}
}
-/* 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 (Vector movement, const Tile* tile)
-{
- int slope_info;
- double mv_x;
- double mv_y;
- 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 (!tile->is_slope ())
- {
- int dir = tile->getData () & ((int) Tile::UNI_DIR_MASK);
-
- log_debug << "Tile data is " << tile->getData () << ", dir = " << dir << std::endl;
-
- if (dir != Tile::UNI_DIR_NORTH)
- log_debug << "Found non-north facing unisolid tile." << std::endl;
-
- 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;
- }
-
- /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
- * that we can always use the "SOUTHEAST" case of the slope. The southeast
- * case is the following:
- * .
- * /!
- * / !
- * +--+
- */
- mv_x = (double) movement.x;
- mv_y = (double) movement.y;
-
- slope_info = tile->getData();
- switch (slope_info & AATriangle::DIRECTION_MASK)
- {
- case AATriangle::SOUTHEAST: /* . */
- /* do nothing */ /* /! */
- break; /* / ! */
- /* +--+ */
- case AATriangle::SOUTHWEST: /* . */
- mv_x *= (-1.0); /* !\ */
- break; /* ! \ */
- /* +--+ */
- case AATriangle::NORTHEAST: /* +--+ */
- mv_y *= (-1.0); /* \ ! */
- break; /* \! */
- /* ' */
- case AATriangle::NORTHWEST: /* +--+ */
- mv_x *= (-1.0); /* ! / */
- mv_y *= (-1.0); /* !/ */
- break; /* ' */
- } /* switch (slope_info & DIRECTION_MASK) */
-
- /* 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;
- /* 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;
-
- /* The pure up-down and left-right movements have already been handled. */
- assert (mv_x != 0.0);
- assert (mv_y != 0.0);
-
- /* calculate tangent of movement */
- mv_tan = (-1.0) * mv_y / mv_x;
-
- /* determine tangent of the slope */
- slope_tan = 1.0;
- if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
- || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_TOP))
- slope_tan = 0.5; /* ~= 26.6 deg */
- else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
- || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
- slope_tan = 2.0; /* ~= 63.4 deg */
-
- /* up and right */
- 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;
- }
- /* 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;
- }
-
- assert (1 != 1);
- return (-1);
-
-#undef MV_NON_SOLID
-#undef MV_SOLID
-} /* int check_movement_unisolid */
-
-int 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);
-}
-
-int 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);
-}
-
-int check_position_unisolid (const Rectf& obj_bbox,
- const Rectf& tile_bbox,
- const Tile* tile)
-{
- int slope_info;
- float tile_x;
- float tile_y;
- float gradient;
- float delta_x;
- float delta_y;
- 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 (!tile->is_slope ())
- {
- int dir = tile->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;
- }
-
- /* There are 20 different cases. For each case, calculate a line that
- * describes the slope's surface. The line is defined by x, y, and m, the
- * gradient. */
- slope_info = tile->getData();
- switch (slope_info
- & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
- {
- case AATriangle::SOUTHWEST:
- case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
- case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
- 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 ();
- gradient = 1.0;
- break;
-
- case AATriangle::SOUTHEAST:
- case AATriangle::SOUTHEAST | AATriangle::DEFORM_TOP:
- case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
- 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 ();
- gradient = -1.0;
- break;
-
- case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
- 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 ();
- gradient = -1.0;
- break;
-
- case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
- 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 ();
- gradient = 1.0;
- break;
-
- default:
- assert (23 == 42);
- return POS_NON_SOLID;
- }
-
- /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
- * sign of the values only. Also, we determine here which corner of the
- * object's bounding box is the interesting one for us. */
- delta_x = 1.0 * SHIFT_DELTA;
- delta_y = 1.0 * SHIFT_DELTA;
- switch (slope_info & AATriangle::DIRECTION_MASK)
- {
- case AATriangle::SOUTHWEST:
- delta_x *= 1.0;
- delta_y *= -1.0;
- 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 ();
- break;
-
- case AATriangle::NORTHWEST:
- delta_x *= 1.0;
- delta_y *= 1.0;
- 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 ();
- break;
- }
-
- /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
- * cases. */
- switch (slope_info & AATriangle::DEFORM_MASK)
- {
- case 0:
- delta_x *= .70710678118654752440; /* 1/sqrt(2) */
- delta_y *= .70710678118654752440; /* 1/sqrt(2) */
- break;
-
- case AATriangle::DEFORM_BOTTOM:
- case AATriangle::DEFORM_TOP:
- delta_x *= .44721359549995793928; /* 1/sqrt(5) */
- delta_y *= .89442719099991587856; /* 2/sqrt(5) */
- gradient *= 0.5;
- break;
-
- case AATriangle::DEFORM_LEFT:
- case AATriangle::DEFORM_RIGHT:
- delta_x *= .89442719099991587856; /* 2/sqrt(5) */
- delta_y *= .44721359549995793928; /* 1/sqrt(5) */
- gradient *= 2.0;
- break;
- }
-
- /* With a south slope, check if all points are above the line. If one point
- * 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))
- {
- 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);
- }
- /* 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);
- }
-
-#undef POS_NON_SOLID
-#undef POS_SOLID
-} /* int check_position_unisolid */
-
void
Sector::collision_tilemap(collision::Constraints* constraints,
const Vector& movement, const Rectf& dest,
if(!tile)
continue;
// skip non-solid tiles
- if((tile->getAttributes() & Tile::SOLID) == 0)
+ if(!tile->is_solid ())
continue;
Rectf tile_bbox = solids->get_tile_bbox(x, y);
- // only handle unisolid when the player is falling down and when he was
- // above the tile before
+ /* If the tile is a unisolid tile, the "is_solid()" function above
+ * didn't do a thorough check. Calculate the position and (relative)
+ * movement of the object and determine whether or not the tile is
+ * solid with regard to those parameters. */
if(tile->is_unisolid ()) {
- int status;
Vector relative_movement = movement
- solids->get_movement(/* actual = */ 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 (relative_movement, tile);
- /* If zero is returned, the unisolid tile is non-solid. */
- if (status == 0)
+ if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement))
continue;
-
- /* 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 (object.get_bbox(), tile_bbox, tile);
- if (status == 0)
- continue;
- }
+ } /* if (tile->is_unisolid ()) */
if(tile->is_slope ()) { // slope tile
AATriangle triangle;
// SuperTux
// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2010 Florian Forster <supertux at octo.it>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
#include "supertux/tile.hpp"
+#include "supertux/constants.hpp"
#include "supertux/tile_set.hpp"
+#include "math/aatriangle.hpp"
#include "video/drawing_context.hpp"
bool Tile::draw_editor_images = false;
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
+{
+ int slope_info;
+ double mv_x;
+ double mv_y;
+ 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 ())
+ {
+ 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;
+ }
+
+ /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
+ * that we can always use the "SOUTHEAST" case of the slope. The southeast
+ * case is the following:
+ * .
+ * /!
+ * / !
+ * +--+
+ */
+ mv_x = (double) movement.x;
+ mv_y = (double) movement.y;
+
+ slope_info = this->getData();
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHEAST: /* . */
+ /* do nothing */ /* /! */
+ break; /* / ! */
+ /* +--+ */
+ case AATriangle::SOUTHWEST: /* . */
+ mv_x *= (-1.0); /* !\ */
+ break; /* ! \ */
+ /* +--+ */
+ case AATriangle::NORTHEAST: /* +--+ */
+ mv_y *= (-1.0); /* \ ! */
+ break; /* \! */
+ /* ' */
+ case AATriangle::NORTHWEST: /* +--+ */
+ mv_x *= (-1.0); /* ! / */
+ mv_y *= (-1.0); /* !/ */
+ break; /* ' */
+ } /* switch (slope_info & DIRECTION_MASK) */
+
+ /* 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;
+ /* 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;
+
+ /* The pure up-down and left-right movements have already been handled. */
+ assert (mv_x != 0.0);
+ assert (mv_y != 0.0);
+
+ /* calculate tangent of movement */
+ mv_tan = (-1.0) * mv_y / mv_x;
+
+ /* determine tangent of the slope */
+ slope_tan = 1.0;
+ if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_TOP))
+ slope_tan = 0.5; /* ~= 26.6 deg */
+ else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
+ slope_tan = 2.0; /* ~= 63.4 deg */
+
+ /* up and right */
+ 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;
+ }
+ /* 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;
+ }
+
+ assert (1 != 1);
+ return (-1);
+
+#undef MV_NON_SOLID
+#undef MV_SOLID
+} /* int check_movement_unisolid */
+
+int 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);
+}
+
+int 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);
+}
+
+int Tile::check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const
+{
+ int slope_info;
+ float tile_x;
+ float tile_y;
+ float gradient;
+ float delta_x;
+ float delta_y;
+ 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 ())
+ {
+ 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;
+ }
+
+ /* There are 20 different cases. For each case, calculate a line that
+ * describes the slope's surface. The line is defined by x, y, and m, the
+ * gradient. */
+ slope_info = this->getData();
+ switch (slope_info
+ & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
+ {
+ case AATriangle::SOUTHWEST:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
+ 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 ();
+ gradient = 1.0;
+ break;
+
+ case AATriangle::SOUTHEAST:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
+ 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 ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
+ 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 ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
+ 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 ();
+ gradient = 1.0;
+ break;
+
+ default:
+ assert (23 == 42);
+ return POS_NON_SOLID;
+ }
+
+ /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
+ * sign of the values only. Also, we determine here which corner of the
+ * object's bounding box is the interesting one for us. */
+ delta_x = 1.0 * SHIFT_DELTA;
+ delta_y = 1.0 * SHIFT_DELTA;
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHWEST:
+ delta_x *= 1.0;
+ delta_y *= -1.0;
+ 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 ();
+ break;
+
+ case AATriangle::NORTHWEST:
+ delta_x *= 1.0;
+ delta_y *= 1.0;
+ 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 ();
+ break;
+ }
+
+ /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
+ * cases. */
+ switch (slope_info & AATriangle::DEFORM_MASK)
+ {
+ case 0:
+ delta_x *= .70710678118654752440; /* 1/sqrt(2) */
+ delta_y *= .70710678118654752440; /* 1/sqrt(2) */
+ break;
+
+ case AATriangle::DEFORM_BOTTOM:
+ case AATriangle::DEFORM_TOP:
+ delta_x *= .44721359549995793928; /* 1/sqrt(5) */
+ delta_y *= .89442719099991587856; /* 2/sqrt(5) */
+ gradient *= 0.5;
+ break;
+
+ case AATriangle::DEFORM_LEFT:
+ case AATriangle::DEFORM_RIGHT:
+ delta_x *= .89442719099991587856; /* 2/sqrt(5) */
+ delta_y *= .44721359549995793928; /* 1/sqrt(5) */
+ gradient *= 2.0;
+ break;
+ }
+
+ /* With a south slope, check if all points are above the line. If one point
+ * 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))
+ {
+ 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);
+ }
+ /* 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);
+ }
+
+#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);
+} /* bool Tile::is_solid */
+
+/* vim: set sw=2 sts=2 et : */
/* EOF */
// SuperTux
// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2010 Florian Forster <supertux at octo.it>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
int getData() const
{ return data; }
+ /** Checks the SLOPE attribute. Returns "true" if set, "false" otherwise. */
bool is_slope (void) const
{
return ((attributes & SLOPE) != 0);
}
+ /** 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. */
+ 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
+ {
+ return ((attributes & SOLID) != 0);
+ }
+
+ /** Checks the UNISOLID attribute. Returns "true" if set, "false" otherwise. */
bool is_unisolid (void) const
{
return ((attributes & UNISOLID) != 0);
//might miss (and rebuke them for it)
void correct_attributes();
+ /** 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;
+
+ /** 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;
+
private:
Tile(const Tile&);
Tile& operator=(const Tile&);