From: mathnerd314 Date: Tue, 23 Mar 2010 22:09:49 +0000 (+0000) Subject: Clean up Tile a bit X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=42c71f5b6aa20c3f5545529ef40ebcfe0afed19e;p=supertux.git Clean up Tile a bit git-svn-id: http://supertux.lethargik.org/svn/supertux/trunk/supertux@6623 837edb03-e0f3-0310-88ca-d4d4e8b29345 --- diff --git a/src/supertux/tile.cpp b/src/supertux/tile.cpp index bdf96917c..d29a6c509 100644 --- a/src/supertux/tile.cpp +++ b/src/supertux/tile.cpp @@ -148,9 +148,13 @@ Tile::print_debug(int id) const 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; @@ -158,21 +162,15 @@ int Tile::check_movement_unisolid (const Vector movement) const 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 @@ -183,7 +181,7 @@ int Tile::check_movement_unisolid (const Vector movement) const * / ! * +--+ */ - 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(); @@ -210,10 +208,10 @@ int Tile::check_movement_unisolid (const Vector movement) const /* 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); @@ -235,51 +233,37 @@ int Tile::check_movement_unisolid (const Vector movement) const 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; @@ -290,28 +274,15 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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 @@ -327,8 +298,8 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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; @@ -338,8 +309,8 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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; @@ -347,8 +318,8 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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; @@ -356,14 +327,14 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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 @@ -376,29 +347,29 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, 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; } @@ -430,56 +401,28 @@ int Tile::check_position_unisolid (const Rectf& obj_bbox, * 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 : */ diff --git a/src/supertux/tile.hpp b/src/supertux/tile.hpp index 7c436b50f..92fa06e49 100644 --- a/src/supertux/tile.hpp +++ b/src/supertux/tile.hpp @@ -134,31 +134,31 @@ public: { 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; @@ -170,12 +170,12 @@ private: /** 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&);