ddnet/src/game/collision.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include <base/vmath.h>
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#include <list>
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class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
class CTeleTile *m_pTele;
class CSpeedupTile *m_pSpeedup;
class CTile *m_pFront;
class CSwitchTile *m_pSwitch;
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class CDoorTile *m_pDoor;
struct SSwitchers
{
bool m_Status[16];
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int m_EndTick[16];
int m_Type[16];
};
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//bool IsTileSolid(int x, int y);
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public:
enum
{
COLFLAG_SOLID=1,
COLFLAG_DEATH=2,
COLFLAG_NOHOOK=4,
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//DDRace
COLFLAG_NOLASER=8,
COLFLAG_THROUGH=16
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};
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CCollision();
void Dest();
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void Init(class CLayers *pLayers);
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);
void SetDTile(float x, float y, bool State);
void SetDCollisionAt(float x, float y, int Type, int Flags, int Number);
int GetDTileIndex(int Index);
int GetDTileFlags(int Index);
int GetDTileNumber(int Index);
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); }
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int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces);
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size);
int GetIndex(int x, int y);
int GetFIndex(int x, int y);
int GetTile(int x, int y);
int GetFTile(int x, int y);
int Entity(int x, int y, int Layer);
//DDRace
int GetPureMapIndex(vec2 Pos);
std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0);
int GetMapIndex(vec2 Pos);
bool TileExists(int Index);
vec2 GetPos(int Index);
int GetTileIndex(int Index);
int GetFTileIndex(int Index);
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int GetTileFlags(int Index);
int GetFTileFlags(int Index);
int IsTeleport(int Index);
int IsEvilTeleport(int Index);
//int IsCheckpoint(int Index);
int IsSpeedup(int Index);
void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed);
int IsSwitch(int Index);
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int GetSwitchNumber(int Index);
int GetSwitchDelay(int Index);
int IsSolid(int x, int y);
int IsThrough(int x, int y);
int IsNoLaser(int x, int y);
int IsFNoLaser(int x, int y);
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int IsCheckpoint(int Index);
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int IsFCheckpoint(int Index);
int IsMover(int x, int y, int* Flags);
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vec2 CpSpeed(int index, int Flags = 0);
class CTeleTile *TeleLayer() { return m_pTele; }
//class CSpeedupTile *SpeedupLayer() { return m_pSpeedup; }
//class CTile *FrontLayer() { m_pFront; }
class CSwitchTile *SwitchLayer() { return m_pSwitch; }
class CLayers *Layers() { return m_pLayers; }
SSwitchers* m_pSwitchers;
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int m_NumSwitchers;
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};
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void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy);
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#endif