#ifndef NDEBUG
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
- if(*i == object) {
- assert("object already added to sector" == 0);
- }
+ assert(*i != object);
}
for(GameObjects::iterator i = gameobjects_new.begin();
i != gameobjects_new.end(); ++i) {
- if(*i == object) {
- assert("object already added to sector" == 0);
- }
+ assert(*i != object);
}
#endif
void
Sector::update(float elapsed_time)
{
- player->check_bounds(camera);
+ player->check_bounds();
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
}
if(show_collrects) {
- Color col(0.2f, 0.2f, 0.2f, 0.7f);
+ Color color(1.0f, 0.0f, 0.0f, 0.75f);
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* object = *i;
const Rectf& rect = object->get_bbox();
- context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+ context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
}
}
/** r1 is supposed to be moving, r2 a solid object */
void check_collisions(collision::Constraints* constraints,
- const Vector& movement, const Rectf& r1, const Rectf& r2,
- GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
+ const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
+ GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
{
- if(!collision::intersects(r1, r2))
+ if(!collision::intersects(obj_rect, other_rect))
return;
MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
return;
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
- float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float itop = obj_rect.get_bottom() - other_rect.get_top();
+ float ibottom = other_rect.get_bottom() - obj_rect.get_top();
+ float ileft = obj_rect.get_right() - other_rect.get_left();
+ float iright = other_rect.get_right() - obj_rect.get_left();
- if(fabsf(movement.y) > fabsf(movement.x)) {
+ if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
if(ileft < SHIFT_DELTA) {
- constraints->constrain_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
return;
} else if(iright < SHIFT_DELTA) {
- constraints->constrain_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->constrain_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->constrain_top(r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
return;
}
}
- constraints->ground_movement += addl_ground_movement;
+ constraints->ground_movement += other_movement;
if(other != NULL) {
HitResponse response = other->collision(*object, dummy);
if(response == ABORT_MOVE)
float horiz_penetration = std::min(ileft, iright);
if(vert_penetration < horiz_penetration) {
if(itop < ibottom) {
- constraints->constrain_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
constraints->hit.bottom = true;
} else {
- constraints->constrain_top(r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->constrain_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
constraints->hit.right = true;
} else {
- constraints->constrain_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
constraints->hit.left = true;
}
}
default:
assert (23 == 42);
+ return POS_NON_SOLID;
}
/* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
// above the tile before
if(tile->getAttributes() & Tile::UNISOLID) {
int status;
+ Vector relative_movement = movement
+ - solids->get_movement(/* actual = */ 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
+ * 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 - solids->get_movement(), tile);
+ status = check_movement_unisolid (relative_movement, tile);
/* If zero is returned, the unisolid tile is non-solid. */
if (status == 0)
continue;
slope_data = AATriangle::vertical_flip(slope_data);
triangle = AATriangle(tile_bbox, slope_data);
- collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
+ collision::rectangle_aatriangle(constraints, dest, triangle,
+ solids->get_movement(/* actual = */ false));
} else { // normal rectangular tile
- check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL, solids->get_movement());
+ check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
+ solids->get_movement(/* actual = */ false));
}
}
}
break;
// apply calculated horizontal constraints
- if(constraints.bottom < infinity) {
- float height = constraints.bottom - constraints.top;
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
if(height < oheight) {
// we're crushed, but ignore this for now, we'll get this again
// later if we're really crushed or things will solve itself when
// looking at the vertical constraints
}
- dest.p2.y = constraints.bottom - DELTA;
+ dest.p2.y = constraints.get_position_bottom() - DELTA;
dest.p1.y = dest.p2.y - oheight;
- } else if(constraints.top > -infinity) {
- dest.p1.y = constraints.top + DELTA;
+ } else if(constraints.get_position_top() > -infinity) {
+ dest.p1.y = constraints.get_position_top() + DELTA;
dest.p2.y = dest.p1.y + oheight;
}
}
break;
// apply calculated vertical constraints
- float width = constraints.right - constraints.left;
+ float width = constraints.get_width ();
if(width < infinity) {
if(width + SHIFT_DELTA < owidth) {
#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
- constraints.left, constraints.right);
+ constraints.get_position_left(), constraints.get_position_right());
#endif
CollisionHit h;
h.left = true;
h.crush = true;
object.collision_solid(h);
} else {
- float xmid = (constraints.left + constraints.right) / 2;
+ float xmid = constraints.get_x_midpoint ();
dest.p1.x = xmid - owidth/2;
dest.p2.x = xmid + owidth/2;
}
- } else if(constraints.right < infinity) {
- dest.p2.x = constraints.right - DELTA;
+ } else if(constraints.get_position_right() < infinity) {
+ dest.p2.x = constraints.get_position_right() - DELTA;
dest.p1.x = dest.p2.x - owidth;
- } else if(constraints.left > -infinity) {
- dest.p1.x = constraints.left + DELTA;
+ } else if(constraints.get_position_left() > -infinity) {
+ dest.p1.x = constraints.get_position_left() + DELTA;
dest.p2.x = dest.p1.x + owidth;
}
}
// an extra pass to make sure we're not crushed horizontally
constraints = Constraints();
collision_static(&constraints, movement, dest, object);
- if(constraints.bottom < infinity) {
- float height = constraints.bottom - constraints.top;
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
if(height + SHIFT_DELTA < oheight) {
#if 0
printf("Object %p crushed vertically...\n", &object);
sound_manager->play_music(music);
break;
case HERRING_MUSIC:
- sound_manager->play_music("music/invincible.music");
+ sound_manager->play_music("music/invincible.ogg");
break;
case HERRING_WARNING_MUSIC:
sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
return gravity;
}
+/* vim: set sw=2 sts=2 et : */
/* EOF */