bool collision_object_map(base_type* pbase)
{
- int v,h,i;
-
- v = (int)pbase->height / 16;
- h = (int)pbase->width / 16;
+ int v = (int)pbase->height / 16;
+ int h = (int)pbase->width / 16;
if(issolid(pbase->x + 1, pbase->y + 1) ||
issolid(pbase->x + pbase->width -1, pbase->y + 1) ||
issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1))
return true;
- for(i = 1; i < h; ++i)
+ for(int i = 1; i < h; ++i)
{
if(issolid(pbase->x + i*16,pbase->y + 1))
return true;
}
- for(i = 1; i < h; ++i)
+ for(int i = 1; i < h; ++i)
{
if( issolid(pbase->x + i*16,pbase->y + pbase->height - 1))
return true;
}
- for(i = 1; i < v; ++i)
+ for(int i = 1; i < v; ++i)
{
if( issolid(pbase->x + 1, pbase->y + i*16))
return true;
}
- for(i = 1; i < v; ++i)
+ for(int i = 1; i < v; ++i)
{
if( issolid(pbase->x + pbase->width - 1, pbase->y + i*16))
return true;
{
int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */
int h;
- float i;
float lpath; /* Holds the longest path, which is either in X or Y direction. */
float xd,yd; /* Hold the smallest steps in X and Y directions. */
float temp, xt, yt; /* Temporary variable. */
old->x += xd;
old->y += yd;
- for(i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
+ for(float i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
{
if(steps > 0)
{
void collision_handler()
{
- unsigned int i,j;
-
- /* CO_BULLET & CO_BADGUY check */
- for(i = 0; i < bullets.size(); ++i)
+ // CO_BULLET & CO_BADGUY check
+ for(unsigned int i = 0; i < bullets.size(); ++i)
{
- for(j = 0; j < bad_guys.size(); ++j)
+ for(unsigned int j = 0; j < bad_guys.size(); ++j)
{
if(bad_guys[j].dying == DYING_NOT)
{
if(rectcollision(&bullets[i].base,&bad_guys[j].base))
{
- /* We have detected a collision and now call the collision functions of the collided objects. */
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
bullet_collision(&bullets[i], CO_BADGUY);
bad_guys[j].collision(&bullets[i], CO_BULLET);
}
}
/* CO_BADGUY & CO_BADGUY check */
- for(i = 0; i < bad_guys.size(); ++i)
+ for(unsigned int i = 0; i < bad_guys.size(); ++i)
{
if(bad_guys[i].dying == DYING_NOT)
{
- for(j = i+1; j < bad_guys.size(); ++j)
+ for(unsigned int j = i+1; j < bad_guys.size(); ++j)
{
if(j != i && !bad_guys[j].dying)
{
if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
{
- /* We have detected a collision and now call the collision functions of the collided objects. */
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
}
}
}
-
-
- /* CO_BADGUY & CO_PLAYER check */
- for(i = 0; i < bad_guys.size(); ++i)
+ // CO_BADGUY & CO_PLAYER check
+ for(unsigned int i = 0; i < bad_guys.size(); ++i)
{
if(bad_guys[i].dying == DYING_NOT && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
{
- /* We have detected a collision and now call the collision functions of the collided objects. */
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
if (tux.previous_base.y < tux.base.y &&
tux.previous_base.y + tux.previous_base.height < bad_guys[i].base.y + bad_guys[i].base.height/2 &&
bad_guys[i].kind != BAD_MONEY && bad_guys[i].mode != HELD)
}
}
- /* CO_UPGRADE & CO_PLAYER check */
- for(i = 0; i < upgrades.size(); ++i)
+ // CO_UPGRADE & CO_PLAYER check
+ for(unsigned int i = 0; i < upgrades.size(); ++i)
{
if(rectcollision(&upgrades[i].base,&tux.base))
{
- /* We have detected a collision and now call the collision functions of the collided objects. */
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
}
}