ddnet/src/game/collision.cpp

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// copyright (c) 2007 magnus auvinen, see licence.txt for more info
#include <base/system.h>
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#include <base/math.h>
#include <base/vmath.h>
#include <math.h>
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#include <engine/map.h>
#include <engine/kernel.h>
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#include <game/mapitems.h>
#include <game/layers.h>
#include <game/collision.h>
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CCollision::CCollision()
{
m_pTiles = 0;
m_pFTiles = 0;
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m_Width = 0;
m_Height = 0;
m_pLayers = 0;
isOneLayer = false;
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}
int CCollision::IsSolid(int x, int y)
{
return (GetTile(x,y)&COLFLAG_SOLID);
}
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void CCollision::Init(class CLayers *pLayers)
{
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m_pLayers = pLayers;
m_Width = m_pLayers->GameLayer()->m_Width;
m_Height = m_pLayers->GameLayer()->m_Height;
m_pTiles = static_cast<CTile *>(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data));
if(m_pLayers->FGameLayer() != 0) {
m_pFTiles = static_cast<CTile *>(m_pLayers->Map()->GetData(m_pLayers->FGameLayer()->m_Data));
isOneLayer = false;
} else {
m_pFTiles = 0;
isOneLayer = true;
}
//DDRace
mem_zero(&m_Len, sizeof(m_Len));
mem_zero(&m_Tele, sizeof(m_Tele));
m_pTeleporter = new int[m_Width * m_Height];
m_pFTeleporter = new int[m_Width * m_Height];
for(int i = m_Width * m_Height - 1; i >= 0; i--)
{
if(m_pTiles[i].m_Index > 34 && m_pTiles[i].m_Index < 190)
{
if(m_pTiles[i].m_Index & 1)
m_Len[m_pTiles[i].m_Index >> 1]++;
else if(!(m_pTiles[i].m_Index & 1))
m_Tele[(m_pTiles[i].m_Index - 1) >> 1]++;
}
}
for(int i = 0; i < 95; i++)
{
m_pDest[i] = new int[m_Len[i]];
m_Len[i] = 0;
}
for(int i = m_Width * m_Height - 1; i >= 0; i--)
{
if(m_pTiles[i].m_Index & 1 && m_pTiles[i].m_Index > 34 && m_pTiles[i].m_Index < 190)
m_pDest[m_pTiles[i].m_Index >> 1][m_Len[m_pTiles[i].m_Index >> 1]++] = i;
}
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for(int i = 0; i < m_Width*m_Height; i++)
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{
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int Index = m_pTiles[i].m_Index;
int FIndex = 0;
if(!isOneLayer)
FIndex = m_pFTiles[i].m_Index;
if (FIndex!=0)
dbg_msg ("flayer", "tile found at (%d, %d)",(i - (i/ m_Width) * m_Width) ,(i / m_Width));
if(Index > 190)
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continue;
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switch(Index)
{
case TILE_DEATH:
m_pTiles[i].m_Index = COLFLAG_DEATH;
break;
case TILE_SOLID:
m_pTiles[i].m_Index = COLFLAG_SOLID;
break;
case TILE_NOHOOK:
m_pTiles[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK;
break;
case TILE_NOLASER:
m_pTiles[i].m_Index = COLFLAG_NOLASER;
break;
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default:
m_pTiles[i].m_Index = 0;
m_pTeleporter[i] = Index;
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}
m_pFTeleporter[i] = FIndex;
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}
}
int CCollision::GetIndex(int x, int y, bool flayer) {
CTile *tiles = (flayer) ? m_pFTiles: m_pTiles;
int index = tiles[y*m_Width+x].m_Index;
return index-ENTITY_OFFSET;
}
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int CCollision::GetTile(int x, int y)
{
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int nx = clamp(x/32, 0, m_Width-1);
int ny = clamp(y/32, 0, m_Height-1);
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return m_pTiles[ny*m_Width+nx].m_Index > 128 ? 0 : m_pTiles[ny*m_Width+nx].m_Index;
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}
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bool CCollision::IsTileSolid(int x, int y)
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{
return (GetTile(x,y)&COLFLAG_SOLID);
}
// TODO: rewrite this smarter!
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int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
{
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float d = distance(Pos0, Pos1);
vec2 Last = Pos0;
for(float f = 0; f < d; f++)
{
float a = f/d;
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vec2 Pos = mix(Pos0, Pos1, a);
if(CheckPoint(Pos.x, Pos.y))
{
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if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
return GetCollisionAt(Pos.x, Pos.y);
}
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Last = Pos;
}
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if(pOutCollision)
*pOutCollision = Pos1;
if(pOutBeforeCollision)
*pOutBeforeCollision = Pos1;
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return 0;
}
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// TODO: OPT: rewrite this smarter!
void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces)
{
if(pBounces)
*pBounces = 0;
vec2 Pos = *pInoutPos;
vec2 Vel = *pInoutVel;
if(CheckPoint(Pos + Vel))
{
int Affected = 0;
if(CheckPoint(Pos.x + Vel.x, Pos.y))
{
pInoutVel->x *= -Elasticity;
if(pBounces)
(*pBounces)++;
Affected++;
}
if(CheckPoint(Pos.x, Pos.y + Vel.y))
{
pInoutVel->y *= -Elasticity;
if(pBounces)
(*pBounces)++;
Affected++;
}
if(Affected == 0)
{
pInoutVel->x *= -Elasticity;
pInoutVel->y *= -Elasticity;
}
}
else
{
*pInoutPos = Pos + Vel;
}
}
bool CCollision::TestBox(vec2 Pos, vec2 Size)
{
Size *= 0.5f;
if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y))
return true;
if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y))
return true;
if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y))
return true;
if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y))
return true;
return false;
}
void CCollision::MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity)
{
// do the move
vec2 Pos = *pInoutPos;
vec2 Vel = *pInoutVel;
float Distance = length(Vel);
int Max = (int)Distance;
if(Distance > 0.00001f)
{
//vec2 old_pos = pos;
float Fraction = 1.0f/(float)(Max+1);
for(int i = 0; i <= Max; i++)
{
//float amount = i/(float)max;
//if(max == 0)
//amount = 0;
vec2 NewPos = Pos + Vel*Fraction; // TODO: this row is not nice
if(TestBox(vec2(NewPos.x, NewPos.y), Size))
{
int Hits = 0;
if(TestBox(vec2(Pos.x, NewPos.y), Size))
{
NewPos.y = Pos.y;
Vel.y *= -Elasticity;
Hits++;
}
if(TestBox(vec2(NewPos.x, Pos.y), Size))
{
NewPos.x = Pos.x;
Vel.x *= -Elasticity;
Hits++;
}
// neither of the tests got a collision.
// this is a real _corner case_!
if(Hits == 0)
{
NewPos.y = Pos.y;
Vel.y *= -Elasticity;
NewPos.x = Pos.x;
Vel.x *= -Elasticity;
}
}
Pos = NewPos;
}
}
*pInoutPos = Pos;
*pInoutVel = Vel;
}
int CCollision::IsNolaser(int x, int y)
{
return (CCollision::GetTile(x,y) & COLFLAG_NOLASER);
}
//DDRace
int CCollision::IsTeleport(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
int z = m_pTeleporter[ny * m_Width + nx]-1;
if(z > 34 && z < 190 && z & 1)
return z >> 1;
return 0;
}
int CCollision::IsBegin(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
return m_pTeleporter[ny*m_Width+nx] == TILE_BEGIN;
}
int CCollision::IsEnd(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
return m_pTeleporter[ny * m_Width + nx] == TILE_END;
}
int CCollision::IsFreeze(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
return (m_pTeleporter[ny * m_Width + nx] == TILE_FREEZE) || (m_pFTeleporter[ny * m_Width + nx] == TILE_FREEZE);
}
int CCollision::IsUnfreeze(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
return (m_pTeleporter[ny * m_Width + nx] == TILE_UNFREEZE) || (m_pFTeleporter[ny * m_Width + nx] == TILE_UNFREEZE);
}
int CCollision::IsKick(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
return (m_pTeleporter[ny * m_Width + nx] == TILE_KICK) || (m_pFTeleporter[ny * m_Width + nx] == TILE_KICK);
}
int CCollision::IsCp(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
int ind = m_pTeleporter[ny * m_Width + nx];
if (ind >= TILE_CP_D && ind <= TILE_CP_L_F)
return ind;
return 0;
}
int CCollision::IsBoost(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(y < 0 || nx < 0 || nx >= m_Width || ny >= m_Height)
return 0;
if ((m_pTeleporter[ny * m_Width + nx] >= TILE_BOOST_L && m_pTeleporter[ny * m_Width + nx] <= TILE_BOOST_U) || (m_pTeleporter[ny * m_Width + nx] >= TILE_BOOST_L2 && m_pTeleporter[ny * m_Width + nx] <= TILE_BOOST_U2))
return m_pTeleporter[ny * m_Width + nx];
else if ((m_pFTeleporter[ny * m_Width + nx] >= TILE_BOOST_L && m_pFTeleporter[ny * m_Width + nx]<= TILE_BOOST_U) || (m_pFTeleporter[ny * m_Width + nx] >= TILE_BOOST_L2 && m_pFTeleporter[ny * m_Width + nx] <= TILE_BOOST_U2))
return m_pFTeleporter[ny * m_Width + nx];
return 0;
}
vec2 CCollision::CpSpeed(int index)
{
vec2 target;
switch(index)
{
case TILE_CP_U:
case TILE_CP_U_F:
target.x=0;
target.y=-4;
break;
case TILE_CP_R:
case TILE_CP_R_F:
target.x=4;
target.y=0;
break;
case TILE_CP_D:
case TILE_CP_D_F:
target.x=0;
target.y=4;
break;
case TILE_CP_L:
case TILE_CP_L_F:
target.x=-4;
target.y=0;
break;
default:
target=vec2(0,0);
break;
}
if (index>=TILE_CP_D_F && index<=TILE_CP_L_F)
target*=4;
return target;
}
vec2 CCollision::BoostAccel(int index)
{
if (index==TILE_BOOST_L)
return vec2(-3,0);
else if(index==TILE_BOOST_R)
return vec2(3,0);
else if(index==TILE_BOOST_D)
return vec2(0,2);
else if(index==TILE_BOOST_U)
return vec2(0,-2);
else if(index==TILE_BOOST_L2)
return vec2(-15,0);
else if(index==TILE_BOOST_R2)
return vec2(15,0);
else if(index==TILE_BOOST_D2)
return vec2(0,15);
else if(index==TILE_BOOST_U2)
return vec2(0,-15);
return vec2(0,0);
}
vec2 CCollision::Teleport(int a)
{
if(m_Len[a] > 0)
{
int r = rand()%m_Len[a];
int x = (m_pDest[a][r] % m_Width)<<5;
int y = (m_pDest[a][r] / m_Width)<<5;
return vec2((float)x+16.0, (float)y+16.0);
}
else
return vec2(0, 0);
}
void CCollision::Set(int x, int y, int flag)
{
int nx = clamp(x/32, 0, m_Width-1);
int ny = clamp(y/32, 0, m_Height-1);
m_pTiles[ny * m_Width + nx].m_Index = flag;
}
int CCollision::IntersectNolaser2(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision)
{
float d = distance(pos0, pos1);
vec2 last = pos0;
for(float f = 0; f < d; f++)
{
float a = f/d;
vec2 pos = mix(pos0, pos1, a);
if(CCollision::IsNolaser(round(pos.x), round(pos.y)))
{
if(out_collision)
*out_collision = pos;
if(out_before_collision)
*out_before_collision = last;
return GetTile(round(pos.x), round(pos.y));
}
last = pos;
}
if(out_collision)
*out_collision = pos1;
if(out_before_collision)
*out_before_collision = pos1;
return 0;
}
int CCollision::IntersectNolaser(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision)
{
float d = distance(pos0, pos1);
vec2 last = pos0;
for(float f = 0; f < d; f++)
{
float a = f/d;
vec2 pos = mix(pos0, pos1, a);
if(IsNolaser(round(pos.x), round(pos.y)) || IsSolid(round(pos.x), round(pos.y)))
{
if(out_collision)
*out_collision = pos;
if(out_before_collision)
*out_before_collision = last;
return GetTile(round(pos.x), round(pos.y));
}
last = pos;
}
if(out_collision)
*out_collision = pos1;
if(out_before_collision)
*out_before_collision = pos1;
return 0;
}
int CCollision::IntersectAir(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision)
{
float d = distance(pos0, pos1);
vec2 last = pos0;
for(float f = 0; f < d; f++)
{
float a = f/d;
vec2 pos = mix(pos0, pos1, a);
if(IsSolid(round(pos.x), round(pos.y)) || !GetTile(round(pos.x), round(pos.y)))
{
if(out_collision)
*out_collision = pos;
if(out_before_collision)
*out_before_collision = last;
if(!GetTile(round(pos.x), round(pos.y)))
return -1;
else
return GetTile(round(pos.x), round(pos.y));
}
last = pos;
}
if(out_collision)
*out_collision = pos1;
if(out_before_collision)
*out_before_collision = pos1;
return 0;
}