void collision_tilemap(collision::Constraints* constraints,
const Vector& movement, const Rect& dest) const;
- /**
+ /**
* Checks if the specified rectangle is free of (solid) tiles.
* Note that this does not include static objects, e.g. bonus blocks.
*/
- bool is_free_of_tiles(const Rect& rect) const;
- /**
- * Checks if the specified rectangle is free of both
+ bool is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid = false) const;
+ /**
+ * Checks if the specified rectangle is free of both
* 1.) solid tiles and
* 2.) MovingObjects in COLGROUP_STATIC.
* Note that this does not include badguys or players.
*/
- bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0) const;
- /**
- * Checks if the specified rectangle is free of both
+ bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
+ /**
+ * Checks if the specified rectangle is free of both
* 1.) solid tiles and
* 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
* This includes badguys and players.
void try_unexpose(GameObject* object);
void try_expose_me();
void try_unexpose_me();
-
- /**
- * Adds solid tilemaps to list, removes non-solid ones
- */
- void update_solid_tilemap_list();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
// some special objects, where we need direct access
// (try to avoid accessing them directly)
Player* player;
- std::list<TileMap*> tilemaps; /**< list of all tilemaps in this sector */
- std::list<TileMap*> solid_tilemaps; /**< list of tilemaps to consider for collision detection */
+ std::list<TileMap*> solid_tilemaps;
Camera* camera;
};