// copyright (c) 2007 magnus auvinen, see licence.txt for more info #include #include #include #include #include #include #include #include #include CCollision::CCollision() { m_pTiles = 0; m_Width = 0; m_Height = 0; m_pLayers = 0; m_pTele = 0; m_pSpeedup = 0; m_pFront = 0; } void CCollision::Init(class CLayers *pLayers) { m_pLayers = pLayers; m_Width = m_pLayers->GameLayer()->m_Width; m_Height = m_pLayers->GameLayer()->m_Height; m_pTiles = static_cast(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data)); if(m_pLayers->TeleLayer()) m_pTele = static_cast(m_pLayers->Map()->GetData(m_pLayers->TeleLayer()->m_Tele)); if(m_pLayers->SpeedupLayer()) m_pSpeedup = static_cast(m_pLayers->Map()->GetData(m_pLayers->SpeedupLayer()->m_Speedup)); if(m_pLayers->FrontLayer()) { m_pFront = static_cast(m_pLayers->Map()->GetData(m_pLayers->FrontLayer()->m_Front)); for(int i = 0; i < m_Width*m_Height; i++) { int Index = m_pFront[i].m_Index; if(Index > 191) continue; switch(Index) { case TILE_DEATH: m_pFront[i].m_Index = COLFLAG_DEATH; break; case TILE_SOLID: m_pFront[i].m_Index = COLFLAG_SOLID; break; case TILE_NOHOOK: m_pFront[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK; break; case TILE_NOLASER: m_pFront[i].m_Index = COLFLAG_NOLASER; break; default: m_pFront[i].m_Index = 0; } // DDRace tiles if(Index >= 5 && Index <= 59 || Index>=64 && Index<=191) m_pFront[i].m_Index = Index; } } for(int i = 0; i < m_Width*m_Height; i++) { int Index = m_pTiles[i].m_Index; if(Index > 191) continue; switch(Index) { case TILE_DEATH: m_pTiles[i].m_Index = COLFLAG_DEATH; break; case TILE_SOLID: m_pTiles[i].m_Index = COLFLAG_SOLID; break; case TILE_NOHOOK: m_pTiles[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK; break; case TILE_NOLASER: m_pTiles[i].m_Index = COLFLAG_NOLASER; break; default: m_pTiles[i].m_Index = 0; } // DDRace tiles if(Index >= 5 && Index <= 59 || Index>=64 && Index<=191) m_pTiles[i].m_Index = Index; } } int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos) { int Index = 0; float d = distance(PrevPos, Pos); if(!d) { int nx = clamp((int)Pos.x/32, 0, m_Width-1); int ny = clamp((int)Pos.y/32, 0, m_Height-1); /*if (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN)) dbg_msg("m_pTele && TELEIN","ny*m_Width+nx %d",ny*m_Width+nx); else if (m_pTele && m_pTele[ny*m_Width+nx].m_Type==TILE_TELEOUT) dbg_msg("TELEOUT","ny*m_Width+nx %d",ny*m_Width+nx); else dbg_msg("GetMapIndex(","ny*m_Width+nx %d",ny*m_Width+nx);//REMOVE */ if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) || ((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) || (m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) || (m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) || (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) || (m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0)) { return ny*m_Width+nx; } } float a = 0.0f; vec2 Tmp = vec2(0, 0); int nx = 0; int ny = 0; for(float f = 0; f < d; f++) { a = f/d; Tmp = mix(PrevPos, Pos, a); nx = clamp((int)Tmp.x/32, 0, m_Width-1); ny = clamp((int)Tmp.y/32, 0, m_Height-1); if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) || ((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) || (m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) || (m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) || (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) || (m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0)) { return ny*m_Width+nx; } } return -1; } vec2 CCollision::GetPos(int Index) { int x = Index%m_Width; int y = Index/m_Width; return vec2(x, y); } int CCollision::GetCollisionDDRace(int Index) { /*dbg_msg("GetCollisionDDRace","m_pTiles[%d].m_Index = %d",Index,m_pTiles[Index].m_Index);//Remove*/ if(Index < 0) return 0; return m_pTiles[Index].m_Index; } int CCollision::GetCollisionDDRace2(int Index) { /*dbg_msg("GetCollisionDDRace2","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/ if(Index < 0 || !m_pFront) return 0; return m_pFront[Index].m_Index; } int CCollision::GetTile(int x, int y) { int nx = clamp(x/32, 0, m_Width-1); int ny = clamp(y/32, 0, m_Height-1); /*dbg_msg("GetTile","m_Index %d",m_pTiles[ny*m_Width+nx].m_Index);//Remove */ if(m_pTiles[ny*m_Width+nx].m_Index == COLFLAG_SOLID || m_pTiles[ny*m_Width+nx].m_Index == (COLFLAG_SOLID|COLFLAG_NOHOOK) || m_pTiles[ny*m_Width+nx].m_Index == COLFLAG_DEATH || m_pTiles[ny*m_Width+nx].m_Index == COLFLAG_NOLASER) return m_pTiles[ny*m_Width+nx].m_Index; else return 0; } int CCollision::Entity(int x, int y, bool Front) { //if(0 < x || x >= m_Width) return 0; //if(0 < y || y >= m_Height) return 0; int Index = Front?m_pFront[y*m_Width+x].m_Index:m_pTiles[y*m_Width+x].m_Index; return Index-ENTITY_OFFSET; } void CCollision::SetCollisionAt(float x, float y, int flag) { int nx = clamp(round(x)/32, 0, m_Width-1); int ny = clamp(round(y)/32, 0, m_Height-1); m_pTiles[ny * m_Width + nx].m_Index = flag; } // TODO: rewrite this smarter! void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy) { float x = Pos0.x - Pos1.x; float y = Pos0.y - Pos1.y; if (fabs(x) > fabs(y)) { if (x < 0) { *Ox = -32; *Oy = 0; } else { *Ox = 32; *Oy = 0; } } else { if (y < 0) { *Ox = 0; *Oy = -32; } else { *Ox = 0; *Oy = 32; } } } int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough) { float d = distance(Pos0, Pos1); vec2 Last = Pos0; int ix, iy; // Temporary position for checking collision int dx, dy; // Offset for checking the "through" tile if (AllowThrough) { ThroughOffset(Pos0, Pos1, &dx, &dy); } for(float f = 0; f < d; f++) { float a = f/d; vec2 Pos = mix(Pos0, Pos1, a); ix = round(Pos.x); iy = round(Pos.y); if(CheckPoint(ix, iy) && !(AllowThrough && IsThrough(ix + dx, iy + dy))) { if(pOutCollision) *pOutCollision = Pos; if(pOutBeforeCollision) *pOutBeforeCollision = Last; return GetCollisionAt(ix, iy); } Last = Pos; } if(pOutCollision) *pOutCollision = Pos1; if(pOutBeforeCollision) *pOutBeforeCollision = Pos1; return 0; } int CCollision::IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { float d = distance(Pos0, Pos1); vec2 Last = Pos0; for(float f = 0; f < d; f++) { float a = f/d; vec2 Pos = mix(Pos0, Pos1, a); if(IsSolid(round(Pos.x), round(Pos.y)) || IsNoLaser(round(Pos.x), round(Pos.y))) { if(pOutCollision) *pOutCollision = Pos; if(pOutBeforeCollision) *pOutBeforeCollision = Last; return GetCollisionAt(Pos.x, Pos.y); } Last = Pos; } if(pOutCollision) *pOutCollision = Pos1; if(pOutBeforeCollision) *pOutBeforeCollision = Pos1; return 0; } int CCollision::IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { float d = distance(Pos0, Pos1); vec2 Last = Pos0; for(float f = 0; f < d; f++) { float a = f/d; vec2 Pos = mix(Pos0, Pos1, a); if(IsNoLaser(round(Pos.x), round(Pos.y))) { if(pOutCollision) *pOutCollision = Pos; if(pOutBeforeCollision) *pOutBeforeCollision = Last; return GetCollisionAt(Pos.x, Pos.y); } Last = Pos; } if(pOutCollision) *pOutCollision = Pos1; if(pOutBeforeCollision) *pOutBeforeCollision = Pos1; return 0; } int CCollision::IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { float d = distance(Pos0, Pos1); vec2 Last = Pos0; for(float f = 0; f < d; f++) { float a = f/d; vec2 Pos = mix(Pos0, Pos1, a); if(IsSolid(round(Pos.x), round(Pos.y)) || !GetTile(round(Pos.x), round(Pos.y))) { if(pOutCollision) *pOutCollision = Pos; if(pOutBeforeCollision) *pOutBeforeCollision = Last; if(!GetTile(round(Pos.x), round(Pos.y))) return -1; else return GetTile(round(Pos.x), round(Pos.y)); } Last = Pos; } if(pOutCollision) *pOutCollision = Pos1; if(pOutBeforeCollision) *pOutBeforeCollision = Pos1; return 0; } // TODO: OPT: rewrite this smarter! void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) { if(pBounces) *pBounces = 0; vec2 Pos = *pInoutPos; vec2 Vel = *pInoutVel; if(CheckPoint(Pos + Vel)) { int Affected = 0; if(CheckPoint(Pos.x + Vel.x, Pos.y)) { pInoutVel->x *= -Elasticity; if(pBounces) (*pBounces)++; Affected++; } if(CheckPoint(Pos.x, Pos.y + Vel.y)) { pInoutVel->y *= -Elasticity; if(pBounces) (*pBounces)++; Affected++; } if(Affected == 0) { pInoutVel->x *= -Elasticity; pInoutVel->y *= -Elasticity; } } else { *pInoutPos = Pos + Vel; } } void CCollision::MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity) { // do the move vec2 Pos = *pInoutPos; vec2 Vel = *pInoutVel; float Distance = length(Vel); int Max = (int)Distance; if(Distance > 0.00001f) { //vec2 old_pos = pos; float Fraction = 1.0f/(float)(Max+1); for(int i = 0; i <= Max; i++) { //float amount = i/(float)max; //if(max == 0) //amount = 0; vec2 NewPos = Pos + Vel*Fraction; // TODO: this row is not nice if(TestBox(vec2(NewPos.x, NewPos.y), Size)) { int Hits = 0; if(TestBox(vec2(Pos.x, NewPos.y), Size)) { NewPos.y = Pos.y; Vel.y *= -Elasticity; Hits++; } if(TestBox(vec2(NewPos.x, Pos.y), Size)) { NewPos.x = Pos.x; Vel.x *= -Elasticity; Hits++; } // neither of the tests got a collision. // this is a real _corner case_! if(Hits == 0) { NewPos.y = Pos.y; Vel.y *= -Elasticity; NewPos.x = Pos.x; Vel.x *= -Elasticity; } } Pos = NewPos; } } *pInoutPos = Pos; *pInoutVel = Vel; } bool CCollision::TestBox(vec2 Pos, vec2 Size) { Size *= 0.5f; if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y)) return true; if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y)) return true; if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y)) return true; if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y)) return true; return false; } int CCollision::IsSolid(int x, int y) { return (GetTile(x,y)&COLFLAG_SOLID); } int CCollision::IsThrough(int x, int y) { int nx = clamp(x/32, 0, m_Width-1); int ny = clamp(y/32, 0, m_Height-1); int Index = m_pTiles[ny*m_Width+nx].m_Index; int Findex; if (m_pFront) Findex = m_pFront[ny*m_Width+nx].m_Index; if (Index == TILE_THROUGH) return Index; else if (Findex == TILE_THROUGH) return Findex; else return 0; } int CCollision::IsNoLaser(int x, int y) { return (CCollision::GetTile(x,y) & COLFLAG_NOLASER); } //DDRace int CCollision::IsTeleport(int x, int y) { if(!m_pTele) return 0; int nx = clamp(x/32, 0, m_pLayers->TeleLayer()->m_Width-1); int ny = clamp(y/32, 0, m_pLayers->TeleLayer()->m_Height-1); /*int z = m_pTiles[ny*m_Width+nx].m_Index-1; if(z > 34 && z <= 34 + 50 && z&1) return z; return 0;*/ int Tele = 0; if(m_pTele[ny*m_pLayers->TeleLayer()->m_Width+nx].m_Type == TILE_TELEIN) Tele = m_pTele[ny*m_pLayers->TeleLayer()->m_Width+nx].m_Number; return Tele; } bool CCollision::IsSpeedup(int x, int y) { if(!m_pSpeedup) return false; /*dbg_msg("test", "test");//REMOVE*/ int nx = clamp(x/32, 0, m_pLayers->SpeedupLayer()->m_Width-1); int ny = clamp(y/32, 0, m_pLayers->SpeedupLayer()->m_Height-1); if(m_pSpeedup[ny*m_pLayers->SpeedupLayer()->m_Width+nx].m_Force > 0) return true; return false; } void CCollision::GetSpeedup(int x, int y, vec2 *Dir, int *Force) { int nx = clamp(x/32, 0, m_pLayers->SpeedupLayer()->m_Width-1); int ny = clamp(y/32, 0, m_pLayers->SpeedupLayer()->m_Height-1); vec2 Direction = vec2(1, 0); float Angle = m_pSpeedup[ny*m_pLayers->SpeedupLayer()->m_Width+nx].m_Angle * (3.14159265f/180.0f); *Force = m_pSpeedup[ny*m_pLayers->SpeedupLayer()->m_Width+nx].m_Force; vec2 TmpDir; TmpDir.x = (Direction.x*cos(Angle)) - (Direction.y*sin(Angle)); TmpDir.y = (Direction.x*sin(Angle)) + (Direction.y*cos(Angle)); *Dir = TmpDir; } bool CCollision::IsFront(int x, int y) { if(!m_pFront) return false; int nx = clamp(x/32, 0, m_pLayers->FrontLayer()->m_Width-1); int ny = clamp(y/32, 0, m_pLayers->FrontLayer()->m_Height-1); if(m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index > 0) { /*dbg_msg("IsFront","True m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/ return true; } /*else dbg_msg("IsFront","Welcome to the front layer m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/ return false; } int CCollision::IsCp(int x, int y) { int nx = clamp(x/32, 0, m_Width-1); int ny = clamp(y/32, 0, m_Height-1); int Index = m_pTiles[ny*m_Width+nx].m_Index; if (Index >= TILE_CP_D && Index <= TILE_CP_L_F) return Index; else return 0; } vec2 CCollision::CpSpeed(int Index) { vec2 target; switch(Index) { case TILE_CP_U: case TILE_CP_U_F: target.x=0; target.y=-4; break; case TILE_CP_R: case TILE_CP_R_F: target.x=4; target.y=0; break; case TILE_CP_D: case TILE_CP_D_F: target.x=0; target.y=4; break; case TILE_CP_L: case TILE_CP_L_F: target.x=-4; target.y=0; break; default: target=vec2(0,0); break; } if (Index>=TILE_CP_D_F && Index<=TILE_CP_L_F) target*=4; return target; } vec2 CCollision::BoostAccelerator(int Index) { if (Index==TILE_BOOST_L) return vec2(-3,0); else if(Index==TILE_BOOST_R) return vec2(3,0); else if(Index==TILE_BOOST_D) return vec2(0,2); else if(Index==TILE_BOOST_U) return vec2(0,-2); else if(Index==TILE_BOOST_L2) return vec2(-15,0); else if(Index==TILE_BOOST_R2) return vec2(15,0); else if(Index==TILE_BOOST_D2) return vec2(0,15); else if(Index==TILE_BOOST_U2) return vec2(0,-15); return vec2(0,0); }