X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=f0463d80a2bcd4013f726efcd0ef87c151e7d675;hb=8a598e8d635ee4d629371493fef50826a38cd20d;hp=dc9a699a6377ecd59bf27f29d9f60f2e5c1d6a9d;hpb=f81231933de4e2f826bd12a1433e1cef9a7fd71b;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index dc9a699a6..f0463d80a 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -115,10 +115,11 @@ Sector::~Sector() update_game_objects(); assert(gameobjects_new.size() == 0); - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); - ++i) { - before_object_remove(*i); - delete *i; + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + before_object_remove(object); + object->unref(); } for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); @@ -454,6 +455,7 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } @@ -617,7 +619,7 @@ Sector::update_game_objects() before_object_remove(object); - delete *i; + object->unref(); i = gameobjects.erase(i); } @@ -708,7 +710,7 @@ Sector::try_unexpose(GameObject* object) ScriptInterface* interface = dynamic_cast (object); if(interface != NULL) { HSQUIRRELVM vm = Scripting::global_vm; - int oldtop = sq_gettop(vm); + SQInteger oldtop = sq_gettop(vm); sq_pushobject(vm, sector_table); try { interface->unexpose(vm, -1); @@ -785,7 +787,7 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, // only handle unisolid when the player is falling down and when he was // above the tile before if(tile->getAttributes() & Tile::UNISOLID) { - if(movement.y < 0 || dest.get_top() - movement.y > y*32) + if(movement.y <= 0 || dest.get_top() - movement.y > y*32) continue; } @@ -816,31 +818,6 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, uint32_t Sector::collision_tile_attributes(const Rect& dest) const { - /** XXX This function doesn't work correctly as it will check all tiles - * in the bounding box of the object movement, this might include tiles - * that have actually never been touched by the object - * (though this only occures for very fast objects...) - */ - -#if 0 - // calculate rectangle where the object will move - float x1, x2; - if(object->get_movement().x >= 0) { - x1 = object->get_bbox().p1.x; - x2 = object->get_bbox().p2.x + object->get_movement().x; - } else { - x1 = object->get_bbox().p1.x + object->get_movement().x; - x2 = object->get_bbox().p2.x; - } - float y1, y2; - if(object->get_movement().y >= 0) { - y1 = object->get_bbox().p1.y; - y2 = object->get_bbox().p2.y + object->get_movement().y; - } else { - y1 = object->get_bbox().p1.y + object->get_movement().y; - y2 = object->get_bbox().p2.y; - } -#endif float x1 = dest.p1.x; float y1 = dest.p1.y; float x2 = dest.p2.x;