commited Matzes Win32 patch
[supertux.git] / src / collision.cpp
index fbde783..95ceae9 100644 (file)
@@ -218,21 +218,19 @@ int collision_swept_object_map(base_type* old, base_type* current)
     }
 
   *old = *current;
-
+return 0;
 }
 
 void collision_handler()
 {
-  int i,j;
+  unsigned int i,j;
 
   /* CO_BULLET & CO_BADGUY check */
-  for(i = 0; i < num_bullets; ++i)
+  for(i = 0; i < bullets.size(); ++i)
     {
-      if(bullets[i].base.alive)
-        {
-          for(j = 0; j < num_bad_guys; ++j)
+          for(j = 0; j < bad_guys.size(); ++j)
             {
-              if(bad_guys[j].dying == NO && bad_guys[j].base.alive)
+              if(bad_guys[j].dying == NO)
                 {
                   if(rectcollision(&bullets[i].base,&bad_guys[j].base) == YES)
                     {
@@ -242,17 +240,16 @@ void collision_handler()
                     }
                 }
             }
-        }
     }
 
   /* CO_BADGUY & CO_BADGUY check */
-  for(i = 0; i < num_bad_guys; ++i)
+  for(i = 0; i < bad_guys.size(); ++i)
     {
-      if(bad_guys[i].base.alive && bad_guys[i].dying == NO)
+      if(bad_guys[i].dying == NO)
         {
-          for(j = i+1; j < num_bad_guys; ++j)
+          for(j = i+1; j < bad_guys.size(); ++j)
             {
-              if(j != i && bad_guys[j].base.alive && bad_guys[j].dying == NO)
+              if(j != i && bad_guys[j].dying == NO)
                 {
                   if(rectcollision(&bad_guys[i].base,&bad_guys[j].base) == YES)
                     {
@@ -268,10 +265,8 @@ void collision_handler()
 
 
   /* CO_BADGUY & CO_PLAYER check */
-  for(i = 0; i < num_bad_guys; ++i)
+  for(i = 0; i < bad_guys.size(); ++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. */
@@ -286,21 +281,16 @@ void collision_handler()
                   player_collision(&tux, &bad_guys[i], CO_BADGUY);
                 }
             }
-        }
     }
 
   /* CO_UPGRADE & CO_PLAYER check */
-  for(i = 0; i < num_upgrades; ++i)
+  for(i = 0; i < upgrades.size(); ++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);
             }
-
-        }
     }
 
 }