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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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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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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2010-07-29 05:21:18 +00:00
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COLFLAG_NOLASER=8,
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2010-08-10 04:28:17 +00:00
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COLFLAG_THROUGH=16
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2010-05-29 07:25:38 +00:00
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};
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CCollision();
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void Init(class CLayers *pLayers);
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2010-08-10 04:28:17 +00:00
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bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
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2010-05-29 07:25:38 +00:00
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bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); }
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2010-08-10 04:28:17 +00:00
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void SetCollisionAt(float x, float y, int flag);
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2010-05-29 07:25:38 +00:00
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int GetCollisionAt(float x, float y) { return GetTile(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);
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int IntersectNoLaser(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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2010-05-29 07:25:38 +00:00
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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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2010-07-29 14:53:25 +00:00
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//DDRace
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int GetIndex(vec2 PrevPos, vec2 Pos);
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vec2 GetPos(int Index);
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int GetCollisionDDRace(int Index);
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int IsTeleport(int x, int y);
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int IsCheckpoint(int Index);
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bool IsSpeedup(int x, int y);
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void GetSpeedup(int x, int y, vec2 *Dir, int *Force);
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2010-07-29 05:21:18 +00:00
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2010-08-10 04:28:17 +00:00
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int IsSolid(int x, int y);
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int IsBegin(int Index);
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int IsNoLaser(int x, int y);
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int IsEnd(int Index);
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int IsBoost(int Index);
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int IsFreeze(int Index);
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int IsUnfreeze(int Index);
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int IsCp(int x, int y);
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vec2 BoostAccelerator(int Index);
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vec2 CpSpeed(int index);
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class CTeleTile *m_pTele;
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class CSpeedupTile *m_pSpeedup;
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class CFrontTile *m_pFront;
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class CLayers *Layers() { return m_pLayers; }
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2010-05-29 07:25:38 +00:00
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};
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#endif
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