/* 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_collision, vec2 *out_before_collision) { 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(col_is_solid(round(pos.x), round(pos.y))) { if(out_collision) *out_collision = pos; if(out_before_collision) *out_before_collision = last; return col_get(round(pos.x), round(pos.y)); } last = pos; } if(out_collision) *out_collision = pos1; if(out_before_collision) *out_before_collision = pos1; return 0; }