X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fmoving_object.hpp;h=4cc5dc2d098ffa645f73aef43b9e2cf43d8a6889;hb=38ea8c3ead1a5b679621363b01dfd54c7b42cf75;hp=e6ae48343fc5c672a1b00d2775925c93f3fcd134;hpb=5f1c84ed5ce0ab5450f92082a9aaaa9ca0effc39;p=supertux.git diff --git a/src/moving_object.hpp b/src/moving_object.hpp index e6ae48343..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 */ @@ -79,34 +81,47 @@ 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. */ @@ -143,16 +158,16 @@ public: return group; } - void set_group(CollisionGroup group) - { - this->group = 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) */