/* 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; } */