Made code using fireworks sound effect.
[supertux.git] / src / collision.cpp
index 661556e..716c05a 100644 (file)
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
 //
-// C Implementation: collision
+//  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.
 //
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-
+//  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 <cmath>
 #include "defines.h"
 #include "collision.h"
 #include "bitmask.h"
 #include "scene.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "tile.h"
+
+struct TileInfo
+{
+  Tile *tile;
+  int x, y;
+} tileinfo;
 
-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,h,i;
+  const TileMap& tilemap = *Sector::current()->solids;
 
-  v = (int)pbase->height / 16;
-  h = (int)pbase->width / 16;
+  // 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);
 
-  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;
+  tileinfo.tile = NULL;
 
-  for(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 = tilemap.get_tile(x, y);
+      if(tile && tile->attributes & Tile::SOLID)
+        {
+        tileinfo.tile = tile;
+        tileinfo.x = x*32;
+        tileinfo.y = y*32;
         return true;
+        }
     }
+  }
 
-  for(i = 1; i < h; ++i)
-    {
-      if(  issolid(pbase->x + i*16,pbase->y + pbase->height - 1))
-        return true;
-    }
+  return false;
+}
 
-  for(i = 1; i < v; ++i)
-    {
-      if(  issolid(pbase->x + 1, pbase->y + i*16))
-        return true;
-    }
-  for(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 TileMap& tilemap = *Sector::current()->solids;
+  
+  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 = tilemap.get_tile(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->attributes & 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)
 {
   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. */
@@ -135,10 +173,12 @@ 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;
 
-  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)
         {
@@ -147,18 +187,33 @@ void collision_swept_object_map(base_type* old, base_type* current)
           steps--;
         }
 
-      if(collision_object_map(old))
+      if(collision_object_map(*old))
         {
+        if(tileinfo.tile->slope_angle != 0)
+          {  // in case this is a slope, set the right Y position
+          // left-right slope:
+          if(tileinfo.tile->slope_angle > 0 && tileinfo.tile->slope_angle < M_PI/2)
+            current->y = tileinfo.y - current->height +
+                         (tileinfo.x - current->x)*tan(M_PI/2 - tileinfo.tile->slope_angle)
+                         - 1;
+          // right-left slope:
+          if(tileinfo.tile->slope_angle > M_PI/2 && tileinfo.tile->slope_angle < M_PI)
+            current->y = tileinfo.y - current->height +
+                         (current->x - tileinfo.x)*tan(M_PI - tileinfo.tile->slope_angle)
+                         - 1;
+          }
+        else
+          {
           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:
@@ -166,7 +221,7 @@ 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;
@@ -174,20 +229,20 @@ 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;
@@ -199,83 +254,59 @@ void collision_swept_object_map(base_type* old, base_type* current)
             }
           break;
         }
+      }
     }
 
+  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)
 {
-  unsigned int i,j;
-
-  /* CO_BULLET & CO_BADGUY check */
-  for(i = 0; i < bullets.size(); ++i)
-    {
-      for(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. */
-                  bullet_collision(&bullets[i], CO_BADGUY);
-                  bad_guys[j].collision(&bullets[i], CO_BULLET);
-                }
-            }
-        }
-    }
+  const TileMap& tilemap = *Sector::current()->solids;
+  return tilemap.get_tile_at(Vector(x, y));
+}
 
-  /* CO_BADGUY & CO_BADGUY check */
-  for(i = 0; i < bad_guys.size(); ++i)
-    {
-      if(bad_guys[i].dying == DYING_NOT)
-        {
-          for(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. */
-                      bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
-                      bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
-                    }
-                }
-            }
-        }
-    }
+bool issolid(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::SOLID);
+}
 
+bool isbrick(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::BRICK);
+}
 
+bool isice(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::ICE);
+}
 
-  /* CO_BADGUY & CO_PLAYER check */
-  for(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. */
-          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)
-            {
-              bad_guys[i].collision(&tux, CO_PLAYER);
-            }
-          else
-            {
-              tux.collision(&bad_guys[i], CO_BADGUY);
-            }
-        }
-    }
+bool isspike(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::SPIKE);
+}
 
-  /* CO_UPGRADE & CO_PLAYER check */
-  for(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. */
-          upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
-        }
-    }
+bool isfullbox(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::FULLBOX);
+}
 
+bool iscoin(float x, float y)
+{
+  Tile* tile = gettile(x,y);
+  return tile && (tile->attributes & Tile::COIN);
 }
 
+/* EOF */
+