#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
}
try_expose_me();
- // spawn smalltux below spawnpoint
- if (!player->is_big()) {
- player->move(player_pos + Vector(0,32));
- } else {
- player->move(player_pos);
- }
- // spawning tux in the ground would kill him
- if(!is_free_of_tiles(player->get_bbox())) {
- log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
- Vector npos = player->get_bbox().p1;
- npos.y-=32;
- player->move(npos);
+ // two-player hack: move other players to main player's position
+ // Maybe specify 2 spawnpoints in the level?
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ Player* p = dynamic_cast<Player*>(*i);
+ if (!p) continue;
+
+ // spawn smalltux below spawnpoint
+ if (!p->is_big()) {
+ p->move(player_pos + Vector(0,32));
+ } else {
+ p->move(player_pos);
+ }
+
+ // spawning tux in the ground would kill him
+ if(!is_free_of_tiles(p->get_bbox())) {
+ log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
+ Vector npos = p->get_bbox().p1;
+ npos.y-=32;
+ p->move(npos);
+ }
}
camera->reset(player->get_pos());
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->min_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
return;
} else if(iright < SHIFT_DELTA) {
- constraints->max_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->min_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->max_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->min_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
constraints->hit.bottom = true;
} else {
- constraints->max_top(r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->min_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
constraints->hit.right = true;
} else {
- constraints->max_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
constraints->hit.left = true;
}
}
}
+/* 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 (Vector movement, const Tile* tile)
+{
+ int slope_info;
+ double mv_x;
+ double mv_y;
+ 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 (!tile->is_slope ())
+ {
+ int dir = tile->getData () & ((int) Tile::UNI_DIR_MASK);
+
+ log_debug << "Tile data is " << tile->getData () << ", dir = " << dir << std::endl;
+
+ if (dir != Tile::UNI_DIR_NORTH)
+ log_debug << "Found non-north facing unisolid tile." << std::endl;
+
+ 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;
+ }
+
+ /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
+ * that we can always use the "SOUTHEAST" case of the slope. The southeast
+ * case is the following:
+ * .
+ * /!
+ * / !
+ * +--+
+ */
+ mv_x = (double) movement.x;
+ mv_y = (double) movement.y;
+
+ slope_info = tile->getData();
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHEAST: /* . */
+ /* do nothing */ /* /! */
+ break; /* / ! */
+ /* +--+ */
+ case AATriangle::SOUTHWEST: /* . */
+ mv_x *= (-1.0); /* !\ */
+ break; /* ! \ */
+ /* +--+ */
+ case AATriangle::NORTHEAST: /* +--+ */
+ mv_y *= (-1.0); /* \ ! */
+ break; /* \! */
+ /* ' */
+ case AATriangle::NORTHWEST: /* +--+ */
+ mv_x *= (-1.0); /* ! / */
+ mv_y *= (-1.0); /* !/ */
+ break; /* ' */
+ } /* switch (slope_info & DIRECTION_MASK) */
+
+ /* 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;
+ /* 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;
+
+ /* The pure up-down and left-right movements have already been handled. */
+ assert (mv_x != 0.0);
+ assert (mv_y != 0.0);
+
+ /* calculate tangent of movement */
+ mv_tan = (-1.0) * mv_y / mv_x;
+
+ /* determine tangent of the slope */
+ slope_tan = 1.0;
+ if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_TOP))
+ slope_tan = 0.5; /* ~= 26.6 deg */
+ else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
+ || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
+ slope_tan = 2.0; /* ~= 63.4 deg */
+
+ /* up and right */
+ 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;
+ }
+ /* 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;
+ }
+
+ assert (1 != 1);
+ return (-1);
+
+#undef MV_NON_SOLID
+#undef MV_SOLID
+} /* int check_movement_unisolid */
+
+int 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);
+}
+
+int 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);
+}
+
+int check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox,
+ const Tile* tile)
+{
+ int slope_info;
+ float tile_x;
+ float tile_y;
+ float gradient;
+ float delta_x;
+ float delta_y;
+ 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 (!tile->is_slope ())
+ {
+ int dir = tile->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;
+ }
+
+ /* There are 20 different cases. For each case, calculate a line that
+ * describes the slope's surface. The line is defined by x, y, and m, the
+ * gradient. */
+ slope_info = tile->getData();
+ switch (slope_info
+ & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
+ {
+ case AATriangle::SOUTHWEST:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
+ 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 ();
+ gradient = 1.0;
+ break;
+
+ case AATriangle::SOUTHEAST:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_TOP:
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
+ 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 ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
+ 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 ();
+ gradient = -1.0;
+ break;
+
+ case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
+ 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 ();
+ gradient = 1.0;
+ break;
+
+ default:
+ assert (23 == 42);
+ return POS_NON_SOLID;
+ }
+
+ /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
+ * sign of the values only. Also, we determine here which corner of the
+ * object's bounding box is the interesting one for us. */
+ delta_x = 1.0 * SHIFT_DELTA;
+ delta_y = 1.0 * SHIFT_DELTA;
+ switch (slope_info & AATriangle::DIRECTION_MASK)
+ {
+ case AATriangle::SOUTHWEST:
+ delta_x *= 1.0;
+ delta_y *= -1.0;
+ 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 ();
+ break;
+
+ case AATriangle::NORTHWEST:
+ delta_x *= 1.0;
+ delta_y *= 1.0;
+ 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 ();
+ break;
+ }
+
+ /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
+ * cases. */
+ switch (slope_info & AATriangle::DEFORM_MASK)
+ {
+ case 0:
+ delta_x *= .70710678118654752440; /* 1/sqrt(2) */
+ delta_y *= .70710678118654752440; /* 1/sqrt(2) */
+ break;
+
+ case AATriangle::DEFORM_BOTTOM:
+ case AATriangle::DEFORM_TOP:
+ delta_x *= .44721359549995793928; /* 1/sqrt(5) */
+ delta_y *= .89442719099991587856; /* 2/sqrt(5) */
+ gradient *= 0.5;
+ break;
+
+ case AATriangle::DEFORM_LEFT:
+ case AATriangle::DEFORM_RIGHT:
+ delta_x *= .89442719099991587856; /* 2/sqrt(5) */
+ delta_y *= .44721359549995793928; /* 1/sqrt(5) */
+ gradient *= 2.0;
+ break;
+ }
+
+ /* With a south slope, check if all points are above the line. If one point
+ * 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))
+ {
+ 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);
+ }
+ /* 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);
+ }
+
+#undef POS_NON_SOLID
+#undef POS_SOLID
+} /* int check_position_unisolid */
+
void
Sector::collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest) const
+ const Vector& movement, const Rectf& dest,
+ MovingObject& object) const
{
// calculate rectangle where the object will move
float x1 = dest.get_left();
// skip non-solid tiles
if((tile->getAttributes() & Tile::SOLID) == 0)
continue;
+ Rectf tile_bbox = solids->get_tile_bbox(x, y);
+
// only handle unisolid when the player is falling down and when he was
// above the tile before
- if(tile->getAttributes() & Tile::UNISOLID) {
- if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+ if(tile->is_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.
+ * Also, this uses the movement relative to the tilemaps own movement
+ * (if any). --octo */
+ status = check_movement_unisolid (relative_movement, tile);
+ /* If zero is returned, the unisolid tile is non-solid. */
+ if (status == 0)
+ continue;
+
+ /* 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 (object.get_bbox(), tile_bbox, tile);
+ if (status == 0)
continue;
}
- Rectf rect = solids->get_tile_bbox(x, y);
- if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+ if(tile->is_slope ()) { // slope tile
AATriangle triangle;
int slope_data = tile->getData();
if (solids->get_drawing_effect() == VERTICAL_FLIP)
slope_data = AATriangle::vertical_flip(slope_data);
- triangle = AATriangle(rect, 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, rect, NULL, NULL, solids->get_movement());
+ check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
+ solids->get_movement(/* actual = */ false));
}
}
}
void
Sector::collision_static(collision::Constraints* constraints,
const Vector& movement, const Rectf& dest,
- GameObject& object)
+ MovingObject& object)
{
- collision_tilemap(constraints, movement, dest);
+ collision_tilemap(constraints, movement, dest, object);
// collision with other (static) objects
for(MovingObjects::iterator i = moving_objects.begin();
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);
if(!tile) continue;
if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
+ if(tile->is_unisolid () && ignoreUnisolid)
continue;
- if(tile->getAttributes() & Tile::SLOPE) {
+ if(tile->is_slope ()) {
AATriangle triangle;
Rectf tbbox = solids->get_tile_bbox(x, y);
triangle = AATriangle(tbbox, tile->getData());
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;
}
+Player*
+Sector::get_nearest_player (const Vector& pos)
+{
+ Player *nearest_player = NULL;
+ float nearest_dist = std::numeric_limits<float>::max();
+
+ std::vector<Player*> players = Sector::current()->get_players();
+ for (std::vector<Player*>::iterator playerIter = players.begin();
+ playerIter != players.end();
+ ++playerIter)
+ {
+ Player *this_player = *playerIter;
+ if (this_player->is_dying() || this_player->is_dead())
+ continue;
+
+ float this_dist = this_player->get_bbox ().distance(pos);
+
+ if (this_dist < nearest_dist) {
+ nearest_player = this_player;
+ nearest_dist = this_dist;
+ }
+ }
+
+ return nearest_player;
+} /* Player *get_nearest_player */
+
+std::vector<MovingObject*>
+Sector::get_nearby_objects (const Vector& center, float max_distance)
+{
+ std::vector<MovingObject*> ret;
+ std::vector<Player*> players = Sector::current()->get_players();
+
+ for (size_t i = 0; i < players.size (); i++) {
+ float distance = players[i]->get_bbox ().distance (center);
+ if (distance <= max_distance)
+ ret.push_back (players[i]);
+ }
+
+ for (size_t i = 0; i < moving_objects.size (); i++) {
+ float distance = moving_objects[i]->get_bbox ().distance (center);
+ if (distance <= max_distance)
+ ret.push_back (moving_objects[i]);
+ }
+
+ return (ret);
+}
+
+/* vim: set sw=2 sts=2 et : */
/* EOF */