#include <fstream>
#include <sstream>
#include <stdexcept>
+#include <float.h>
#include "sector.hpp"
#include "player_status.hpp"
#include "scripting/scripted_object.hpp"
#include "scripting/text.hpp"
-//#define USE_GRID
-
Sector* Sector::_current = 0;
Sector::Sector()
context.push_transform();
context.set_translation(camera->get_translation());
-#if 0
- CollisionGridIterator iter(*grid, get_active_region());
- while(MovingObject* object = iter.next()) {
- if(!object->is_valid())
- continue;
-
- object->draw(context);
- }
-#else
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
object->draw(context);
}
-#endif
context.pop_transform();
}
static const float DELTA = .001;
void
-Sector::collision_tilemap(MovingObject* object, int depth)
+Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
{
- if(depth >= 4) {
-#ifdef DEBUG
- std::cout << "Max collision depth reached.\n";
-#endif
- object->movement = Vector(0, 0);
- return;
- }
-
// calculate rectangle where the object will move
float x1, x2;
if(object->get_movement().x >= 0) {
- x1 = object->get_pos().x;
+ x1 = object->get_bbox().p1.x;
x2 = object->get_bbox().p2.x + object->get_movement().x;
} else {
- x1 = object->get_pos().x + object->get_movement().x;
+ 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_pos().y;
+ y1 = object->get_bbox().p1.y;
y2 = object->get_bbox().p2.y + object->get_movement().y;
} else {
- y1 = object->get_pos().y + object->get_movement().y;
+ y1 = object->get_bbox().p1.y + object->get_movement().y;
y2 = object->get_bbox().p2.y;
}
// test with all tiles in this rectangle
- int starttilex = int(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
+ int starttilex = int(x1) / 32;
+ int starttiley = int(y1) / 32;
+ int max_x = int(x2);
+ // the +1 is somehow needed to make characters stay on the floor
int max_y = int(y2+1);
- TilemapCollisionHit temphit, hit;
+ CollisionHit temphit;
Rect dest = object->get_bbox();
dest.move(object->movement);
- hit.tileflags = 0;
- hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
- hit.tileflags |= tile->getAttributes();
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- temphit.tileflags = hit.tileflags;
hit = temphit;
}
}
Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
- hit.tileflags |= tile->getAttributes();
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- temphit.tileflags = hit.tileflags;
hit = temphit;
}
}
}
}
}
+}
- // did we collide at all?
- if(hit.tileflags == 0)
- return;
-
- // call collision function
- HitResponse response = object->collision(*solids, hit);
- if(response == ABORT_MOVE) {
- object->movement = Vector(0, 0);
- return;
+uint32_t
+Sector::collision_tile_attributes(MovingObject* object) 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...)
+ */
+
+ // 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;
}
- if(response == FORCE_MOVE) {
- return;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1-1) / 32;
+ int starttiley = int(y1-1) / 32;
+ int max_x = int(x2+1);
+ int max_y = int(y2+1);
+
+ uint32_t result = 0;
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ result |= tile->getAttributes();
+ }
}
- // move out of collision and try again
- object->movement += hit.normal * (hit.depth + DELTA);
- collision_tilemap(object, depth+1);
+
+ return result;
}
void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
CollisionHit hit;
Rect dest1 = object1->get_bbox();
void
Sector::handle_collisions()
{
-#ifdef USE_GRID
- grid->check_collisions();
-#else
// part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
+ // we do this up to 4 times and have to sort all results for the smallest
+ // one before we can continue here
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
- MovingObject* movingobject = *i;
- if(movingobject->get_group() != COLGROUP_MOVING
- || !movingobject->is_valid())
+ MovingObject* moving_object = *i;
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
- // collision with tilemap
- collision_tilemap(movingobject, 0);
+ // up to 4 tries
+ for(int t = 0; t < 4; ++t) {
+ CollisionHit hit;
+ hit.time = -1;
+ MovingObject* collided_with = NULL;
+
+ // collision with tilemap
+ collision_tilemap(moving_object, hit);
+
+ // collision with other objects
+ Rect dest1 = moving_object->get_bbox();
+ dest1.move(moving_object->get_movement());
+ CollisionHit temphit;
+
+ for(MovingObjects::iterator i2 = moving_objects.begin();
+ i2 != moving_objects.end(); ++i2) {
+ MovingObject* moving_object_2 = *i2;
+ if(moving_object_2->get_group() != COLGROUP_STATIC
+ || !moving_object_2->is_valid())
+ continue;
+
+ Rect dest2 = moving_object_2->get_bbox();
+ dest2.move(moving_object_2->get_movement());
+ Vector movement
+ = moving_object->get_movement() - moving_object_2->get_movement();
+ if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
+ && temphit.time > hit.time) {
+ hit = temphit;
+ collided_with = moving_object_2;
+ }
+ }
+
+ if(hit.time < 0)
+ break;
+
+ // call collision callbacks
+ HitResponse response;
+ if(collided_with != 0) {
+ response = moving_object->collision(*collided_with, hit);
+ hit.normal *= -1;
+ collided_with->collision(*moving_object, hit);
+ } else {
+ response = moving_object->collision(*solids, hit);
+ hit.normal *= -1;
+ }
- // collision with other objects
- for(MovingObjects::iterator i2 = i+1;
- i2 != moving_objects.end(); ++i2) {
- MovingObject* movingobject2 = *i2;
- if(movingobject2->get_group() != COLGROUP_STATIC
- || !movingobject2->is_valid())
- continue;
+ if(response == CONTINUE) {
+ moving_object->movement += -hit.normal * (hit.depth + DELTA);
+ } else if(response == ABORT_MOVE) {
+ moving_object->movement = Vector(0, 0);
+ break;
+ } else { // force move
+ break;
+ }
+ }
+ }
- collision_object(movingobject, movingobject2);
+ // part2: COLGROUP_MOVING vs tile attributes
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+ || !moving_object->is_valid())
+ continue;
+
+ uint32_t tile_attributes = collision_tile_attributes(moving_object);
+ if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+ moving_object->collision_tile(tile_attributes);
}
}
- // part2: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+ // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
moving_object->bbox.move(moving_object->get_movement());
moving_object->movement = Vector(0, 0);
}
-
-#if 0
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
- MovingObject* movingobject = *i;
- if(!movingobject->is_valid())
- continue;
- if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
- movingobject->bbox.move(movingobject->movement);
- movingobject->movement = Vector(0, 0);
- continue;
- }
-
- // collision with tilemap
- if(! (movingobject->movement == Vector(0, 0)))
- collision_tilemap(movingobject, 0);
-
- // collision with other objects
- for(MovingObjects::iterator i2 = i+1;
- i2 != moving_objects.end(); ++i2) {
- MovingObject* movingobject2 = *i2;
- if(!movingobject2->is_valid()
- || movingobject2->get_flags() & GameObject::FLAG_NO_COLLDET)
- continue;
-
- collision_object(movingobject, movingobject2);
- }
-
- movingobject->bbox.move(movingobject->get_movement());
- movingobject->movement = Vector(0, 0);
- }
-#endif
-
-#endif
}
bool