + 1, pbase->y + 1) ||
-      issolid(pbase->x + pbase->width -1, pbase->y + 1) ||
-      issolid(pbase->x +1, pbase->y + pbase->height -1) ||
-      issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1))
-    return YES;
+     issolid(pbase->x + pbase->width -1, pbase->y + 1) ||
+     issolid(pbase->x +1, pbase->y + pbase->height -1) ||
+     issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1))
+    return true;
 
-  for(i = 1; i < h; ++i)
+  for(int i = 1; i < h; ++i)
     {
       if(issolid(pbase->x + i*16,pbase->y + 1))
-        return YES;
+        return true;
     }
 
-  for(i = 1; i < h; ++i)
+  for(int i = 1; i < h; ++i)
     {
       if(  issolid(pbase->x + i*16,pbase->y + pbase->height - 1))
-        return YES;
+        return true;
     }
 
-  for(i = 1; i < v; ++i)
+  for(int i = 1; i < v; ++i)
     {
       if(  issolid(pbase->x + 1, pbase->y + i*16))
-        return YES;
+        return true;
     }
-  for(i = 1; i < v; ++i)
+  for(int i = 1; i < v; ++i)
     {
       if(  issolid(pbase->x + pbase->width - 1, pbase->y + i*16))
-        return YES;
+        return true;
     }
 
-  return NO;
+  return false;
 }
 
 
-int collision_swept_object_map(base_type* old, base_type* current)
+void collision_swept_object_map(base_type* old, base_type* current)
 {
   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. */
@@ -101,7 +86,7 @@ int collision_swept_object_map(base_type* old, base_type* current)
 
   if(old->x == current->x && old->y == current->y)
     {
-      return 0;
+      return;
     }
   else if(old->x == current->x && old->y != current->y)
     {
@@ -118,7 +103,6 @@ int collision_swept_object_map(base_type* old, base_type* current)
 
       h = 1;
       xd = 0;
-
     }
   else if(old->x != current->x && old->y == current->y)
     {
@@ -154,7 +138,7 @@ int collision_swept_object_map(base_type* old, base_type* current)
   old->x += xd;
   old->y += yd;
 
-  for(i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
+  for(float i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
     {
       if(steps > 0)
         {
@@ -218,81 +202,44 @@ int collision_swept_object_map(base_type* old, base_type* current)
     }
 
   *old = *current;
-return 0;
 }
 
-void collision_handler()
-{
-  unsigned int i,j;
 
-  /* CO_BULLET & CO_BADGUY check */
-  for(i = 0; i < bullets.size(); ++i)
-    {
-          for(j = 0; j < bad_guys.size(); ++j)
-            {
-              if(bad_guys[j].dying == NO)
-                {
-                  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 < bad_guys.size(); ++i)
-    {
-      if(bad_guys[i].dying == NO)
-        {
-          for(j = i+1; j < bad_guys.size(); ++j)
-            {
-              if(j != i && 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);
-                    }
-                }
-            }
-        }
-    }
+Tile* gettile(float x, float y)
+{
+  return TileManager::instance()->get(World::current()->get_level()->gettileid(x, y));
+}
 
+bool issolid(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->solid;
+}
 
+bool isbrick(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->brick;
+}
 
-  /* CO_BADGUY & CO_PLAYER check */
-  for(i = 0; i < bad_guys.size(); ++i)
-    {
-          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);
-                }
-            }
-    }
+bool isice(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->ice;
+}
 
-  /* CO_UPGRADE & CO_PLAYER check */
-  for(i = 0; i < upgrades.size(); ++i)
-    {
-          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);
-            }
-    }
+bool isfullbox(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->fullbox;
+}
 
+bool isdistro(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->distro;
 }
 
+/* EOF */
+