ddnet/src/game/collision.h

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#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include <base/vmath.h>
class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
public:
enum
{
COLFLAG_SOLID=1,
COLFLAG_DEATH=2,
COLFLAG_NOHOOK=4,
COLFLAG_NOLASER=8,
COLFLAG_THROUGH=16
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};
CCollision();
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); }
bool FCheckPoint(float x, float y) { return IsFSolid(round(x), round(y)); }
bool FCheckPoint(vec2 p) { return FCheckPoint(p.x, p.y); }
void SetCollisionAt(float x, float y, int flag);
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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 GetTile(int x, int y);
int GetFTile(int x, int y);
int Entity(int x, int y, bool Front);
//DDRace
int GetMapIndex(vec2 PrevPos, vec2 Pos);
vec2 GetPos(int Index);
int GetCollisionDDRace(int Index);
int GetFCollisionDDRace(int Index);
int IsTeleport(int x, int y);
//int IsCheckpoint(int Index);
bool IsSpeedup(int x, int y);
void GetSpeedup(int x, int y, vec2 *Dir, int *Force);
int IsSolid(int x, int y);
int IsFSolid(int x, int y);
int IsThrough(int x, int y);
int IsNoLaser(int x, int y);
int IsFNoLaser(int x, int y);
int IsCp(int x, int y);
vec2 CpSpeed(int index);
class CTeleTile *m_pTele;
class CSpeedupTile *m_pSpeedup;
class CTile *m_pFront;
class CLayers *Layers() { return m_pLayers; }
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};
#endif