/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include
#include
#include
#include
#include
#include
#include
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);
return 1;
}
int col_is_solid(int x, int y)
{
int nx = x/32;
int ny = y/32;
if(nx < 0 || nx >= width || ny >= height)
return 1;
if(y < 0)
return 0; // up == sky == free
return tiles[ny*width+nx].index == TILE_SOLID;
}
// 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_is_solid((int)pos.x, (int)pos.y))
{
if(out)
*out = pos;
return true;
}
}
if(out)
*out = pos1;
return false;
}
/*
Simple collision rutines!
*/
/*
struct collision
{
int w, h;
unsigned char *data;
};
static collision col;
static int global_dividor;
int col_width()
{
return col.w;
}
int col_height()
{
return col.h;
}
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;
}
*/