#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include
#include
class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
class CTeleTile *m_pTele;
class CSpeedupTile *m_pSpeedup;
class CTile *m_pFront;
class CTeleTile *m_pSwitch;
class CDoorTile *m_pDoor;
public:
enum
{
COLFLAG_SOLID=1,
COLFLAG_DEATH=2,
COLFLAG_NOHOOK=4,
COLFLAG_NOLASER=8,
COLFLAG_THROUGH=16
};
CCollision();
void Dest();
void Init(class CLayers *pLayers);
bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); }
void SetCollisionAt(float x, float y, int Flag);
void SetDTile(float x, float y, int Team, bool State);
void SetDCollisionAt(float x, float y, int Flag, int Team);
int GetDTileIndex(int Index,int Team);
int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); }
int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces);
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size);
int GetTile(int x, int y);
int GetFTile(int x, int y);
int Entity(int x, int y, bool Front);
//DDRace
int GetPureMapIndex(vec2 Pos);
std::list GetMapIndices(vec2 PrevPos, vec2 Pos, int MaxIndices = 0);
vec2 GetPos(int Index);
int GetTileIndex(int Index);
int GetFTileIndex(int Index);
int IsTeleport(int Index);
int IsEvilTeleport(int Index);
//int IsCheckpoint(int Index);
int IsSpeedup(int Index);
void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed);
int IsSolid(int x, int y);
int IsThrough(int x, int y);
int IsNoLaser(int x, int y);
int IsFNoLaser(int x, int y);
int IsCheckpoint(int Index);
int IsCp(int x, int y);
vec2 CpSpeed(int index);
class CTeleTile *TeleLayer() { return m_pTele; }
//class CSpeedupTile *SpeedupLayer() { return m_pSpeedup; }
//class CTile *FrontLayer() { m_pFront; }
class CTeleTile *SwitchLayer() { return m_pSwitch; }
class CLayers *Layers() { return m_pLayers; }
};
#endif