// 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->SwitchLayer())
m_pSwitch = static_cast(m_pLayers->Map()->GetData(m_pLayers->SwitchLayer()->m_Switch));
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 > TILE_NPH)
continue;
switch(Index)
{
case TILE_DEATH:
m_pFront[i].m_Index = COLFLAG_DEATH;
break;
case TILE_SOLID:
m_pFront[i].m_Index = 0;
break;
case TILE_NOHOOK:
m_pFront[i].m_Index = 0;
break;
case TILE_NOLASER:
m_pFront[i].m_Index = COLFLAG_NOLASER;
break;
default:
m_pFront[i].m_Index = 0;
}
// DDRace tiles
if(Index >= 6 && Index<=TILE_NPH)
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 > TILE_NPH)
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 >= 6 && Index<=TILE_NPH)
m_pTiles[i].m_Index = Index;
}
}
int CCollision::GetPureMapIndex(vec2 Pos)
{
int nx = clamp((int)Pos.x/32, 0, m_Width-1);
int ny = clamp((int)Pos.y/32, 0, m_Height-1);
return ny*m_Width+nx;
}
int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
{
float d = distance(PrevPos, Pos);
int End(d+1);
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_FREEZE && 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_FREEZE && 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_TELEINEVIL || 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(int i = 0; i < End; i++)
{
a = i/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_FREEZE && 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_FREEZE && 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_TELEINEVIL || 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)
{
if(Index < 0)
return vec2(0,0);
int x = Index%m_Width;
int y = Index/m_Width;
return vec2(16+x*32, 16+y*32);
}
int CCollision::GetTileIndex(int Index)
{
/*dbg_msg("GetTileIndex","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::GetFTileIndex(int Index)
{
/*dbg_msg("GetFTileIndex","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::GetFTile(int x, int y)
{
if(!m_pFront)
return 0;
int nx = clamp(x/32, 0, m_Width-1);
int ny = clamp(y/32, 0, m_Height-1);
/*dbg_msg("GetFTile","m_Index %d",m_pFront[ny*m_Width+nx].m_Index);//Remove */
if(m_pFront[ny*m_Width+nx].m_Index == COLFLAG_DEATH
|| m_pFront[ny*m_Width+nx].m_Index == COLFLAG_NOLASER)
return m_pFront[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);
int End(d+1);
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(int i = 0; i < End; i++)
{
float a = i/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)) || IsFNoLaser(round(Pos.x), round(Pos.y))))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
if (IsFNoLaser(round(Pos.x), round(Pos.y))) return GetFCollisionAt(Pos.x, Pos.y);
else 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)) || IsFNoLaser(round(Pos.x), round(Pos.y)))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
if(IsNoLaser(round(Pos.x), round(Pos.y))) return GetCollisionAt(Pos.x, Pos.y);
else return GetFCollisionAt(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)) && !GetFTile(round(Pos.x), round(Pos.y))))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
if(!GetTile(round(Pos.x), round(Pos.y)) && !GetFTile(round(Pos.x), round(Pos.y)))
return -1;
else
if (!GetTile(round(Pos.x), round(Pos.y))) return GetTile(round(Pos.x), round(Pos.y));
else return GetFTile(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);
}
int CCollision::IsFNoLaser(int x, int y)
{
return (CCollision::GetFTile(x,y) & COLFLAG_NOLASER);
}
int CCollision::IsTeleport(int Index)
{
if(Index < 0)
return 0;
if(!m_pTele)
return 0;
int Tele = 0;
if(m_pTele[Index].m_Type == TILE_TELEIN)
Tele = m_pTele[Index].m_Number;
return Tele;
}
int CCollision::IsEvilTeleport(int Index)
{
if(Index < 0)
return 0;
if(!m_pTele)
return 0;
int Tele = 0;
if(m_pTele[Index].m_Type == TILE_TELEINEVIL)
{
Tele = m_pTele[Index].m_Number;
dbg_msg("IsEvilTele","%d",Tele);
}
return Tele;
}
int CCollision::IsSpeedup(int Index)
{
if(Index < 0)
return 0;
if(!m_pSpeedup)
return false;
/*dbg_msg("test", "test");//REMOVE*/
if(m_pSpeedup[Index].m_Force > 0)
//{
//dbg_msg("IsSpeedup","Index = %d",m_pSpeedup[ny*m_pLayers->SpeedupLayer()->m_Width+nx].m_Type);
return m_pSpeedup[Index].m_Type;
//}
return 0;
}
void CCollision::GetSpeedup(int Index, vec2 *Dir, int *Force)
{
if(Index < 0)
return;
vec2 Direction = vec2(1, 0);
float Angle = m_pSpeedup[Index].m_Angle * (3.14159265f/180.0f);
*Force = m_pSpeedup[Index].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;
}
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 < 0)
return 0;
if (Index >= TILE_CP_D && Index <= TILE_CP_L_F)
return Index;
else
return 0;
}
int CCollision::IsCheckpoint(int Index)
{
if(Index < 0)
return -1;
int z = m_pTiles[Index].m_Index;
if(z >= 35 && z <= 59)
return z-35;
return -1;
}
vec2 CCollision::CpSpeed(int Index)
{
if(Index < 0)
return vec2(0,0);
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;
}