/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include
#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);
for(int i = 0; i < width*height; i++)
{
int index = tiles[i].index;
if(index > 128)
continue;
if(index == TILE_DEATH)
tiles[i].index = COLFLAG_DEATH;
else if(index == TILE_SOLID)
tiles[i].index = COLFLAG_SOLID;
else if(index == TILE_NOHOOK)
tiles[i].index = COLFLAG_SOLID|COLFLAG_NOHOOK;
else
tiles[i].index = 0;
}
return 1;
}
int col_get(int x, int y)
{
int nx = clamp(x/32, 0, width-1);
int ny = clamp(y/32, 0, height-1);
if(tiles[ny*width+nx].index > 128)
return 0;
return tiles[ny*width+nx].index;
}
int col_is_solid(int x, int y)
{
return col_get(x,y)&COLFLAG_SOLID;
}
// TODO: rewrite this smarter!
int 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 col_get((int)pos.x, (int)pos.y);
}
}
if(out)
*out = pos1;
return 0;
}