keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / sector.cpp
index cb20718..79d80c6 100644 (file)
@@ -56,7 +56,6 @@
 #include "object/bullet.hpp"
 #include "object/text_object.hpp"
 #include "badguy/jumpy.hpp"
-#include "badguy/spike.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "player_status.hpp"
 #include "scripting/script_interpreter.hpp"
@@ -73,7 +72,7 @@ Sector::Sector()
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "chipdisko.ogg";
-  player = new Player(&player_status);
+  player = new Player(player_status);
   add_object(player);
 
 #ifdef USE_GRID
@@ -630,7 +629,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
         if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
               triangle)) {
           hit.tileflags |= tile->getAttributes();
-          if(temphit.time > hit.time) {
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             temphit.tileflags = hit.tileflags;
             hit = temphit;
           }
@@ -640,7 +639,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
         if(Collision::rectangle_rectangle(temphit, dest,
               object->movement, rect)) {
           hit.tileflags |= tile->getAttributes();
-          if(temphit.time > hit.time) {
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             temphit.tileflags = hit.tileflags;
             hit = temphit;
           }
@@ -650,7 +649,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   }
 
   // did we collide at all?
-  if(hit.time < 0)
+  if(hit.tileflags == 0)
     return;
  
   // call collision function
@@ -751,11 +750,11 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   static const size_t MAX_ICE_BULLETS = 1;
 
   Bullet* new_bullet = 0;
-  if(player_status.bonus == FIRE_BONUS) {
+  if(player_status->bonus == FIRE_BONUS) {
     if(bullets.size() > MAX_FIRE_BULLETS-1)
       return false;
     new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  } else if(player_status.bonus == ICE_BONUS) {
+  } else if(player_status->bonus == ICE_BONUS) {
     if(bullets.size() > MAX_ICE_BULLETS-1)
       return false;
     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);