2010-05-29 07:25:38 +00:00
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#ifndef GAME_COLLISION_H
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#define GAME_COLLISION_H
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#include <base/vmath.h>
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#include <list>
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class CCollision
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{
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class CTile *m_pTiles;
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int m_Width;
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int m_Height;
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class CLayers *m_pLayers;
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class CTeleTile *m_pTele;
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class CSpeedupTile *m_pSpeedup;
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class CTile *m_pFront;
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class CTeleTile *m_pSwitch;
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class CDoorTile *m_pDoor;
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public:
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enum
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{
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COLFLAG_SOLID=1,
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COLFLAG_DEATH=2,
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COLFLAG_NOHOOK=4,
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COLFLAG_NOLASER=8,
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COLFLAG_THROUGH=16
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};
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CCollision();
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void Dest();
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void Init(class CLayers *pLayers);
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bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
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bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); }
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void SetCollisionAt(float x, float y, int Flag);
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void SetDTile(float x, float y, int Team, bool State);
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void SetDCollisionAt(float x, float y, int Flag, int Team);
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int GetDTileIndex(int Index,int Team);
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
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int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); }
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int GetWidth() { return m_Width; };
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int GetHeight() { return m_Height; };
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
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int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces);
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void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
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bool TestBox(vec2 Pos, vec2 Size);
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int GetTile(int x, int y);
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int GetFTile(int x, int y);
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int Entity(int x, int y, bool Front);
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//DDRace
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int GetPureMapIndex(vec2 Pos);
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std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, int MaxIndices = 0);
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vec2 GetPos(int Index);
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int GetTileIndex(int Index);
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int GetFTileIndex(int Index);
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int IsTeleport(int Index);
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int IsEvilTeleport(int Index);
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//int IsCheckpoint(int Index);
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int IsSpeedup(int Index);
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void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed);
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int IsSolid(int x, int y);
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int IsThrough(int x, int y);
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int IsNoLaser(int x, int y);
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int IsFNoLaser(int x, int y);
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int IsCheckpoint(int Index);
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int IsCp(int x, int y);
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vec2 CpSpeed(int index);
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class CTeleTile *TeleLayer() { return m_pTele; }
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//class CSpeedupTile *SpeedupLayer() { return m_pSpeedup; }
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//class CTile *FrontLayer() { m_pFront; }
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class CTeleTile *SwitchLayer() { return m_pSwitch; }
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class CLayers *Layers() { return m_pLayers; }
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};
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#endif
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