{ return data; }
/** Checks the SLOPE attribute. Returns "true" if set, "false" otherwise. */
- bool is_slope (void) const
+ bool is_slope() const
{
- return ((attributes & SLOPE) != 0);
+ return attributes & SLOPE;
}
/** Determine the solidity of a tile. This version behaves correctly for
* unisolid tiles by taking position and movement of the object in question
* into account. Because creating the arguments for this function can be
- * expensive, you should handle trivial cases using the "is_solid(void)" and
- * "is_unisolid(void)" methods first. */
+ * expensive, you should handle trivial cases using the "is_solid()" and
+ * "is_unisolid()" methods first. */
bool is_solid (const Rectf& tile_bbox, const Rectf& position, const Vector& movement) const;
/** This version only checks the SOLID flag to determine the solidity of a
* tile. This means it will always return "true" for unisolid tiles. To
* determine the *current* solidity of unisolid tiles, use the "is_solid"
* method that takes position and movement into account (see above). */
- bool is_solid (void) const
+ bool is_solid() const
{
- return ((attributes & SOLID) != 0);
+ return attributes & SOLID;
}
/** Checks the UNISOLID attribute. Returns "true" if set, "false" otherwise. */
- bool is_unisolid (void) const
+ bool is_unisolid() const
{
- return ((attributes & UNISOLID) != 0);
+ return attributes & UNISOLID;
}
void print_debug(int id) const;
/** 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 (const Vector movement) const;
+ bool check_movement_unisolid (const Vector& movement) const;
/** Returns zero if a unisolid tile is non-solid due to the position of the
* tile and the object, non-zero if the tile is solid. */
- int check_position_unisolid (const Rectf& obj_bbox,
- const Rectf& tile_bbox) const;
+ bool check_position_unisolid (const Rectf& obj_bbox,
+ const Rectf& tile_bbox) const;
private:
Tile(const Tile&);