ddnet/src/game/collision.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <base/system.h>
#include <base/math.hpp>
#include <base/vmath.hpp>
#include <math.h>
#include <engine/e_common_interface.h>
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#include <game/mapitems.hpp>
#include <game/layers.hpp>
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#include <game/collision.hpp>
static TILE *tiles;
static int width = 0;
static int height = 0;
int col_width() { return width; }
int col_height() { return height; }
int col_init()
{
width = layers_game_layer()->width;
height = layers_game_layer()->height;
tiles = (TILE *)map_get_data(layers_game_layer()->data);
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for(int i = 0; i < width*height; i++)
{
int index = tiles[i].index;
if(index > 128)
continue;
if(index == TILE_DEATH)
tiles[i].index = COLFLAG_DEATH;
else if(index == TILE_SOLID)
tiles[i].index = COLFLAG_SOLID;
else if(index == TILE_NOHOOK)
tiles[i].index = COLFLAG_SOLID|COLFLAG_NOHOOK;
else
tiles[i].index = 0;
}
return 1;
}
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int col_get(int x, int y)
{
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int nx = clamp(x/32, 0, width-1);
int ny = clamp(y/32, 0, height-1);
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if(tiles[ny*width+nx].index > 128)
return 0;
return tiles[ny*width+nx].index;
}
int col_is_solid(int x, int y)
{
return col_get(x,y)&COLFLAG_SOLID;
}
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// TODO: rewrite this smarter!
int col_intersect_line(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(col_is_solid(round(pos.x), round(pos.y)))
{
if(out_collision)
*out_collision = pos;
if(out_before_collision)
*out_before_collision = last;
return col_get(round(pos.x), round(pos.y));
}
last = pos;
}
if(out_collision)
*out_collision = pos1;
if(out_before_collision)
*out_before_collision = pos1;
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return 0;
}