/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "../engine/interface.h" #include "mapres_col.h" #include "mapres.h" /* Simple collision rutines! */ struct collision { int w, h; unsigned char *data; }; static collision col; static int global_dividor; int col_init(int dividor) { mapres_collision *c = (mapres_collision*)map_find_item(MAPRES_COLLISIONMAP,0); if(!c) { dbg_msg("mapres_col", "failed!"); return 0; } col.w = c->width; col.h = c->height; global_dividor = dividor; col.data = (unsigned char *)map_get_data(c->data_index); return col.data ? 1 : 0; } int col_check_point(int x, int y) { int nx = x/global_dividor; int ny = y/global_dividor; if(nx < 0 || nx >= col.w || ny >= col.h) return 1; if(y < 0) return 0; // up == sky == free return col.data[ny*col.w+nx]; } // TODO: rewrite this smarter! bool col_intersect_line(vec2 pos0, vec2 pos1, vec2 *out) { float d = distance(pos0, pos1); for(float f = 0; f < d; f++) { float a = f/d; vec2 pos = mix(pos0, pos1, a); if(col_check_point((int)pos.x, (int)pos.y)) { if(out) *out = pos; return true; } } if(out) *out = pos1; return false; }