#include "collision.h"
#include "bitmask.h"
#include "scene.h"
-#include "world.h"
-#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
#include "tile.h"
bool rectcollision(const base_type& one, const base_type& two)
bool collision_object_map(const base_type& base)
{
- if(!World::current())
- return false;
-
- const Level& level = *World::current()->get_level();
- TileManager& tilemanager = *TileManager::instance();
+ const TileMap& tilemap = *Sector::current()->solids;
// we make the collision rectangle 1 pixel smaller
int starttilex = int(base.x+1) / 32;
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
- Tile* tile = tilemanager.get(level.get_tile_at(x, y));
- if(tile && (tile->attributes & Tile::SOLID))
+ Tile* tile = tilemap.get_tile(x, y);
+ if(tile && tile->attributes & Tile::SOLID)
return true;
}
}
void* collision_func(const base_type& base, tiletestfunction function)
{
- const Level& level = *World::current()->get_level();
- TileManager& tilemanager = *TileManager::instance();
+ const TileMap& tilemap = *Sector::current()->solids;
int starttilex = int(base.x) / 32;
int starttiley = int(base.y) / 32;
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
- Tile* tile = tilemanager.get(level.get_tile_at(x, y));
+ Tile* tile = tilemap.get_tile(x, y);
void* result = function(tile);
if(result != 0)
return result;
Tile* gettile(float x, float y)
{
- return TileManager::instance()->get(World::current()->get_level()->gettileid(x, y));
+ const TileMap& tilemap = *Sector::current()->solids;
+ return tilemap.get_tile_at(Vector(x, y));
}
bool issolid(float x, float y)