X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fmoving_object.hpp;h=4cc5dc2d098ffa645f73aef43b9e2cf43d8a6889;hb=38ea8c3ead1a5b679621363b01dfd54c7b42cf75;hp=2981829e9a9d0de5f2eb3d4764daca4c4c5f4876;hpb=9ec9b558e82b12be82072a12092390dc48ad707a;p=supertux.git diff --git a/src/moving_object.hpp b/src/moving_object.hpp index 2981829e9..4cc5dc2d0 100644 --- a/src/moving_object.hpp +++ b/src/moving_object.hpp @@ -31,7 +31,7 @@ class CollisionGrid; enum CollisionGroup { /** Objects in DISABLED group are not tested for collisions */ - COLGROUP_DISABLED, + COLGROUP_DISABLED = 0, /** * "default" is moving object. MovingObjects get tested against all other * objects and against other movingobjects @@ -42,8 +42,10 @@ enum CollisionGroup { * MovingOnlyStatic objects), but is tested against all other objects. */ COLGROUP_MOVING_ONLY_STATIC, + /** TODO write docu :-/ */ + COLGROUP_MOVING_STATIC, /** - * Doesn't move and isn't explicitely checked for collisions with other + * Doesn't move and isn't explicitly checked for collisions with other * objects (but other objects might check with this) * The difference to COLGROUP_TOUCHABLE is that we can do multiple * collision response tests in a row which is needed for static object @@ -54,7 +56,7 @@ enum CollisionGroup { */ COLGROUP_STATIC, /** - * Isn't explicitely checked for collisions with other objects. But other + * Isn't explicitly checked for collisions with other objects. But other * objects might check with this object. * Difference to COLGROUP_STATIC is that collisions with this object are * only tested once and collision response is typically not handled @@ -63,7 +65,7 @@ enum CollisionGroup { * coins */ COLGROUP_TOUCHABLE, - + /** * Should be used for tilemaps */ @@ -79,57 +81,93 @@ class MovingObject : public GameObject public: MovingObject(); virtual ~MovingObject(); - - /** this function is called when the object collided with any other object + + /** this function is called when the object collided with something solid */ + virtual void collision_solid(const CollisionHit& hit) + { + (void) hit; + } + /** + * when 2 objects collided, we will first call the pre_collision_check + * functions of both objects that can decide on how to react to the collision. */ - virtual HitResponse collision(GameObject& other, - const CollisionHit& hit) = 0; + virtual bool collides(GameObject& other, const CollisionHit& hit) + { + (void) other; + (void) hit; + return true; + } + /** this function is called when the object collided with any other object */ + virtual HitResponse collision(GameObject& other, const CollisionHit& hit) = 0; /** called when tiles with special attributes have been touched */ virtual void collision_tile(uint32_t tile_attributes) { (void) tile_attributes; } - + const Vector& get_pos() const { return bbox.p1; } - + /** returns the bounding box of the Object */ const Rect& get_bbox() const { return bbox; } - + const Vector& get_movement() const { return movement; } - - /** places the moving object at a specific position. Be carefull when + + /** places the moving object at a specific position. Be careful when * using this function. There are no collision detection checks performed * here so bad things could happen. */ virtual void set_pos(const Vector& pos) { + dest.move(pos-get_pos()); bbox.set_pos(pos); } - CollisionGroup get_group() const + /** + * sets the moving object's bbox to a specific width. Be careful when + * using this function. There are no collision detection checks performed + * here so bad things could happen. + */ + virtual void set_width(float w) { - return group; + dest.set_width(w); + bbox.set_width(w); } - void set_group(CollisionGroup group) + /** + * sets the moving object's bbox to a specific size. Be careful when + * using this function. There are no collision detection checks performed + * here so bad things could happen. + */ + virtual void set_size(float w, float h) { - this->group = group; + dest.set_size(w, h); + bbox.set_size(w, h); + } + + CollisionGroup get_group() const + { + return group; } - + protected: friend class Sector; friend class CollisionGrid; friend class Platform; - + + void set_group(CollisionGroup group) + { + this->group = group; + } + /** The bounding box of the object (as used for collision detection, this * isn't necessarily the bounding box for graphics) */ @@ -141,7 +179,13 @@ protected: CollisionGroup group; private: - // this is only here for internal collision detection use + /** + * this is only here for internal collision detection use (don't touch this + * from outside collision detection code) + * + * This field holds the currently anticipated destination of the object + * during collision detection + */ Rect dest; };