#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)
one.y <= two.y + two.height + off_y - 1);
}
-bool collision_object_map(const base_type& pbase)
+bool collision_object_map(const base_type& base)
{
- 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 true;
-
- for(int i = 1; i < h; ++i)
- {
- if(issolid(pbase.x + i*16,pbase.y + 1))
- return true;
- }
-
- for(int i = 1; i < h; ++i)
- {
- if( issolid(pbase.x + i*16,pbase.y + pbase.height - 1))
- return true;
- }
-
- for(int i = 1; i < v; ++i)
- {
- if( issolid(pbase.x + 1, pbase.y + i*16))
- return true;
- }
- for(int i = 1; i < v; ++i)
- {
- if( issolid(pbase.x + pbase.width - 1, pbase.y + i*16))
+ const TileMap& tilemap = *Sector::current()->solids;
+
+ // we make the collision rectangle 1 pixel smaller
+ int starttilex = int(base.x+1) / 32;
+ int starttiley = int(base.y+1) / 32;
+ int max_x = int(base.x + base.width);
+ int max_y = int(base.y + base.height);
+
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ Tile* tile = tilemap.get_tile(x, y);
+ if(tile->attributes & Tile::SOLID)
return true;
}
+ }
return false;
}
void* collision_func(const base_type& base, tiletestfunction function)
{
- for(float x = base.x; x < base.x + base.width; x += 32) {
- for(float y = base.y; y < base.y + base.height; y += 32) {
- Tile* tile = gettile(x, y);
+ const TileMap& tilemap = *Sector::current()->solids;
+
+ int starttilex = int(base.x) / 32;
+ int starttiley = int(base.y) / 32;
+ int max_x = int(base.x + base.width);
+ int max_y = int(base.y + base.height);
+
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ Tile* tile = tilemap.get_tile(x, y);
void* result = function(tile);
if(result != 0)
return result;
static void* test_goal_tile_function(Tile* tile)
{
- if(tile && tile->goal)
+ if(tile && (tile->attributes & Tile::GOAL))
return tile;
return 0;
}
steps = (int)(lpath / (float)16);
+ float orig_x = old->x;
+ float orig_y = old->y;
old->x += xd;
old->y += yd;
}
}
+ if((xd > 0 && current->x < orig_x) || (xd < 0 && current->x > orig_x))
+ current->x = orig_x;
+ if((yd > 0 && current->y < orig_y) || (yd < 0 && current->y > orig_y))
+ current->y = orig_y;
+
*old = *current;
}
-
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)
{
Tile* tile = gettile(x,y);
- return tile && tile->solid;
+ return tile && (tile->attributes & Tile::SOLID);
}
bool isbrick(float x, float y)
{
Tile* tile = gettile(x,y);
- return tile && tile->brick;
+ return tile && (tile->attributes & Tile::BRICK);
}
bool isice(float x, float y)
{
Tile* tile = gettile(x,y);
- return tile && tile->ice;
+ return tile && (tile->attributes & Tile::ICE);
+}
+
+bool isspike(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && (tile->attributes & Tile::SPIKE);
}
bool isfullbox(float x, float y)
{
Tile* tile = gettile(x,y);
- return tile && tile->fullbox;
+ return tile && (tile->attributes & Tile::FULLBOX);
}
-bool isdistro(float x, float y)
+bool iscoin(float x, float y)
{
Tile* tile = gettile(x,y);
- return tile && tile->distro;
+ return tile && (tile->attributes & Tile::COIN);
}
/* EOF */