#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. */
if(old->x == current->x && old->y == current->y)
{
- return 0;
+ return;
}
else if(old->x == current->x && old->y != current->y)
{
h = 1;
xd = 0;
-
}
else if(old->x != current->x && old->y == current->y)
{
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)
{
}
*old = *current;
-return 0;
}
-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);
- }
- }
- }
- }
- }
+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;
+}
- /* 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);
- }
- }
- }
- }
+bool isbrick(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->brick;
+}
- /* 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);
- }
+bool isice(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->ice;
+}
- }
- }
+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 */
+