class Lisp;
class Writer;
}
+namespace collision {
+class Constraints;
+}
class Rect;
class Sprite;
class Camera;
class TileMap;
class Bullet;
-class CollisionGrid;
class ScriptInterpreter;
class SpawnPoint;
class MovingObject;
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
- void add_floating_text(const Vector& pos, const std::string& text);
-
+
/** get currently activated sector. */
static Sector* current()
{ return _current; }
return total;
}
- void collision_tilemap(const Rect& dest, const Vector& movement, CollisionHit& hit) const;
+ void collision_tilemap(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest) const;
/** Checks if at the specified rectangle are gameobjects with STATIC flag set
- * (or solid tiles from the tilemap)
+ * (or solid tiles from the tilemap).
+ * This does not(!) include badguys or players.
*/
bool is_free_space(const Rect& rect) const;
void try_expose(GameObject* object);
void try_unexpose(GameObject* object);
- bool collision_static(MovingObject* object, const Vector& movement);
-
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void handle_collisions();
-
+
+ /**
+ * Does collision detection between 2 objects and does instant
+ * collision response handling in case of a collision
+ */
void collision_object(MovingObject* object1, MovingObject* object2) const;
+
+ /**
+ * Does collision detection of an object against all other static
+ * objects (and the tilemap) in the level. Collision response is done
+ * for the first hit in time. (other hits get ignored, the function
+ * should be called repeatedly to resolve those)
+ *
+ * returns true if the collision detection should be aborted for this object
+ * (because of ABORT_MOVE in the collision response or no collisions)
+ */
+ void collision_static(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest, GameObject& object);
+
GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
void fix_old_tiles();
MusicType currentmusic;
- std::auto_ptr<CollisionGrid> grid;
-
HSQOBJECT sector_table;
/// sector scripts
typedef std::vector<HSQOBJECT> ScriptList;