#ifndef GAME_COLLISION_H #define GAME_COLLISION_H #include class CCollision { class CTile *m_pTiles; class CTile *m_pFTiles; int m_Width; int m_Height; bool isOneLayer; int *m_pDest[95]; int m_Len[95]; int m_Tele[95]; int *m_pTeleporter; int *m_pFTeleporter; class CLayers *m_pLayers; bool IsTileSolid(int x, int y); public: enum { COLFLAG_SOLID=1, COLFLAG_DEATH=2, COLFLAG_NOHOOK=4, COLFLAG_NOLASER=8, }; int GetTile(int x, int y); CCollision(); void Init(class CLayers *pLayers); bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); } bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.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); 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); void Set(int x, int y, int flags); int IntersectNolaser(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision); int IntersectNolaser2(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision); int IntersectAir(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision); //DDRace int IsSolid(int x, int y); int IsTeleport(int x, int y); int IsBegin(int x, int y); int IsNolaser(int x, int y); int IsEnd(int x, int y); int IsBoost(int x, int y); int IsFreeze(int x, int y); int IsUnfreeze(int x, int y); int IsKick(int x, int y); int IsCp(int x, int y); int GetIndex(int x, int y, bool flayer); vec2 Speed(int index); vec2 BoostAccel(int index); vec2 Teleport(int z); vec2 CpSpeed(int index); }; #endif