ddnet/src/game/collision.h
heinrich5991 66ccd808aa Rewrite stopper code a bit, second try
Remove the whole copy-and-paste mess.

A seemingly ineffective and apparently code block has been removed.

The broken front layer from the first try has been fixed.
2019-09-18 02:04:46 +02:00

140 lines
4.4 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include <base/vmath.h>
#include <engine/shared/protocol.h>
#include <list>
enum
{
CANTMOVE_LEFT=1<<0,
CANTMOVE_RIGHT=1<<1,
CANTMOVE_UP=1<<2,
CANTMOVE_DOWN=1<<3,
};
vec2 ClampVel(int MoveRestriction, vec2 Vel);
typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser);
class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
public:
CCollision();
~CCollision();
void Init(class CLayers *pLayers);
bool CheckPoint(float x, float y) { return IsSolid(round_to_int(x), round_to_int(y)); }
bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
int GetCollisionAt(float x, float y) { return GetTile(round_to_int(x), round_to_int(y)); }
int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr);
int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr);
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces);
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size);
// DDRace
void Dest();
void SetCollisionAt(float x, float y, int id);
void SetDTile(float x, float y, bool State);
void SetDCollisionAt(float x, float y, int Type, int Flags, int Number);
int GetDTileIndex(int Index);
int GetDTileFlags(int Index);
int GetDTileNumber(int Index);
int GetFCollisionAt(float x, float y) { return GetFTile(round_to_int(x), round_to_int(y)); }
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int GetIndex(int x, int y);
int GetIndex(vec2 PrevPos, vec2 Pos);
int GetFIndex(int x, int y);
int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f);
int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
{
return GetMoveRestrictions(0, 0, Pos, Distance);
}
int GetTile(int x, int y);
int GetFTile(int x, int y);
int Entity(int x, int y, int Layer);
int GetPureMapIndex(float x, float y);
int GetPureMapIndex(vec2 Pos) { return GetPureMapIndex(Pos.x, Pos.y); }
std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0);
int GetMapIndex(vec2 Pos);
bool TileExists(int Index);
bool TileExistsNext(int Index);
vec2 GetPos(int Index);
int GetTileIndex(int Index);
int GetFTileIndex(int Index);
int GetTileFlags(int Index);
int GetFTileFlags(int Index);
int IsTeleport(int Index);
int IsEvilTeleport(int Index);
int IsCheckTeleport(int Index);
int IsCheckEvilTeleport(int Index);
int IsTeleportWeapon(int Index);
int IsTeleportHook(int Index);
int IsTCheckpoint(int Index);
int IsSpeedup(int Index);
int IsTune(int Index);
void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed);
int IsSwitch(int Index);
int GetSwitchNumber(int Index);
int GetSwitchDelay(int Index);
int IsSolid(int x, int y);
bool IsThrough(int x, int y, int xoff, int yoff, vec2 pos0, vec2 pos1);
bool IsHookBlocker(int x, int y, vec2 pos0, vec2 pos1);
int IsWallJump(int Index);
int IsNoLaser(int x, int y);
int IsFNoLaser(int x, int y);
int IsCheckpoint(int Index);
int IsFCheckpoint(int Index);
int IsMover(int x, int y, int *pFlags);
vec2 CpSpeed(int index, int Flags = 0);
class CTeleTile *TeleLayer() { return m_pTele; }
class CSwitchTile *SwitchLayer() { return m_pSwitch; }
class CTuneTile *TuneLayer() { return m_pTune; }
class CLayers *Layers() { return m_pLayers; }
int m_NumSwitchers;
private:
class CTeleTile *m_pTele;
class CSpeedupTile *m_pSpeedup;
class CTile *m_pFront;
class CSwitchTile *m_pSwitch;
class CTuneTile *m_pTune;
class CDoorTile *m_pDoor;
struct SSwitchers
{
bool m_Status[MAX_CLIENTS];
bool m_Initial;
int m_EndTick[MAX_CLIENTS];
int m_Type[MAX_CLIENTS];
};
public:
SSwitchers *m_pSwitchers;
};
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy);
#endif