/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #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; //bool IsTileSolid(int x, int y); //int GetTile(int x, int y); public: enum { COLFLAG_SOLID=1, COLFLAG_DEATH=2, COLFLAG_NOHOOK=4, // DDRace COLFLAG_NOLASER=8, COLFLAG_THROUGH=16, COLFLAG_TELE=32 }; CCollision(); void Init(class CLayers *pLayers); bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); } bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); } int GetCollisionAt(float x, float y) { return GetTile(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 IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr, bool AllowThrough); int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr, bool AllowThrough); void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces); void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity); bool TestBox(vec2 Pos, vec2 Size); // DDRace void Dest(); void SetCollisionAt(float x, float y, int Flag); void SetDTile(float x, float y, bool State); void SetDCollisionAt(float x, float y, int Type, int Flags, int Number); int GetDTileIndex(int Index); int GetDTileFlags(int Index); int GetDTileNumber(int Index); int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); } 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); int GetIndex(int x, int y); int GetIndex(vec2 Pos); int GetIndex(vec2 PrevPos, vec2 Pos); int GetFIndex(int x, int y); int GetTile(int x, int y); int GetFTile(int x, int y); int Entity(int x, int y, int Layer); int GetPureMapIndex(vec2 Pos); std::list GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0); int GetMapIndex(vec2 Pos); bool TileExists(int Index); bool TileExistsNext(int Index); vec2 GetPos(int Index); int GetTileIndex(int Index); int GetFTileIndex(int Index); int GetTileFlags(int Index); int GetFTileFlags(int Index); int IsTeleport(int Index); int IsEvilTeleport(int Index); int IsCheckTeleport(int Index); int IsTeleportWeapon(int Index); int IsTeleportHook(int Index); int IsTCheckpoint(int Index); //int IsCheckpoint(int Index); int IsSpeedup(int Index); void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed); int IsSwitch(int Index); int GetSwitchNumber(int Index); int GetSwitchDelay(int Index); 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 IsFCheckpoint(int Index); int IsMover(int x, int y, int* Flags); vec2 CpSpeed(int index, int Flags = 0); class CTeleTile *TeleLayer() { return m_pTele; } class CSwitchTile *SwitchLayer() { return m_pSwitch; } class CLayers *Layers() { return m_pLayers; } int m_NumSwitchers; private: class CTeleTile *m_pTele; class CSpeedupTile *m_pSpeedup; class CTile *m_pFront; class CSwitchTile *m_pSwitch; class CDoorTile *m_pDoor; struct SSwitchers { bool m_Status[16]; int m_EndTick[16]; int m_Type[16]; }; public: SSwitchers* m_pSwitchers; }; void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy); #endif