Changed up and down to previous and next. And added up and down icons.
[supertux.git] / src / collision.cpp
index 8335367..2466d8c 100644 (file)
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
 //
-// C Implementation: collision
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+//  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 the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
 //
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
 
 #include "defines.h"
 #include "collision.h"
 #include "bitmask.h"
 #include "scene.h"
+#include "world.h"
+#include "level.h"
+#include "tile.h"
 
-bool rectcollision(base_type* one, base_type* two)
+bool rectcollision(const base_type& one, const base_type& two)
 {
-  return (one->x >= two->x - one->width + 1  &&
-          one->x <= two->x + two->width - 1  &&
-          one->y >= two->y - one->height + 1 &&
-          one->y <= two->y + two->height - 1);
+  return (one.x >= two.x - one.width + 1  &&
+          one.x <= two.x + two.width - 1  &&
+          one.y >= two.y - one.height + 1 &&
+          one.y <= two.y + two.height - 1);
 }
 
-bool rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y)
+bool rectcollision_offset(const base_type& one, const base_type& two, float off_x, float off_y)
 {
-  return (one->x >= two->x - one->width +off_x + 1 &&
-          one->x <= two->x + two->width + off_x - 1 &&
-          one->y >= two->y - one->height + off_y + 1 &&
-          one->y <= two->y + two->height + off_y - 1);
+  return (one.x >= two.x - one.width  + off_x + 1 &&
+          one.x <= two.x + two.width  + off_x - 1 &&
+          one.y >= two.y - one.height + off_y + 1 &&
+          one.y <= two.y + two.height + off_y - 1);
 }
 
-bool collision_object_map(base_type* pbase)
+bool collision_object_map(const base_type& base)
 {
-  int v = (int)pbase->height / 16;
-  int h = (int)pbase->width / 16;
+  if(!World::current())
+  return false;
+  
+  const Level& level = *World::current()->get_level();
+  TileManager& tilemanager = *TileManager::instance();
 
-  if(issolid(pbase->x + 1, pbase->y + 1) ||
-      issolid(pbase->x + pbase->width -1, pbase->y + 1) ||
-      issolid(pbase->x +1, pbase->y + pbase->height -1) ||
-      issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1))
-    return true;
+  // we make the collision rectangle 1 pixel smaller
+  int starttilex = int(base.x+1) / 32;
+  int starttiley = int(base.y+1) / 32;
+  int max_x = int(base.x + base.width);
+  int max_y = int(base.y + base.height);
 
-  for(int i = 1; i < h; ++i)
-    {
-      if(issolid(pbase->x + i*16,pbase->y + 1))
+  for(int x = starttilex; x*32 < max_x; ++x) {
+    for(int y = starttiley; y*32 < max_y; ++y) {
+      Tile* tile = tilemanager.get(level.get_tile_at(x, y));
+      if(tile && tile->solid)
         return true;
     }
+  }
 
-  for(int i = 1; i < h; ++i)
-    {
-      if(  issolid(pbase->x + i*16,pbase->y + pbase->height - 1))
-        return true;
-    }
+  return false;
+}
 
-  for(int i = 1; i < v; ++i)
-    {
-      if(  issolid(pbase->x + 1, pbase->y + i*16))
-        return true;
-    }
-  for(int i = 1; i < v; ++i)
-    {
-      if(  issolid(pbase->x + pbase->width - 1, pbase->y + i*16))
-        return true;
+void* collision_func(const base_type& base, tiletestfunction function)
+{
+  const Level& level = *World::current()->get_level();
+  TileManager& tilemanager = *TileManager::instance();
+  
+  int starttilex = int(base.x) / 32;
+  int starttiley = int(base.y) / 32;
+  int max_x = int(base.x + base.width);
+  int max_y = int(base.y + base.height);
+
+  for(int x = starttilex; x*32 < max_x; ++x) {
+    for(int y = starttiley; y*32 < max_y; ++y) {
+      Tile* tile = tilemanager.get(level.get_tile_at(x, y));
+      void* result = function(tile);
+      if(result != 0)
+        return result;
     }
+  }
 
-  return false;
+  return 0;
 }
 
+static void* test_goal_tile_function(Tile* tile)
+{
+  if(tile && tile->goal)
+    return tile;
+  return 0;
+}
+
+Tile* collision_goal(const base_type& base)
+{
+  return (Tile*) collision_func(base, test_goal_tile_function);
+}
 
 void collision_swept_object_map(base_type* old, base_type* current)
 {
@@ -132,6 +164,8 @@ void collision_swept_object_map(base_type* old, base_type* current)
 
   steps = (int)(lpath / (float)16);
 
+  float orig_x = old->x;
+  float orig_y = old->y;
   old->x += xd;
   old->y += yd;
 
@@ -144,18 +178,18 @@ void collision_swept_object_map(base_type* old, base_type* current)
           steps--;
         }
 
-      if(collision_object_map(old))
+      if(collision_object_map(*old))
         {
           switch(h)
             {
             case 1:
               current->y = old->y - yd;
-              while(collision_object_map(current))
+              while(collision_object_map(*current))
                 current->y -= yd;
               break;
             case 2:
               current->x = old->x - xd;
-              while(collision_object_map(current))
+              while(collision_object_map(*current))
                 current->x -= xd;
               break;
             case 3:
@@ -163,7 +197,7 @@ void collision_swept_object_map(base_type* old, base_type* current)
               yt = current->y;
               current->x = old->x - xd;
               current->y = old->y - yd;
-              while(collision_object_map(current))
+              while(collision_object_map(*current))
                 {
                   current->x -= xd;
                   current->y -= yd;
@@ -171,20 +205,20 @@ void collision_swept_object_map(base_type* old, base_type* current)
 
               temp = current->x;
               current->x = xt;
-              if(!collision_object_map(current))
+              if(!collision_object_map(*current))
                 break;
               current->x = temp;
               temp = current->y;
               current->y = yt;
 
-              if(!collision_object_map(current))
+              if(!collision_object_map(*current))
                 {
                   break;
                 }
               else
                 {
                   current->y = temp;
-                  while(!collision_object_map(current))
+                  while(!collision_object_map(*current))
                     current->y += yd;
                  current->y -= yd;
                   break;
@@ -198,88 +232,49 @@ void collision_swept_object_map(base_type* old, base_type* current)
         }
     }
 
+  if((xd > 0 && current->x < orig_x) || (xd < 0 && current->x > orig_x))
+    current->x = orig_x;
+  if((yd > 0 && current->y < orig_y) || (yd < 0 && current->y > orig_y))
+    current->y = orig_y;
+
   *old = *current;
 }
 
-void collision_handler()
+Tile* gettile(float x, float y)
 {
-  // CO_BULLET & CO_BADGUY check
-  for(unsigned int i = 0; i < world.bullets.size(); ++i)
-    {
-      for(unsigned int j = 0; j < world.bad_guys.size(); ++j)
-        {
-          if(world.bad_guys[j].dying != DYING_NOT)
-            continue;
-          if(rectcollision(&world.bullets[i].base, &world.bad_guys[j].base))
-            {
-              // We have detected a collision and now call the
-              // collision functions of the collided objects.
-              // collide with bad_guy first, since bullet_collision will
-              // delete the bullet
-              world.bad_guys[j].collision(0, CO_BULLET);
-              bullet_collision(&world.bullets[i], CO_BADGUY);
-              break; // bullet is invalid now, so break
-            }
-        }
-    }
+  return TileManager::instance()->get(World::current()->get_level()->gettileid(x, y));
+}
 
-  /* CO_BADGUY & CO_BADGUY check */
-  for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
-    {
-      if(world.bad_guys[i].dying != DYING_NOT)
-        continue;
-      
-      for(unsigned int j = i+1; j < world.bad_guys.size(); ++j)
-        {
-          if(j == i || world.bad_guys[j].dying != DYING_NOT)
-            continue;
+bool issolid(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->solid;
+}
 
-          if(rectcollision(&world.bad_guys[i].base, &world.bad_guys[j].base))
-            {
-              // We have detected a collision and now call the
-              // collision functions of the collided objects.
-              world.bad_guys[j].collision(&world.bad_guys[i], CO_BADGUY);
-              world.bad_guys[i].collision(&world.bad_guys[j], CO_BADGUY);
-            }
-        }
-    }
+bool isbrick(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->brick;
+}
 
-  if(tux.dying != DYING_NOT) return;
-    
-  // CO_BADGUY & CO_PLAYER check 
-  for(unsigned int i = 0; i < world.bad_guys.size(); ++i)
-    {
-      if(world.bad_guys[i].dying != DYING_NOT)
-        continue;
-      
-      if(rectcollision_offset(&world.bad_guys[i].base,&tux.base,0,0))
-        {
-          // 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 
-              < world.bad_guys[i].base.y + world.bad_guys[i].base.height/2)
-            {
-              world.bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
-            }
-          else
-            {
-              tux.collision(&world.bad_guys[i], CO_BADGUY);
-            }
-        }
-    }
+bool isice(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->ice;
+}
 
-  // CO_UPGRADE & CO_PLAYER check
-  for(unsigned int i = 0; i < world.upgrades.size(); ++i)
-    {
-      if(rectcollision(&world.upgrades[i].base, &tux.base))
-        {
-          // We have detected a collision and now call the collision
-          // functions of the collided objects.
-          upgrade_collision(&world.upgrades[i], &tux, CO_PLAYER);
-        }
-    }
+bool isfullbox(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->fullbox;
+}
 
+bool isdistro(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && tile->distro;
 }
 
+/* EOF */
+