#include "trigger/sequence_trigger.hpp"
#include "util/file_system.hpp"
+#define DEFORM_BOTTOM AATriangle::DEFORM1
+#define DEFORM_TOP AATriangle::DEFORM2
+#define DEFORM_LEFT AATriangle::DEFORM3
+#define DEFORM_RIGHT AATriangle::DEFORM4
+
Sector* Sector::_current = 0;
bool Sector::show_collrects = false;
}
}
+/* 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 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->getAttributes() & Tile::SLOPE) == 0)
+ {
+ if (movement.y >= 0) /* moving down */
+ return MV_SOLID;
+ else /* moving up */
+ 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) == DEFORM_BOTTOM)
+ || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP))
+ slope_tan = 0.5; /* ~= 26.6 deg */
+ else if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_LEFT)
+ || ((slope_info & AATriangle::DEFORM_MASK) == 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->getAttributes() & Tile::SLOPE) == 0)
+ {
+ if (obj_bbox.get_bottom () <= tile_bbox.get_top ())
+ return POS_SOLID;
+ else
+ 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 | DEFORM_TOP:
+ case AATriangle::SOUTHWEST | DEFORM_LEFT:
+ case AATriangle::NORTHEAST:
+ case AATriangle::NORTHEAST | DEFORM_TOP:
+ case AATriangle::NORTHEAST | DEFORM_LEFT:
+ tile_x = tile_bbox.get_left ();
+ tile_y = tile_bbox.get_top ();
+ gradient = 1.0;
+ break;
+
+ case AATriangle::SOUTHEAST:
+ case AATriangle::SOUTHEAST | DEFORM_TOP:
+ case AATriangle::SOUTHEAST | DEFORM_RIGHT:
+ case AATriangle::NORTHWEST:
+ case AATriangle::NORTHWEST | DEFORM_TOP:
+ case AATriangle::NORTHWEST | DEFORM_RIGHT:
+ tile_x = tile_bbox.get_right ();
+ tile_y = tile_bbox.get_top ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHEAST | DEFORM_BOTTOM:
+ case AATriangle::SOUTHEAST | DEFORM_LEFT:
+ case AATriangle::NORTHWEST | DEFORM_BOTTOM:
+ case AATriangle::NORTHWEST | DEFORM_LEFT:
+ tile_x = tile_bbox.get_left ();
+ tile_y = tile_bbox.get_bottom ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHWEST | DEFORM_BOTTOM:
+ case AATriangle::SOUTHWEST | DEFORM_RIGHT:
+ case AATriangle::NORTHEAST | DEFORM_BOTTOM:
+ case AATriangle::NORTHEAST | DEFORM_RIGHT:
+ tile_x = tile_bbox.get_right ();
+ tile_y = tile_bbox.get_bottom ();
+ gradient = 1.0;
+ break;
+
+ default:
+ assert (23 == 42);
+ }
+
+ /* 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 DEFORM_BOTTOM:
+ case DEFORM_TOP:
+ delta_x *= .44721359549995793928; /* 1/sqrt(5) */
+ delta_y *= .89442719099991587856; /* 2/sqrt(5) */
+ gradient *= 0.5;
+ break;
+
+ case DEFORM_LEFT:
+ case 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,
// skip non-solid tiles
if((tile->getAttributes() & Tile::SOLID) == 0)
continue;
- Rectf rect = solids->get_tile_bbox(x, y);
+ 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(tile->getAttributes() & Tile::UNISOLID) {
- if(!(movement.y > 0 && object.get_bbox().get_bottom() - SHIFT_DELTA <= rect.get_top()))
+ int status;
+
+ /* 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
+ * into account. This is more complex than just checking for (y > 0).
+ * --octo */
+ status = check_movement_unisolid (movement, tile);
+ /* If zero is returned, the unisolid tile is non-solid. */
+ if (status == 0)
+ 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;
}
int slope_data = tile->getData();
if (solids->get_drawing_effect() == VERTICAL_FLIP)
slope_data = AATriangle::vertical_flip(slope_data);
- triangle = AATriangle(rect, slope_data);
+ triangle = AATriangle(tile_bbox, slope_data);
collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
} else { // normal rectangular tile
- check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
+ check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL, solids->get_movement());
}
}
}