ddnet/src/game/collision.h

164 lines
6.1 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 <map>
#include <vector>
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);
struct CAntibotMapData;
class CCollision
{
public:
CCollision();
~CCollision();
void Init(class CLayers *pLayers);
void Unload();
void FillAntibot(CAntibotMapData *pMapData);
bool CheckPoint(float x, float y) const { return IsSolid(round_to_int(x), round_to_int(y)); }
bool CheckPoint(vec2 Pos) const { return CheckPoint(Pos.x, Pos.y); }
int GetCollisionAt(float x, float y) const { return GetTile(round_to_int(x), round_to_int(y)); }
int GetWidth() const { return m_Width; }
int GetHeight() const { return m_Height; }
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const;
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const;
bool TestBox(vec2 Pos, vec2 Size) const;
// DDRace
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) const;
int GetDTileFlags(int Index) const;
int GetDTileNumber(int Index) const;
int GetFCollisionAt(float x, float y) const { return GetFTile(round_to_int(x), round_to_int(y)); }
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
int GetIndex(int x, int y) const;
int GetIndex(vec2 PrevPos, vec2 Pos) const;
int GetFIndex(int x, int y) const;
int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
{
return GetMoveRestrictions(nullptr, nullptr, Pos, Distance);
}
int GetTile(int x, int y) const;
int GetFTile(int x, int y) const;
int Entity(int x, int y, int Layer) const;
int GetPureMapIndex(float x, float y) const;
int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(Pos.x, Pos.y); }
std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
int GetMapIndex(vec2 Pos) const;
bool TileExists(int Index) const;
bool TileExistsNext(int Index) const;
vec2 GetPos(int Index) const;
int GetTileIndex(int Index) const;
int GetFTileIndex(int Index) const;
int GetTileFlags(int Index) const;
int GetFTileFlags(int Index) const;
int IsTeleport(int Index) const;
int IsEvilTeleport(int Index) const;
bool IsCheckTeleport(int Index) const;
bool IsCheckEvilTeleport(int Index) const;
int IsTeleportWeapon(int Index) const;
int IsTeleportHook(int Index) const;
int IsTeleCheckpoint(int Index) const;
int IsSpeedup(int Index) const;
int IsTune(int Index) const;
void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const;
int GetSwitchType(int Index) const;
int GetSwitchNumber(int Index) const;
int GetSwitchDelay(int Index) const;
int IsSolid(int x, int y) const;
bool IsThrough(int x, int y, int xoff, int yoff, vec2 pos0, vec2 pos1) const;
bool IsHookBlocker(int x, int y, vec2 pos0, vec2 pos1) const;
int IsWallJump(int Index) const;
int IsNoLaser(int x, int y) const;
int IsFNoLaser(int x, int y) const;
int IsTimeCheckpoint(int Index) const;
int IsFTimeCheckpoint(int Index) const;
int IsMover(int x, int y, int *pFlags) const;
vec2 CpSpeed(int index, int Flags = 0) const;
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_HighestSwitchNumber;
/**
* Index all teleporter types (in, out and checkpoints)
* as one consecutive list.
*
* @param Number is the teleporter number (one less than what is shown in game)
* @param Offset picks the n'th occurence of that teleporter in the map
*
* @return The coordinates of the teleporter in the map
* or (-1, -1) if not found
*/
vec2 TeleAllGet(int Number, size_t Offset);
/**
* @param Number is the teleporter number (one less than what is shown in game)
* @return The amount of occurences of that teleporter across all types (in, out, checkpoint)
*/
size_t TeleAllSize(int Number);
const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
private:
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
// TILE_TELEIN
std::map<int, std::vector<vec2>> m_TeleIns;
// TILE_TELEOUT
std::map<int, std::vector<vec2>> m_TeleOuts;
// TILE_TELECHECKOUT
std::map<int, std::vector<vec2>> m_TeleCheckOuts;
// TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
std::map<int, std::vector<vec2>> m_TeleOthers;
class CTeleTile *m_pTele;
class CSpeedupTile *m_pSpeedup;
class CTile *m_pFront;
class CSwitchTile *m_pSwitch;
class CTuneTile *m_pTune;
class CDoorTile *m_pDoor;
};
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
#endif