log_debug << " Imagespec: file " << im->file << "; rect " << im->rect << std::endl;
}
-/* Returns zero if a unisolid tile is non-solid due to the movement direction,
- * non-zero if the tile is solid due to direction. */
-int Tile::check_movement_unisolid (const Vector movement) const
+/* Check if the tile is solid given the current movement. This works
+ * for south-slopes (which are solid when moving "down") and
+ * north-slopes (which are solid when moving "up". "up" and "down" is
+ * in quotation marks because because the slope's gradient is taken.
+ * Also, this uses the movement relative to the tilemaps own movement
+ * (if any). --octo */
+bool Tile::check_movement_unisolid (const Vector movement) const
{
int slope_info;
double mv_x;
double mv_tan;
double slope_tan;
-#define MV_NON_SOLID 0
-#define MV_SOLID 1
-
/* If the tile is not a slope, this is very easy. */
- if (!this->is_slope ())
+ if (!this->is_slope())
{
- int dir = this->getData () & ((int) Tile::UNI_DIR_MASK);
-
- if (((dir == Tile::UNI_DIR_NORTH) && (movement.y >= 0)) /* moving down */
- || ((dir == Tile::UNI_DIR_SOUTH) && (movement.y < 0)) /* moving up */
- || ((dir == Tile::UNI_DIR_WEST) && (movement.x >= 0)) /* moving right */
- || ((dir == Tile::UNI_DIR_EAST) && (movement.x < 0))) /* moving left */
- return MV_SOLID;
- else
- return MV_NON_SOLID;
+ int dir = this->getData() & Tile::UNI_DIR_MASK;
+
+ return ((dir == Tile::UNI_DIR_NORTH) && (movement.y >= 0)) /* moving down */
+ || ((dir == Tile::UNI_DIR_SOUTH) && (movement.y <= 0)) /* moving up */
+ || ((dir == Tile::UNI_DIR_WEST ) && (movement.x >= 0)) /* moving right */
+ || ((dir == Tile::UNI_DIR_EAST ) && (movement.x <= 0)); /* moving left */
}
/* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
* / !
* +--+
*/
- mv_x = (double) movement.x;
+ mv_x = (double) movement.x; //note switch to double for no good reason
mv_y = (double) movement.y;
slope_info = this->getData();
/* Handle the easy cases first */
/* If we're moving to the right and down, then the slope is solid. */
if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
- return MV_SOLID;
+ return true;
/* If we're moving to the left and up, then the slope is not solid. */
else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
- return MV_NON_SOLID;
+ return false;
/* The pure up-down and left-right movements have already been handled. */
assert (mv_x != 0.0);
if (mv_x > 0.0) /* 1st quadrant */
{
assert (mv_y < 0.0);
- if (mv_tan <= slope_tan)
- return MV_SOLID;
- else
- return MV_NON_SOLID;
+ return (mv_tan <= slope_tan);
}
/* down and left */
else if (mv_x < 0.0) /* 3rd quadrant */
{
assert (mv_y > 0.0);
- if (mv_tan >= slope_tan)
- return MV_SOLID;
- else
- return MV_NON_SOLID;
+ return (mv_tan >= slope_tan);
}
assert (1 != 1);
- return (-1);
-
-#undef MV_NON_SOLID
-#undef MV_SOLID
+ return false;
} /* int check_movement_unisolid */
-int is_above_line (float l_x, float l_y, float m,
- float p_x, float p_y)
+bool is_above_line (float l_x, float l_y, float m,
+ float p_x, float p_y)
{
float interp_y = (l_y + (m * (p_x - l_x)));
- if (interp_y == p_y)
- return (1);
- else if (interp_y > p_y)
- return (1);
- else
- return (0);
+ return (interp_y >= p_y);
}
-int is_below_line (float l_x, float l_y, float m,
- float p_x, float p_y)
+bool is_below_line (float l_x, float l_y, float m,
+ float p_x, float p_y)
{
- if (is_above_line (l_x, l_y, m, p_x, p_y))
- return (0);
- else
- return (1);
+ return !is_above_line (l_x, l_y, m, p_x, p_y);
}
-int Tile::check_position_unisolid (const Rectf& obj_bbox,
- const Rectf& tile_bbox) const
+/* Check whether the object is already *in* the tile. If so, the tile
+ * is non-solid. Otherwise, if the object is "above" (south slopes)
+ * or "below" (north slopes), the tile will be solid. */
+bool Tile::check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const
{
int slope_info;
float tile_x;
float obj_x;
float obj_y;
-#define POS_NON_SOLID 0
-#define POS_SOLID 1
-
/* If this is not a slope, this is - again - easy */
- if (!this->is_slope ())
+ if (!this->is_slope())
{
- int dir = this->getData () & Tile::UNI_DIR_MASK;
-
- if ((dir == Tile::UNI_DIR_NORTH)
- && ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ()))
- return POS_SOLID;
- else if ((dir == Tile::UNI_DIR_SOUTH)
- && ((obj_bbox.get_top () + SHIFT_DELTA) >= tile_bbox.get_bottom ()))
- return POS_SOLID;
- else if ((dir == Tile::UNI_DIR_WEST)
- && ((obj_bbox.get_right () - SHIFT_DELTA) <= tile_bbox.get_left ()))
- return POS_SOLID;
- else if ((dir == Tile::UNI_DIR_EAST)
- && ((obj_bbox.get_left () + SHIFT_DELTA) >= tile_bbox.get_right ()))
- return POS_SOLID;
-
- return POS_NON_SOLID;
+ int dir = this->getData() & Tile::UNI_DIR_MASK;
+
+ return ((dir == Tile::UNI_DIR_NORTH) && ((obj_bbox.get_bottom() - SHIFT_DELTA) <= tile_bbox.get_top() ))
+ || ((dir == Tile::UNI_DIR_SOUTH) && ((obj_bbox.get_top() + SHIFT_DELTA) >= tile_bbox.get_bottom()))
+ || ((dir == Tile::UNI_DIR_WEST ) && ((obj_bbox.get_right() - SHIFT_DELTA) <= tile_bbox.get_left() ))
+ || ((dir == Tile::UNI_DIR_EAST ) && ((obj_bbox.get_left() + SHIFT_DELTA) >= tile_bbox.get_right() ));
}
/* There are 20 different cases. For each case, calculate a line that
case AATriangle::NORTHEAST:
case AATriangle::NORTHEAST | AATriangle::DEFORM_TOP:
case AATriangle::NORTHEAST | AATriangle::DEFORM_LEFT:
- tile_x = tile_bbox.get_left ();
- tile_y = tile_bbox.get_top ();
+ tile_x = tile_bbox.get_left();
+ tile_y = tile_bbox.get_top();
gradient = 1.0;
break;
case AATriangle::NORTHWEST:
case AATriangle::NORTHWEST | AATriangle::DEFORM_TOP:
case AATriangle::NORTHWEST | AATriangle::DEFORM_RIGHT:
- tile_x = tile_bbox.get_right ();
- tile_y = tile_bbox.get_top ();
+ tile_x = tile_bbox.get_right();
+ tile_y = tile_bbox.get_top();
gradient = -1.0;
break;
case AATriangle::SOUTHEAST | AATriangle::DEFORM_LEFT:
case AATriangle::NORTHWEST | AATriangle::DEFORM_BOTTOM:
case AATriangle::NORTHWEST | AATriangle::DEFORM_LEFT:
- tile_x = tile_bbox.get_left ();
- tile_y = tile_bbox.get_bottom ();
+ tile_x = tile_bbox.get_left();
+ tile_y = tile_bbox.get_bottom();
gradient = -1.0;
break;
case AATriangle::SOUTHWEST | AATriangle::DEFORM_RIGHT:
case AATriangle::NORTHEAST | AATriangle::DEFORM_BOTTOM:
case AATriangle::NORTHEAST | AATriangle::DEFORM_RIGHT:
- tile_x = tile_bbox.get_right ();
- tile_y = tile_bbox.get_bottom ();
+ tile_x = tile_bbox.get_right();
+ tile_y = tile_bbox.get_bottom();
gradient = 1.0;
break;
default:
assert (23 == 42);
- return POS_NON_SOLID;
+ return 0;
}
/* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
case AATriangle::SOUTHWEST:
delta_x *= 1.0;
delta_y *= -1.0;
- obj_x = obj_bbox.get_left ();
- obj_y = obj_bbox.get_bottom ();
+ obj_x = obj_bbox.get_left();
+ obj_y = obj_bbox.get_bottom();
break;
case AATriangle::SOUTHEAST:
delta_x *= -1.0;
delta_y *= -1.0;
- obj_x = obj_bbox.get_right ();
- obj_y = obj_bbox.get_bottom ();
+ obj_x = obj_bbox.get_right();
+ obj_y = obj_bbox.get_bottom();
break;
case AATriangle::NORTHWEST:
delta_x *= 1.0;
delta_y *= 1.0;
- obj_x = obj_bbox.get_left ();
- obj_y = obj_bbox.get_top ();
+ obj_x = obj_bbox.get_left();
+ obj_y = obj_bbox.get_top();
break;
case AATriangle::NORTHEAST:
delta_x *= -1.0;
delta_y *= 1.0;
- obj_x = obj_bbox.get_right ();
- obj_y = obj_bbox.get_top ();
+ obj_x = obj_bbox.get_right();
+ obj_y = obj_bbox.get_top();
break;
}
* isn't, the slope is not solid. => You can pass through a south-slope from
* below but not from above. */
if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
- || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
+ || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
{
- if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
- return (POS_NON_SOLID);
- else
- return (POS_SOLID);
+ return !is_below_line(tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y);
}
/* northwest or northeast. Same as above, but inverted. You can pass from top
* to bottom but not vice versa. */
else
{
- if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
- return (POS_NON_SOLID);
- else
- return (POS_SOLID);
+ return !is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y);
}
-
-#undef POS_NON_SOLID
-#undef POS_SOLID
} /* int check_position_unisolid */
bool Tile::is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const
{
- int status;
-
- if ((attributes & SOLID) == 0)
- return (false);
-
- if ((attributes & UNISOLID) == 0)
- return (true);
-
- /* Check if the tile is solid given the current movement. This works
- * for south-slopes (which are solid when moving "down") and
- * north-slopes (which are solid when moving "up". "up" and "down" is
- * in quotation marks because because the slope's gradient is taken.
- * Also, this uses the movement relative to the tilemaps own movement
- * (if any). --octo */
- status = check_movement_unisolid (movement);
- /* If zero is returned, the unisolid tile is non-solid. */
- if (status == 0)
- return (false);
-
- /* Check whether the object is already *in* the tile. If so, the tile
- * is non-solid. Otherwise, if the object is "above" (south slopes)
- * or "below" (north slopes), the tile will be solid. */
- status = check_position_unisolid (position, tile_bbox);
- if (status == 0)
- return (false);
-
- return (true);
+ if (!(attributes & SOLID))
+ return false;
+
+ if (!(attributes & UNISOLID))
+ return true;
+
+ return check_movement_unisolid (movement) &&
+ check_position_unisolid (position, tile_bbox);
} /* bool Tile::is_solid */
/* vim: set sw=2 sts=2 et : */
{ return data; }
/** Checks the SLOPE attribute. Returns "true" if set, "false" otherwise. */
- bool is_slope (void) const
+ bool is_slope() const
{
- return ((attributes & SLOPE) != 0);
+ return attributes & SLOPE;
}
/** Determine the solidity of a tile. This version behaves correctly for
* unisolid tiles by taking position and movement of the object in question
* into account. Because creating the arguments for this function can be
- * expensive, you should handle trivial cases using the "is_solid(void)" and
- * "is_unisolid(void)" methods first. */
+ * expensive, you should handle trivial cases using the "is_solid()" and
+ * "is_unisolid()" methods first. */
bool is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const;
/** This version only checks the SOLID flag to determine the solidity of a
* tile. This means it will always return "true" for unisolid tiles. To
* determine the *current* solidity of unisolid tiles, use the "is_solid"
* method that takes position and movement into account (see above). */
- bool is_solid (void) const
+ bool is_solid() const
{
- return ((attributes & SOLID) != 0);
+ return attributes & SOLID;
}
/** Checks the UNISOLID attribute. Returns "true" if set, "false" otherwise. */
- bool is_unisolid (void) const
+ bool is_unisolid() const
{
- return ((attributes & UNISOLID) != 0);
+ return attributes & UNISOLID;
}
void print_debug(int id) const;
/** Returns zero if a unisolid tile is non-solid due to the movement
* direction, non-zero if the tile is solid due to direction. */
- int check_movement_unisolid (const Vector movement) const;
+ bool check_movement_unisolid (const Vector movement) const;
/** Returns zero if a unisolid tile is non-solid due to the position of the
* tile and the object, non-zero if the tile is solid. */
- int check_position_unisolid (const Rectf& obj_bbox,
- const Rectf& tile_bbox) const;
+ bool check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const;
private:
Tile(const Tile&);