#include "script_interface.hpp"
#include "log.hpp"
#include "main.hpp"
+#include "level.hpp"
Sector* Sector::_current = 0;
std::vector<unsigned int> tiles;
if(reader.get_vector("interactive-tm", tiles)
|| reader.get_vector("tilemap", tiles)) {
- TileMap* tilemap = new TileMap();
+ TileMap* tilemap = new TileMap(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_TILES, true);
// replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
for(size_t x=0; x < tilemap->get_width(); ++x) {
for(size_t y=0; y < tilemap->get_height(); ++y) {
- const Tile* tile = tilemap->get_tile(x, y);
- if(tile->getID() == 112) tilemap->change(x, y, 1311);
+ uint32_t id = tilemap->get_tile_id(x, y);
+ if(id == 112)
+ tilemap->change(x, y, 1311);
}
}
}
if(reader.get_vector("background-tm", tiles)) {
- TileMap* tilemap = new TileMap();
+ TileMap* tilemap = new TileMap(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
if (height < 19) tilemap->resize(width, 19);
add_object(tilemap);
}
if(reader.get_vector("foreground-tm", tiles)) {
- TileMap* tilemap = new TileMap();
+ TileMap* tilemap = new TileMap(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
// fill additional space in foreground with tiles of ID 2035 (lightmap/black)
TileMap* solids = *i;
for(size_t x=0; x < solids->get_width(); ++x) {
for(size_t y=0; y < solids->get_height(); ++y) {
- const Tile* tile = solids->get_tile(x, y);
+ uint32_t id = solids->get_tile_id(x, y);
+ const Tile *tile = solids->get_tile(x, y);
Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
- if(tile->getID() == 112) {
+ if(id == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
if (!tm) continue;
for(size_t x=0; x < tm->get_width(); ++x) {
for(size_t y=0; y < tm->get_height(); ++y) {
- const Tile* tile = tm->get_tile(x, y);
+ uint32_t id = tm->get_tile_id(x, y);
Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
Vector center(pos.x + 16, pos.y + 16);
// torch
- if (tile->getID() == 1517) {
+ if (id == 1517) {
float pseudo_rnd = (float)((int)pos.x % 10) / 10;
add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
}
// lava or lavaflow
- if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
+ if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
// space lights a bit
- if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
- && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
+ if (((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
+ && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y))
|| ((x % 3 == 0) && (y % 3 == 0))) {
float pseudo_rnd = (float)((int)pos.x % 10) / 10;
add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
/** r1 is supposed to be moving, r2 a solid object */
void check_collisions(collision::Constraints* constraints,
const Vector& movement, const Rect& r1, const Rect& r2,
- GameObject* object = NULL, MovingObject* other = NULL)
+ GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
{
if(!collision::intersects(r1, r2))
return;
+ MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
CollisionHit dummy;
if(other != NULL && !other->collides(*object, dummy))
return;
+ if(moving_object != NULL && !moving_object->collides(*other, dummy))
+ return;
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
+ float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float ileft = r1.get_right() - r2.get_left();
+ float iright = r2.get_right() - r1.get_left();
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
}
}
+ constraints->ground_movement += addl_ground_movement;
if(other != NULL) {
HitResponse response = other->collision(*object, dummy);
if(response == PASSTHROUGH)
if(other->get_movement() != Vector(0, 0)) {
// TODO what todo when we collide with 2 moving objects?!?
- constraints->ground_movement = other->get_movement();
+ constraints->ground_movement += other->get_movement();
}
}
Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
triangle = AATriangle(p1, p2, tile->getData());
- collision::rectangle_aatriangle(constraints, dest, triangle);
+ collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
} else { // normal rectangular tile
Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
- check_collisions(constraints, movement, dest, rect);
+ check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
}
}
}
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
if(!moving_object->collides(*moving_object_2, hit))
- return;
+ continue;
if(!moving_object_2->collides(*moving_object, hit))
- return;
+ continue;
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);