#include "collision.h"
#include "bitmask.h"
#include "scene.h"
+#include "world.h"
+#include "level.h"
+#include "tile.h"
bool rectcollision(base_type* one, base_type* two)
{
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))
+ 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(int i = 1; i < h; ++i)
*old = *current;
}
-void collision_handler()
+
+Tile* gettile(float x, float y)
{
- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < world.bullets.size(); ++i)
- {
- for(unsigned int j = 0; j < world.bad_guys.size(); ++j)
- {
- if(world.bad_guys[j].dying != DYING_NOT)
- continue;
- if(rectcollision(&world.bullets[i].base, &world.bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- world.bad_guys[j].collision(0, CO_BULLET);
- bullet_collision(&world.bullets[i], CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
+ return TileManager::instance()->get(World::current()->get_level()->gettileid(x, y));
+}
- /* CO_BADGUY & CO_BADGUY check */
- for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
- {
- if(world.bad_guys[i].dying != DYING_NOT)
- continue;
-
- for(unsigned int j = i+1; j < world.bad_guys.size(); ++j)
- {
- if(j == i || world.bad_guys[j].dying != DYING_NOT)
- continue;
+bool issolid(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->solid;
+}
- if(rectcollision(&world.bad_guys[i].base, &world.bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- world.bad_guys[j].collision(&world.bad_guys[i], CO_BADGUY);
- world.bad_guys[i].collision(&world.bad_guys[j], CO_BADGUY);
- }
- }
- }
+bool isbrick(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->brick;
+}
- if(tux.dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
- {
- if(world.bad_guys[i].dying != DYING_NOT)
- continue;
-
- if(rectcollision_offset(&world.bad_guys[i].base,&tux.base,0,0))
- {
- // 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
- < world.bad_guys[i].base.y + world.bad_guys[i].base.height/2)
- {
- world.bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- tux.collision(&world.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(unsigned int i = 0; i < world.upgrades.size(); ++i)
- {
- if(rectcollision(&world.upgrades[i].base, &tux.base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrade_collision(&world.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 */
+