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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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# include <base/system.h>
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# include <base/math.h>
# include <base/vmath.h>
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# 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_Width = 0 ;
m_Height = 0 ;
m_pLayers = 0 ;
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m_pTele = 0 ;
m_pSpeedup = 0 ;
m_pFront = 0 ;
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m_pSwitch = 0 ;
m_pDoor = 0 ;
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m_pSwitchers = 0 ;
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}
void CCollision : : Dest ( )
{
if ( m_pDoor )
delete [ ] m_pDoor ;
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if ( m_pSwitchers )
delete [ ] m_pSwitchers ;
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m_pTiles = 0 ;
m_Width = 0 ;
m_Height = 0 ;
m_pLayers = 0 ;
m_pTele = 0 ;
m_pSpeedup = 0 ;
m_pFront = 0 ;
m_pSwitch = 0 ;
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m_pDoor = 0 ;
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m_pSwitchers = 0 ;
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}
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void CCollision : : Init ( class CLayers * pLayers )
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{
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if ( m_pLayers ) m_pLayers - > Dest ( ) ;
Dest ( ) ;
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m_NumSwitchers = 0 ;
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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 ) ) ;
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if ( m_pLayers - > TeleLayer ( ) )
m_pTele = static_cast < CTeleTile * > ( m_pLayers - > Map ( ) - > GetData ( m_pLayers - > TeleLayer ( ) - > m_Tele ) ) ;
if ( m_pLayers - > SpeedupLayer ( ) )
m_pSpeedup = static_cast < CSpeedupTile * > ( m_pLayers - > Map ( ) - > GetData ( m_pLayers - > SpeedupLayer ( ) - > m_Speedup ) ) ;
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if ( m_pLayers - > SwitchLayer ( ) )
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{
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m_pSwitch = static_cast < CSwitchTile * > ( m_pLayers - > Map ( ) - > GetData ( m_pLayers - > SwitchLayer ( ) - > m_Switch ) ) ;
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m_pDoor = new CDoorTile [ m_Width * m_Height ] ;
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mem_zero ( m_pDoor , m_Width * m_Height * sizeof ( m_pDoor ) ) ;
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}
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else
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{
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m_pDoor = 0 ;
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m_pSwitchers = 0 ;
}
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if ( m_pLayers - > FrontLayer ( ) )
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{
m_pFront = static_cast < CTile * > ( m_pLayers - > Map ( ) - > GetData ( m_pLayers - > FrontLayer ( ) - > m_Front ) ) ;
}
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for ( int i = 0 ; i < m_Width * m_Height ; i + + )
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{
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int Index ;
if ( m_pSwitch )
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{
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if ( m_pSwitch [ i ] . m_Number > m_NumSwitchers )
m_NumSwitchers = m_pSwitch [ i ] . m_Number ;
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if ( m_pSwitch [ i ] . m_Number )
m_pDoor [ i ] . m_Number = m_pSwitch [ i ] . m_Number ;
else
m_pDoor [ i ] . m_Number = 0 ;
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Index = m_pSwitch [ i ] . m_Type ;
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if ( Index < = TILE_NPH )
{
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if ( Index > = TILE_SWITCHTIMEDOPEN & & Index < = TILE_SWITCHCLOSE )
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m_pSwitch [ i ] . m_Type = Index ;
else
m_pSwitch [ i ] . m_Type = 0 ;
}
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}
if ( m_pFront )
{
Index = m_pFront [ i ] . m_Index ;
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if ( Index < = TILE_NPH )
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{
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switch ( Index )
{
case TILE_DEATH :
m_pFront [ i ] . m_Index = COLFLAG_DEATH ;
break ;
case TILE_SOLID :
m_pFront [ i ] . m_Index = 0 ;
break ;
case TILE_NOHOOK :
m_pFront [ i ] . m_Index = 0 ;
break ;
case TILE_NOLASER :
m_pFront [ i ] . m_Index = COLFLAG_NOLASER ;
break ;
default :
m_pFront [ i ] . m_Index = 0 ;
}
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// DDRace tiles
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if ( Index = = TILE_THROUGH | | ( Index > = TILE_FREEZE & & Index < = TILE_UNFREEZE ) | | ( Index > = TILE_SWITCHOPEN & & Index < = TILE_BOOST ) | | ( Index > = TILE_BEGIN & & Index < = TILE_STOPA ) | | Index = = TILE_CP | | Index = = TILE_CP_F | | ( Index > = TILE_OLDLASER & & Index < = TILE_NPH ) )
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m_pFront [ i ] . m_Index = Index ;
}
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}
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Index = m_pTiles [ i ] . m_Index ;
if ( Index < = TILE_NPH )
{
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 ;
default :
m_pTiles [ i ] . m_Index = 0 ;
}
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// DDRace tiles
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if ( Index = = TILE_THROUGH | | ( Index > = TILE_FREEZE & & Index < = TILE_UNFREEZE ) | | ( Index > = TILE_SWITCHOPEN & & Index < = TILE_BOOST ) | | ( Index > = TILE_BEGIN & & Index < = TILE_STOPA ) | | Index = = TILE_CP | | Index = = TILE_CP_F | | ( Index > = TILE_OLDLASER & & Index < = TILE_NPH ) )
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m_pTiles [ i ] . m_Index = Index ;
}
}
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if ( m_NumSwitchers )
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{
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m_pSwitchers = new SSwitchers [ m_NumSwitchers + 1 ] ;
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for ( int i = 0 ; i < m_NumSwitchers + 1 ; + + i )
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{
for ( int j = 0 ; j < 16 ; + + j )
{
m_pSwitchers [ i ] . m_Status [ j ] = true ;
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m_pSwitchers [ i ] . m_EndTick [ j ] = 0 ;
m_pSwitchers [ i ] . m_Type [ j ] = 0 ;
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}
}
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}
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}
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int CCollision : : GetTile ( int x , int y )
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{
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int nx = clamp ( x / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( y / 32 , 0 , m_Height - 1 ) ;
if ( ! m_pTiles | | ny < 0 | | nx < 0 )
{
//dbg_msg("Collision","Something is terribly wrong, !m_pTiles %d, ny %d, ny %d", !m_pTiles, ny, ny);
return 0 ;
}
/*dbg_msg("GetTile","m_Index %d",m_pTiles[ny*m_Width+nx].m_Index);//Remove */
if ( m_pTiles [ ny * m_Width + nx ] . m_Index = = COLFLAG_SOLID
| | m_pTiles [ ny * m_Width + nx ] . m_Index = = ( COLFLAG_SOLID | COLFLAG_NOHOOK )
| | m_pTiles [ ny * m_Width + nx ] . m_Index = = COLFLAG_DEATH
| | m_pTiles [ ny * m_Width + nx ] . m_Index = = COLFLAG_NOLASER )
return m_pTiles [ ny * m_Width + nx ] . m_Index ;
else
return 0 ;
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}
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/*
bool CCollision : : IsTileSolid ( int x , int y )
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{
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return GetTile ( x , y ) & COLFLAG_SOLID ;
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}
*/
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int CCollision : : IntersectLine ( vec2 Pos0 , vec2 Pos1 , vec2 * pOutCollision , vec2 * pOutBeforeCollision , bool AllowThrough )
{
float d = distance ( Pos0 , Pos1 ) ;
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int End ( d + 1 ) ;
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vec2 Last = Pos0 ;
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int ix , iy ; // Temporary position for checking collision
int dx , dy ; // Offset for checking the "through" tile
if ( AllowThrough )
{
ThroughOffset ( Pos0 , Pos1 , & dx , & dy ) ;
}
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for ( int i = 0 ; i < End ; i + + )
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{
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float a = i / d ;
vec2 Pos = mix ( Pos0 , Pos1 , a ) ;
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ix = round ( Pos . x ) ;
iy = round ( Pos . y ) ;
if ( CheckPoint ( ix , iy ) & & ! ( AllowThrough & & IsThrough ( ix + dx , iy + dy ) ) )
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{
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if ( pOutCollision )
* pOutCollision = Pos ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Last ;
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return GetCollisionAt ( ix , iy ) ;
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}
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Last = Pos ;
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}
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if ( pOutCollision )
* pOutCollision = Pos1 ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Pos1 ;
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 ;
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vec2 Pos = * pInoutPos ;
vec2 Vel = * pInoutVel ;
if ( CheckPoint ( Pos + Vel ) )
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{
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int Affected = 0 ;
if ( CheckPoint ( Pos . x + Vel . x , Pos . y ) )
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{
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pInoutVel - > x * = - Elasticity ;
if ( pBounces )
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( * pBounces ) + + ;
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Affected + + ;
}
if ( CheckPoint ( Pos . x , Pos . y + Vel . y ) )
{
pInoutVel - > y * = - Elasticity ;
if ( pBounces )
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( * pBounces ) + + ;
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Affected + + ;
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}
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if ( Affected = = 0 )
{
pInoutVel - > x * = - Elasticity ;
pInoutVel - > y * = - Elasticity ;
}
}
else
{
* pInoutPos = Pos + Vel ;
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}
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}
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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 ;
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}
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void CCollision : : MoveBox ( vec2 * pInoutPos , vec2 * pInoutVel , vec2 Size , float Elasticity )
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{
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// do the move
vec2 Pos = * pInoutPos ;
vec2 Vel = * pInoutVel ;
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float Distance = length ( Vel ) ;
int Max = ( int ) Distance ;
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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;
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vec2 NewPos = Pos + Vel * Fraction ; // TODO: this row is not nice
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if ( TestBox ( vec2 ( NewPos . x , NewPos . y ) , Size ) )
{
int Hits = 0 ;
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if ( TestBox ( vec2 ( Pos . x , NewPos . y ) , Size ) )
{
NewPos . y = Pos . y ;
Vel . y * = - Elasticity ;
Hits + + ;
}
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if ( TestBox ( vec2 ( NewPos . x , Pos . y ) , Size ) )
{
NewPos . x = Pos . x ;
Vel . x * = - Elasticity ;
Hits + + ;
}
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// 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 ;
}
}
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Pos = NewPos ;
}
}
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* pInoutPos = Pos ;
* pInoutVel = Vel ;
}
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int CCollision : : IsSolid ( int x , int y )
{
return ( GetTile ( x , y ) & COLFLAG_SOLID ) ;
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}
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int CCollision : : IsThrough ( int x , int y )
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{
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int nx = clamp ( x / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( y / 32 , 0 , m_Height - 1 ) ;
int Index = m_pTiles [ ny * m_Width + nx ] . m_Index ;
int Findex = 0 ;
if ( m_pFront )
Findex = m_pFront [ ny * m_Width + nx ] . m_Index ;
if ( Index = = TILE_THROUGH )
return Index ;
else if ( Findex = = TILE_THROUGH )
return Findex ;
else
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return 0 ;
}
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int CCollision : : IsNoLaser ( int x , int y )
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{
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return ( CCollision : : GetTile ( x , y ) & COLFLAG_NOLASER ) ;
}
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int CCollision : : IsFNoLaser ( int x , int y )
{
return ( CCollision : : GetFTile ( x , y ) & COLFLAG_NOLASER ) ;
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}
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int CCollision : : IsTeleport ( int Index )
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{
if ( Index < 0 )
return 0 ;
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if ( ! m_pTele )
return 0 ;
int Tele = 0 ;
if ( m_pTele [ Index ] . m_Type = = TILE_TELEIN )
Tele = m_pTele [ Index ] . m_Number ;
return Tele ;
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}
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int CCollision : : IsEvilTeleport ( int Index )
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{
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if ( Index < 0 )
return 0 ;
if ( ! m_pTele )
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return 0 ;
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int Tele = 0 ;
if ( m_pTele [ Index ] . m_Type = = TILE_TELEINEVIL )
{
Tele = m_pTele [ Index ] . m_Number ;
}
return Tele ;
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}
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int CCollision : : IsSpeedup ( int Index )
{
if ( Index < 0 )
return 0 ;
if ( ! m_pSpeedup )
return false ;
if ( m_pSpeedup [ Index ] . m_Force > 0 )
return m_pSpeedup [ Index ] . m_Type ;
return 0 ;
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}
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void CCollision : : GetSpeedup ( int Index , vec2 * Dir , int * Force , int * MaxSpeed )
{
if ( Index < 0 )
return ;
vec2 Direction = vec2 ( 1 , 0 ) ;
float Angle = m_pSpeedup [ Index ] . m_Angle * ( pi / 180.0f ) ;
* Force = m_pSpeedup [ Index ] . m_Force ;
* Dir = vec2 ( cos ( Angle ) , sin ( Angle ) ) ;
if ( MaxSpeed )
* MaxSpeed = m_pSpeedup [ Index ] . m_MaxSpeed ;
}
int CCollision : : IsSwitch ( int Index )
{
//dbg_msg("IsSwitch","Index %d, pSwitch %d, m_Type %d, m_Number %d", Index, m_pSwitch, (m_pSwitch)?m_pSwitch[Index].m_Type:0, (m_pSwitch)?m_pSwitch[Index].m_Number:0);
if ( Index < 0 )
return 0 ;
if ( ! m_pSwitch )
return false ;
if ( m_pSwitch [ Index ] . m_Type > 0 & & m_pSwitch [ Index ] . m_Number > 0 )
return m_pSwitch [ Index ] . m_Type ;
return 0 ;
}
int CCollision : : GetSwitchNumber ( int Index )
{
//dbg_msg("GetSwitchNumber","Index %d, pSwitch %d, m_Type %d, m_Number %d", Index, m_pSwitch, (m_pSwitch)?m_pSwitch[Index].m_Type:0, (m_pSwitch)?m_pSwitch[Index].m_Number:0);
if ( Index < 0 )
return 0 ;
if ( ! m_pSwitch )
return false ;
if ( m_pSwitch [ Index ] . m_Type > 0 & & m_pSwitch [ Index ] . m_Number > 0 )
return m_pSwitch [ Index ] . m_Number ;
return 0 ;
}
int CCollision : : GetSwitchDelay ( int Index )
{
//dbg_msg("GetSwitchNumber","Index %d, pSwitch %d, m_Type %d, m_Number %d", Index, m_pSwitch, (m_pSwitch)?m_pSwitch[Index].m_Type:0, (m_pSwitch)?m_pSwitch[Index].m_Number:0);
if ( Index < 0 )
return 0 ;
if ( ! m_pSwitch )
return false ;
if ( m_pSwitch [ Index ] . m_Type > 0 & & m_pSwitch [ Index ] . m_Number > 0 )
return m_pSwitch [ Index ] . m_Delay ;
return 0 ;
}
int CCollision : : IsCp ( int x , int y , int * Flags )
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{
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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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int Index = m_pTiles [ ny * m_Width + nx ] . m_Index ;
* Flags = m_pTiles [ ny * m_Width + nx ] . m_Flags ;
if ( Index < 0 )
return 0 ;
if ( Index = = TILE_CP | | Index = = TILE_CP_F )
return Index ;
else
return 0 ;
}
int CCollision : : IsCheckpoint ( int Index )
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{
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if ( Index < 0 )
return - 1 ;
int z = m_pTiles [ Index ] . m_Index ;
if ( z > = 35 & & z < = 59 )
return z - 35 ;
return - 1 ;
}
int CCollision : : IsFCheckpoint ( int Index )
{
if ( Index < 0 | | ! m_pFront )
return - 1 ;
int z = m_pFront [ Index ] . m_Index ;
if ( z > = 35 & & z < = 59 )
return z - 35 ;
return - 1 ;
}
vec2 CCollision : : CpSpeed ( int Index , int Flags )
{
if ( Index < 0 )
return vec2 ( 0 , 0 ) ;
vec2 target ;
if ( Index = = TILE_CP | | Index = = TILE_CP_F )
switch ( Flags )
{
case ROTATION_0 :
target . x = 0 ;
target . y = - 4 ;
break ;
case ROTATION_90 :
target . x = 4 ;
target . y = 0 ;
break ;
case ROTATION_180 :
target . x = 0 ;
target . y = 4 ;
break ;
case ROTATION_270 :
target . x = - 4 ;
target . y = 0 ;
break ;
default :
target = vec2 ( 0 , 0 ) ;
break ;
}
if ( Index = = TILE_CP_F )
target * = 4 ;
return target ;
}
int CCollision : : GetPureMapIndex ( vec2 Pos )
{
int nx = clamp ( ( int ) Pos . x / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( ( int ) Pos . y / 32 , 0 , m_Height - 1 ) ;
return ny * m_Width + nx ;
}
std : : list < int > CCollision : : GetMapIndices ( vec2 PrevPos , vec2 Pos , unsigned MaxIndices )
{
std : : list < int > Indices ;
float d = distance ( PrevPos , Pos ) ;
int End ( d + 1 ) ;
if ( ! d )
{
int nx = clamp ( ( int ) Pos . x / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( ( int ) Pos . y / 32 , 0 , m_Height - 1 ) ;
/*if (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN)) dbg_msg("m_pTele && TELEIN","ny*m_Width+nx %d",ny*m_Width+nx);
else if ( m_pTele & & m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEOUT ) dbg_msg ( " TELEOUT " , " ny*m_Width+nx %d " , ny * m_Width + nx ) ;
else dbg_msg ( " GetMapIndex( " , " ny*m_Width+nx %d " , ny * m_Width + nx ) ; //REMOVE */
if (
( m_pTiles [ ny * m_Width + nx ] . m_Index > = TILE_FREEZE & & m_pTiles [ ny * m_Width + nx ] . m_Index < = TILE_NPH ) | |
( m_pFront & & ( m_pFront [ ny * m_Width + nx ] . m_Index > = TILE_FREEZE & & m_pFront [ ny * m_Width + nx ] . m_Index < = TILE_NPH ) ) | |
( m_pTele & & ( m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEIN | | m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEINEVIL | | m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEOUT ) ) | |
( m_pSpeedup & & m_pSpeedup [ ny * m_Width + nx ] . m_Force > 0 ) | |
( m_pDoor & & m_pDoor [ ny * m_Width + nx ] . m_Index ) | |
( m_pSwitch & & m_pSwitch [ ny * m_Width + nx ] . m_Type )
)
{
Indices . push_back ( ny * m_Width + nx ) ;
return Indices ;
}
}
float a = 0.0f ;
vec2 Tmp = vec2 ( 0 , 0 ) ;
int nx = 0 ;
int ny = 0 ;
int Index , LastIndex = 0 ;
for ( int i = 0 ; i < End ; i + + )
{
a = i / d ;
Tmp = mix ( PrevPos , Pos , a ) ;
nx = clamp ( ( int ) Tmp . x / 32 , 0 , m_Width - 1 ) ;
ny = clamp ( ( int ) Tmp . y / 32 , 0 , m_Height - 1 ) ;
Index = ny * m_Width + nx ;
//dbg_msg("lastindex","%d",LastIndex);
//dbg_msg("index","%d",Index);
if (
(
( m_pTiles [ ny * m_Width + nx ] . m_Index > = TILE_FREEZE & & m_pTiles [ ny * m_Width + nx ] . m_Index < = TILE_NPH ) | |
( m_pFront & & ( m_pFront [ ny * m_Width + nx ] . m_Index > = TILE_FREEZE & & m_pFront [ ny * m_Width + nx ] . m_Index < = TILE_NPH ) ) | |
( m_pTele & & ( m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEIN | | m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEINEVIL | | m_pTele [ ny * m_Width + nx ] . m_Type = = TILE_TELEOUT ) ) | |
( m_pSpeedup & & m_pSpeedup [ ny * m_Width + nx ] . m_Force > 0 ) | |
( m_pDoor & & m_pDoor [ ny * m_Width + nx ] . m_Index ) | |
( m_pSwitch & & m_pSwitch [ ny * m_Width + nx ] . m_Type )
) & &
LastIndex ! = Index
)
{
if ( MaxIndices & & Indices . size ( ) > MaxIndices ) return Indices ;
Indices . push_back ( Index ) ;
LastIndex = Index ;
//dbg_msg("pushed","%d",Index);
}
}
return Indices ;
}
vec2 CCollision : : GetPos ( int Index )
{
if ( Index < 0 )
return vec2 ( 0 , 0 ) ;
int x = Index % m_Width ;
int y = Index / m_Width ;
return vec2 ( 16 + x * 32 , 16 + y * 32 ) ;
}
int CCollision : : GetTileIndex ( int Index )
{
/*dbg_msg("GetTileIndex","m_pTiles[%d].m_Index = %d",Index,m_pTiles[Index].m_Index);//Remove*/
if ( Index < 0 )
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return 0 ;
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return m_pTiles [ Index ] . m_Index ;
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}
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int CCollision : : GetFTileIndex ( int Index )
{
/*dbg_msg("GetFTileIndex","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
if ( Index < 0 | | ! m_pFront )
return 0 ;
return m_pFront [ Index ] . m_Index ;
}
int CCollision : : GetTileFlags ( int Index )
{
/*dbg_msg("GetTileIndex","m_pTiles[%d].m_Index = %d",Index,m_pTiles[Index].m_Index);//Remove*/
if ( Index < 0 )
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return 0 ;
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return m_pTiles [ Index ] . m_Flags ;
}
int CCollision : : GetFTileFlags ( int Index )
{
/*dbg_msg("GetFTileIndex","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
if ( Index < 0 | | ! m_pFront )
return 0 ;
return m_pFront [ Index ] . m_Flags ;
}
int CCollision : : GetIndex ( int nx , int ny ) {
return m_pTiles [ ny * m_Width + nx ] . m_Index ;
}
int CCollision : : GetFIndex ( int nx , int ny ) {
if ( ! m_pFront ) return 0 ;
return m_pFront [ ny * m_Width + nx ] . m_Index ;
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}
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int CCollision : : GetFTile ( int x , int y )
{
if ( ! m_pFront )
return 0 ;
int nx = clamp ( x / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( y / 32 , 0 , m_Height - 1 ) ;
/*dbg_msg("GetFTile","m_Index %d",m_pFront[ny*m_Width+nx].m_Index);//Remove */
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if ( m_pFront [ ny * m_Width + nx ] . m_Index = = COLFLAG_DEATH
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| | m_pFront [ ny * m_Width + nx ] . m_Index = = COLFLAG_NOLASER )
return m_pFront [ ny * m_Width + nx ] . m_Index ;
else
return 0 ;
}
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int CCollision : : Entity ( int x , int y , int Layer )
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{
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if ( ( 0 > x | | x > = m_Width ) | | ( 0 > y | | y > = m_Height ) )
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{
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char aBuf [ 12 ] ;
switch ( Layer )
{
case LAYER_GAME :
str_format ( aBuf , sizeof ( aBuf ) , " Game " ) ;
break ;
case LAYER_FRONT :
str_format ( aBuf , sizeof ( aBuf ) , " Front " ) ;
break ;
case LAYER_SWITCH :
str_format ( aBuf , sizeof ( aBuf ) , " Switch " ) ;
break ;
case LAYER_TELE :
str_format ( aBuf , sizeof ( aBuf ) , " Tele " ) ;
break ;
case LAYER_SPEEDUP :
str_format ( aBuf , sizeof ( aBuf ) , " Speedup " ) ;
break ;
default :
str_format ( aBuf , sizeof ( aBuf ) , " Unknown " ) ;
}
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dbg_msg ( " CCollision::Entity " , " Something is VERY wrong with the %s layer please report this at http://DDRace.info, you will need to post the map as well and any steps tht u think may led to this, Please Also Read the News Section every once and a while " , aBuf ) ;
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return 0 ;
}
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switch ( Layer )
{
case LAYER_GAME :
return m_pTiles [ y * m_Width + x ] . m_Index - ENTITY_OFFSET ;
case LAYER_FRONT :
return m_pFront [ y * m_Width + x ] . m_Index - ENTITY_OFFSET ;
case LAYER_SWITCH :
return m_pSwitch [ y * m_Width + x ] . m_Type - ENTITY_OFFSET ;
case LAYER_TELE :
return m_pTele [ y * m_Width + x ] . m_Type - ENTITY_OFFSET ;
case LAYER_SPEEDUP :
return m_pSpeedup [ y * m_Width + x ] . m_Type - ENTITY_OFFSET ;
default :
return 0 ;
break ;
}
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}
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void CCollision : : SetCollisionAt ( float x , float y , int flag )
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{
int nx = clamp ( round ( x ) / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( round ( y ) / 32 , 0 , m_Height - 1 ) ;
m_pTiles [ ny * m_Width + nx ] . m_Index = flag ;
}
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void CCollision : : SetDCollisionAt ( float x , float y , int Type , int Flags , int Number )
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{
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if ( ! m_pDoor )
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return ;
int nx = clamp ( round ( x ) / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( round ( y ) / 32 , 0 , m_Height - 1 ) ;
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m_pDoor [ ny * m_Width + nx ] . m_Index = Type ;
m_pDoor [ ny * m_Width + nx ] . m_Flags = Flags ;
m_pDoor [ ny * m_Width + nx ] . m_Number = Number ;
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}
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int CCollision : : GetDTileIndex ( int Index )
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{
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if ( ! m_pDoor | | Index < 0 | | ! m_pDoor [ Index ] . m_Index )
return 0 ;
return m_pDoor [ Index ] . m_Index ;
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}
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int CCollision : : GetDTileNumber ( int Index )
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{
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if ( ! m_pDoor | | Index < 0 | | ! m_pDoor [ Index ] . m_Index )
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return 0 ;
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if ( m_pDoor [ Index ] . m_Number ) return m_pDoor [ Index ] . m_Number ;
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return 0 ;
}
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int CCollision : : GetDTileFlags ( int Index )
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{
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if ( ! m_pDoor | | Index < 0 | | ! m_pDoor [ Index ] . m_Index )
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return 0 ;
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return m_pDoor [ Index ] . m_Flags ;
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}
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void ThroughOffset ( vec2 Pos0 , vec2 Pos1 , int * Ox , int * Oy )
{
float x = Pos0 . x - Pos1 . x ;
float y = Pos0 . y - Pos1 . y ;
if ( fabs ( x ) > fabs ( y ) )
{
if ( x < 0 )
{
* Ox = - 32 ;
* Oy = 0 ;
}
else
{
* Ox = 32 ;
* Oy = 0 ;
}
}
else
{
if ( y < 0 )
{
* Ox = 0 ;
* Oy = - 32 ;
}
else
{
* Ox = 0 ;
* Oy = 32 ;
}
}
}
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int CCollision : : IntersectNoLaser ( vec2 Pos0 , vec2 Pos1 , vec2 * pOutCollision , vec2 * pOutBeforeCollision )
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{
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float d = distance ( Pos0 , Pos1 ) ;
vec2 Last = Pos0 ;
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for ( float f = 0 ; f < d ; f + + )
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{
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float a = f / d ;
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vec2 Pos = mix ( Pos0 , Pos1 , a ) ;
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int nx = clamp ( round ( Pos . x ) / 32 , 0 , m_Width - 1 ) ;
int ny = clamp ( round ( Pos . y ) / 32 , 0 , m_Height - 1 ) ;
if ( GetIndex ( nx , ny ) = = COLFLAG_SOLID
| | GetIndex ( nx , ny ) = = ( COLFLAG_SOLID | COLFLAG_NOHOOK )
| | GetIndex ( nx , ny ) = = COLFLAG_NOLASER
| | GetFIndex ( nx , ny ) = = COLFLAG_NOLASER )
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{
if ( pOutCollision )
* pOutCollision = Pos ;
if ( pOutBeforeCollision )
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* pOutBeforeCollision = Last ;
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if ( GetFIndex ( nx , ny ) = = COLFLAG_NOLASER ) return GetFCollisionAt ( Pos . x , Pos . y ) ;
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else return GetCollisionAt ( Pos . x , Pos . y ) ;
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}
Last = Pos ;
}
if ( pOutCollision )
* pOutCollision = Pos1 ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Pos1 ;
return 0 ;
}
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int CCollision : : IntersectNoLaserNW ( 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 ;
vec2 Pos = mix ( Pos0 , Pos1 , a ) ;
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if ( IsNoLaser ( round ( Pos . x ) , round ( Pos . y ) ) | | IsFNoLaser ( round ( Pos . x ) , round ( Pos . y ) ) )
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{
if ( pOutCollision )
* pOutCollision = Pos ;
if ( pOutBeforeCollision )
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* pOutBeforeCollision = Last ;
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if ( IsNoLaser ( round ( Pos . x ) , round ( Pos . y ) ) ) return GetCollisionAt ( Pos . x , Pos . y ) ;
else return GetFCollisionAt ( Pos . x , Pos . y ) ;
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}
Last = Pos ;
}
if ( pOutCollision )
* pOutCollision = Pos1 ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Pos1 ;
return 0 ;
}
int CCollision : : IntersectAir ( vec2 Pos0 , vec2 Pos1 , vec2 * pOutCollision , vec2 * pOutBeforeCollision )
{
float d = distance ( Pos0 , Pos1 ) ;
vec2 Last = Pos0 ;
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for ( float f = 0 ; f < d ; f + + )
{
float a = f / d ;
vec2 Pos = mix ( Pos0 , Pos1 , a ) ;
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if ( IsSolid ( round ( Pos . x ) , round ( Pos . y ) ) | | ( ! GetTile ( round ( Pos . x ) , round ( Pos . y ) ) & & ! GetFTile ( round ( Pos . x ) , round ( Pos . y ) ) ) )
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{
if ( pOutCollision )
* pOutCollision = Pos ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Last ;
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if ( ! GetTile ( round ( Pos . x ) , round ( Pos . y ) ) & & ! GetFTile ( round ( Pos . x ) , round ( Pos . y ) ) )
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return - 1 ;
else
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if ( ! GetTile ( round ( Pos . x ) , round ( Pos . y ) ) ) return GetTile ( round ( Pos . x ) , round ( Pos . y ) ) ;
else return GetFTile ( round ( Pos . x ) , round ( Pos . y ) ) ;
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}
Last = Pos ;
}
if ( pOutCollision )
* pOutCollision = Pos1 ;
if ( pOutBeforeCollision )
* pOutBeforeCollision = Pos1 ;
return 0 ;
}
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