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Mark CCollision
functions const
, add const
tile getters
Mark remaining `CCollision` functions as `const` when possible. Add remaining getter functions for all tile data and mark all tile getter functions as `const`.
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@ -123,8 +123,8 @@ void CCollision::Init(class CLayers *pLayers)
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{
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for(int i = 0; i < m_Width * m_Height; i++)
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{
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int Number = TeleLayer()[i].m_Number;
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int Type = TeleLayer()[i].m_Type;
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int Number = m_pTele[i].m_Number;
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int Type = m_pTele[i].m_Type;
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if(Number > 0)
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{
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if(Type == TILE_TELEIN)
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@ -171,7 +171,7 @@ void CCollision::Unload()
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m_pDoor = nullptr;
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}
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void CCollision::FillAntibot(CAntibotMapData *pMapData)
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void CCollision::FillAntibot(CAntibotMapData *pMapData) const
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{
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pMapData->m_Width = m_Width;
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pMapData->m_Height = m_Height;
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@ -9,6 +9,14 @@
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#include <map>
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#include <vector>
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class CTile;
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class CLayers;
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class CTeleTile;
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class CSpeedupTile;
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class CSwitchTile;
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class CTuneTile;
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class CDoorTile;
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enum
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{
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CANTMOVE_LEFT = 1 << 0,
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@ -28,9 +36,9 @@ public:
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CCollision();
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~CCollision();
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void Init(class CLayers *pLayers);
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void Init(CLayers *pLayers);
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void Unload();
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void FillAntibot(CAntibotMapData *pMapData);
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void FillAntibot(CAntibotMapData *pMapData) const;
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bool CheckPoint(float x, float y) const { return IsSolid(round_to_int(x), round_to_int(y)); }
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bool CheckPoint(vec2 Pos) const { return CheckPoint(Pos.x, Pos.y); }
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@ -60,7 +68,7 @@ public:
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int GetFIndex(int x, int y) const;
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int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
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int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
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int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f) const
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{
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return GetMoveRestrictions(nullptr, nullptr, Pos, Distance);
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}
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@ -107,10 +115,14 @@ public:
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vec2 CpSpeed(int index, int Flags = 0) const;
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class CTeleTile *TeleLayer() { return m_pTele; }
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class CSwitchTile *SwitchLayer() { return m_pSwitch; }
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class CTuneTile *TuneLayer() { return m_pTune; }
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class CLayers *Layers() { return m_pLayers; }
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const CLayers *Layers() const { return m_pLayers; }
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const CTile *GameLayer() const { return m_pTiles; }
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const CTeleTile *TeleLayer() const { return m_pTele; }
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const CSpeedupTile *SpeedupLayer() const { return m_pSpeedup; }
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const CTile *FrontLayer() const { return m_pFront; }
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const CSwitchTile *SwitchLayer() const { return m_pSwitch; }
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const CTuneTile *TuneLayer() const { return m_pTune; }
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int m_HighestSwitchNumber;
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/**
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@ -137,10 +149,18 @@ public:
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const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
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private:
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class CTile *m_pTiles;
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CLayers *m_pLayers;
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int m_Width;
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int m_Height;
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class CLayers *m_pLayers;
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CTile *m_pTiles;
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CTeleTile *m_pTele;
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CSpeedupTile *m_pSpeedup;
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CTile *m_pFront;
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CSwitchTile *m_pSwitch;
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CTuneTile *m_pTune;
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CDoorTile *m_pDoor;
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// TILE_TELEIN
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std::map<int, std::vector<vec2>> m_TeleIns;
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@ -150,13 +170,6 @@ private:
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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// TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
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std::map<int, std::vector<vec2>> m_TeleOthers;
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class CTeleTile *m_pTele;
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class CSpeedupTile *m_pSpeedup;
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class CTile *m_pFront;
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class CSwitchTile *m_pSwitch;
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class CTuneTile *m_pTune;
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class CDoorTile *m_pDoor;
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};
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void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
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