#include "collision.h"
void collision_displace(vec2d *desired_pos,
- jumpnrun_moveable *current,
- rectangle const *obstacle,
- vec2d *inertia_mod) {
+ jumpnrun_moveable *current,
+ rectangle const *obstacle,
+ vec2d *inertia_mod) {
rectangle desired = current->current_box;
rectangle_move_to(&desired, *desired_pos);
dy = rectangle_bottom(obstacle);
} else if(fixed_point_gt(rectangle_bottom( obstacle), rectangle_bottom(&desired)) &&
- fixed_point_le(rectangle_top ( obstacle), rectangle_bottom(&desired)) &&
- fixed_point_gt(rectangle_top (&desired ), rectangle_top (¤t->current_box))) {
+ fixed_point_le(rectangle_top ( obstacle), rectangle_bottom(&desired)) &&
+ fixed_point_gt(rectangle_top (&desired ), rectangle_top (¤t->current_box))) {
y = fixed_point_sub(rectangle_bottom(&desired ), rectangle_top ( obstacle));
dy = fixed_point_sub(rectangle_top ( obstacle), rectangle_height(&desired ));
}
-
if(fixed_point_le(rectangle_left ( obstacle), rectangle_left(&desired)) &&
fixed_point_gt(rectangle_right( obstacle), rectangle_left(&desired)) &&
fixed_point_lt(rectangle_left (&desired ), rectangle_left(¤t->current_box))) {
dx = rectangle_right(obstacle);
} else if(fixed_point_gt(rectangle_right( obstacle), rectangle_right(&desired)) &&
- fixed_point_le(rectangle_left ( obstacle), rectangle_right(&desired)) &&
- fixed_point_gt(rectangle_left (&desired ), rectangle_left (¤t->current_box))) {
+ fixed_point_le(rectangle_left ( obstacle), rectangle_right(&desired)) &&
+ fixed_point_gt(rectangle_left (&desired ), rectangle_left (¤t->current_box))) {
x = fixed_point_sub(rectangle_right(&desired ), rectangle_left ( obstacle));
dx = fixed_point_sub(rectangle_left ( obstacle), rectangle_width(&desired ));
}
void collisions_tiles_displace(vec2d *desired_position,
- jumpnrun_moveable *thing,
- jumpnrun_level const *lv,
- jumpnrun_tile_range const *visible_tiles,
- vec2d *inertia_mod)
+ jumpnrun_moveable *thing,
+ jumpnrun_level const *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *inertia_mod)
{
int collision_tile[] = { -1, -1, -1,
- -1, -1, -1,
- -1, -1, -1
+ -1, -1, -1,
+ -1, -1, -1
};
static int const collision_order[] = { 7, 1, 3, 5, 6, 8, 0, 2 };
switch(xdiff) {
case -1:
- {
- switch(ydiff) {
- case -1: collision_tile[0] = tile; break;
- case 0: collision_tile[1] = tile; break;
- case 1: collision_tile[2] = tile; break;
- }
- break;
+ {
+ switch(ydiff) {
+ case -1: collision_tile[0] = tile; break;
+ case 0: collision_tile[1] = tile; break;
+ case 1: collision_tile[2] = tile; break;
}
+ break;
+ }
case 0:
- {
- switch(ydiff) {
- case -1: collision_tile[3] = tile; break;
- case 0: collision_tile[4] = tile; break;
- case 1: collision_tile[5] = tile; break;
- }
- break;
+ {
+ switch(ydiff) {
+ case -1: collision_tile[3] = tile; break;
+ case 0: collision_tile[4] = tile; break;
+ case 1: collision_tile[5] = tile; break;
}
+ break;
+ }
case 1:
- {
- switch(ydiff) {
- case -1: collision_tile[6] = tile; break;
- case 0: collision_tile[7] = tile; break;
- case 1: collision_tile[8] = tile; break;
- }
- break;
+ {
+ switch(ydiff) {
+ case -1: collision_tile[6] = tile; break;
+ case 0: collision_tile[7] = tile; break;
+ case 1: collision_tile[8] = tile; break;
}
+ break;
+ }
}
}
if(collision_tile[collision_order[collision_index]] == -1) {
continue;
}
-
+
rectangle tile_rect = rect_from_tile(&lv->tiles[collision_tile[collision_order[collision_index]]]);
collision_displace(desired_position, thing, &tile_rect, inertia_mod);
#define FIXED_INT_I(x) FIXED_POINT_I(x, 0)
static inline fixed_point FIXED_POINT(int32_t x, int32_t y) {
- fixed_point r = { (x * 256) + (y * 256 / 1000) };
+ fixed_point r = FIXED_POINT_I(x, y);
return r;
}
static inline fixed_point FIXED_INT(int32_t x) { return FIXED_POINT(x, 0); }
-static inline int fixed_point_cast_int(fixed_point x) { return x.data / 256; }
+// sign bit is shifted in if x.data < 0, so this is x.data / 256 - (x.data < 0).
+// This means 0.123 is cast to 1, which is what we want when we cast a model coordinate
+// to a screen coordinate.
+static inline int fixed_point_cast_int(fixed_point x) { return x.data >> 8; }
static inline fixed_point fixed_point_min(fixed_point x, fixed_point y) { return fixed_point_lt(x, y) ? x : y; }
static inline fixed_point fixed_point_max(fixed_point x, fixed_point y) { return fixed_point_gt(x, y) ? x : y; }