ddnet/src/game/collision.h
Romain Labolle 38f1db1c4f Adding a checkpoint system for teleporters :
* Player go through a Checkpoint tile (29 in tele layer)
* He fall in a Check-Teleporter tile (31 in tele layer)
* Player is teleported to the check-TO (30 in tele layer) that have the same number as the last Checkpoint.
Thus players are teleported to the last checkpoint he passed, regardless of whether he made ​​the map in the right direction or not.

Tele tileset may need some improvement.
Closes Pull Request #52
2011-06-01 17:03:04 +02:00

121 lines
3.4 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 <list>
class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
//bool IsTileSolid(int x, int y);
//int GetTile(int x, int y);
public:
enum
{
COLFLAG_SOLID=1,
COLFLAG_DEATH=2,
COLFLAG_NOHOOK=4,
// DDRace
COLFLAG_NOLASER=8,
COLFLAG_THROUGH=16
};
CCollision();
void Init(class CLayers *pLayers);
bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
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 Flag);
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(x), round(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 GetFIndex(int x, int y);
int GetTile(int x, int y);
int GetFTile(int x, int y);
int Entity(int x, int y, int Layer);
int GetPureMapIndex(vec2 Pos);
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 IsTCheckpoint(int Index);
//int IsCheckpoint(int Index);
int IsSpeedup(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);
int IsThrough(int x, int y);
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* Flags);
vec2 CpSpeed(int index, int Flags = 0);
class CTeleTile *TeleLayer() { return m_pTele; }
class CSwitchTile *SwitchLayer() { return m_pSwitch; }
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 CDoorTile *m_pDoor;
struct SSwitchers
{
bool m_Status[16];
int m_EndTick[16];
int m_Type[16];
};
public:
SSwitchers* m_pSwitchers;
};
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy);
#endif