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130 lines
3.9 KiB
C++
130 lines
3.9 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_COLLISION_H
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#define GAME_COLLISION_H
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#include <base/vmath.h>
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#include <engine/shared/protocol.h>
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#include <list>
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class CCollision
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{
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class CTile *m_pTiles;
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int m_Width;
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int m_Height;
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class CLayers *m_pLayers;
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//bool IsTileSolid(int x, int y);
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//int GetTile(int x, int y);
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public:
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enum
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{
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COLFLAG_SOLID=1,
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COLFLAG_DEATH=2,
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COLFLAG_NOHOOK=4,
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// DDRace
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COLFLAG_NOLASER=8,
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COLFLAG_THROUGH=16,
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COLFLAG_TELE=32
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};
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CCollision();
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void Init(class CLayers *pLayers);
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bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
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bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
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int GetWidth() { return m_Width; };
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int GetHeight() { return m_Height; };
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
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int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr, bool AllowThrough);
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int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr, bool AllowThrough);
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void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces);
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void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
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bool TestBox(vec2 Pos, vec2 Size);
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// DDRace
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void Dest();
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void SetCollisionAt(float x, float y, int Flag);
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void SetDTile(float x, float y, bool State);
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void SetDCollisionAt(float x, float y, int Type, int Flags, int Number);
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int GetDTileIndex(int Index);
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int GetDTileFlags(int Index);
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int GetDTileNumber(int Index);
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int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); }
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int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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int GetIndex(int x, int y);
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int GetIndex(vec2 Pos);
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int GetIndex(vec2 PrevPos, vec2 Pos);
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int GetFIndex(int x, int y);
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int GetTile(int x, int y);
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int GetFTile(int x, int y);
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int Entity(int x, int y, int Layer);
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int GetPureMapIndex(vec2 Pos);
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std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0);
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int GetMapIndex(vec2 Pos);
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bool TileExists(int Index);
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bool TileExistsNext(int Index);
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vec2 GetPos(int Index);
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int GetTileIndex(int Index);
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int GetFTileIndex(int Index);
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int GetTileFlags(int Index);
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int GetFTileFlags(int Index);
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int IsTeleport(int Index);
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int IsEvilTeleport(int Index);
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int IsCheckTeleport(int Index);
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int IsCheckEvilTeleport(int Index);
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int IsTeleportWeapon(int Index);
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int IsTeleportHook(int Index);
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int IsTCheckpoint(int Index);
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//int IsCheckpoint(int Index);
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int IsSpeedup(int Index);
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void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed);
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int IsSwitch(int Index);
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int GetSwitchNumber(int Index);
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int GetSwitchDelay(int Index);
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int IsSolid(int x, int y);
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int IsThrough(int x, int y);
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int IsNoLaser(int x, int y);
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int IsFNoLaser(int x, int y);
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int IsCheckpoint(int Index);
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int IsFCheckpoint(int Index);
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int IsMover(int x, int y, int* Flags);
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vec2 CpSpeed(int index, int Flags = 0);
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class CTeleTile *TeleLayer() { return m_pTele; }
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class CSwitchTile *SwitchLayer() { return m_pSwitch; }
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class CLayers *Layers() { return m_pLayers; }
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int m_NumSwitchers;
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private:
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class CTeleTile *m_pTele;
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class CSpeedupTile *m_pSpeedup;
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class CTile *m_pFront;
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class CSwitchTile *m_pSwitch;
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class CDoorTile *m_pDoor;
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struct SSwitchers
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{
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bool m_Status[MAX_CLIENTS];
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int m_EndTick[MAX_CLIENTS];
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int m_Type[MAX_CLIENTS];
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};
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public:
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SSwitchers* m_pSwitchers;
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};
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void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy);
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#endif
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