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164 lines
6.1 KiB
C++
164 lines
6.1 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 <map>
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#include <vector>
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enum
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{
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CANTMOVE_LEFT = 1 << 0,
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CANTMOVE_RIGHT = 1 << 1,
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CANTMOVE_UP = 1 << 2,
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CANTMOVE_DOWN = 1 << 3,
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};
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vec2 ClampVel(int MoveRestriction, vec2 Vel);
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typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser);
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struct CAntibotMapData;
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class CCollision
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{
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public:
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CCollision();
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~CCollision();
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void Init(class CLayers *pLayers);
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void Unload();
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void FillAntibot(CAntibotMapData *pMapData);
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bool CheckPoint(float x, float y) const { return IsSolid(round_to_int(x), round_to_int(y)); }
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bool CheckPoint(vec2 Pos) const { return CheckPoint(Pos.x, Pos.y); }
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int GetCollisionAt(float x, float y) const { return GetTile(round_to_int(x), round_to_int(y)); }
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int GetWidth() const { return m_Width; }
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int GetHeight() const { return m_Height; }
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
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int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
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int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
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void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const;
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void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const;
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bool TestBox(vec2 Pos, vec2 Size) const;
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// DDRace
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void SetCollisionAt(float x, float y, int id);
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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) const;
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int GetDTileFlags(int Index) const;
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int GetDTileNumber(int Index) const;
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int GetFCollisionAt(float x, float y) const { return GetFTile(round_to_int(x), round_to_int(y)); }
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int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
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int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
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int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
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int GetIndex(int x, int y) const;
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int GetIndex(vec2 PrevPos, vec2 Pos) const;
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int GetFIndex(int x, int y) const;
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int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
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int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
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{
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return GetMoveRestrictions(nullptr, nullptr, Pos, Distance);
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}
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int GetTile(int x, int y) const;
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int GetFTile(int x, int y) const;
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int Entity(int x, int y, int Layer) const;
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int GetPureMapIndex(float x, float y) const;
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int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(Pos.x, Pos.y); }
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std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
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int GetMapIndex(vec2 Pos) const;
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bool TileExists(int Index) const;
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bool TileExistsNext(int Index) const;
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vec2 GetPos(int Index) const;
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int GetTileIndex(int Index) const;
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int GetFTileIndex(int Index) const;
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int GetTileFlags(int Index) const;
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int GetFTileFlags(int Index) const;
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int IsTeleport(int Index) const;
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int IsEvilTeleport(int Index) const;
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bool IsCheckTeleport(int Index) const;
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bool IsCheckEvilTeleport(int Index) const;
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int IsTeleportWeapon(int Index) const;
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int IsTeleportHook(int Index) const;
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int IsTeleCheckpoint(int Index) const;
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int IsSpeedup(int Index) const;
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int IsTune(int Index) const;
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void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const;
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int GetSwitchType(int Index) const;
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int GetSwitchNumber(int Index) const;
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int GetSwitchDelay(int Index) const;
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int IsSolid(int x, int y) const;
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bool IsThrough(int x, int y, int xoff, int yoff, vec2 pos0, vec2 pos1) const;
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bool IsHookBlocker(int x, int y, vec2 pos0, vec2 pos1) const;
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int IsWallJump(int Index) const;
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int IsNoLaser(int x, int y) const;
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int IsFNoLaser(int x, int y) const;
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int IsTimeCheckpoint(int Index) const;
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int IsFTimeCheckpoint(int Index) const;
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int IsMover(int x, int y, int *pFlags) const;
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vec2 CpSpeed(int index, int Flags = 0) const;
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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 CTuneTile *TuneLayer() { return m_pTune; }
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class CLayers *Layers() { return m_pLayers; }
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int m_HighestSwitchNumber;
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/**
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* Index all teleporter types (in, out and checkpoints)
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* as one consecutive list.
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*
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* @param Number is the teleporter number (one less than what is shown in game)
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* @param Offset picks the n'th occurence of that teleporter in the map
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*
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* @return The coordinates of the teleporter in the map
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* or (-1, -1) if not found
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*/
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vec2 TeleAllGet(int Number, size_t Offset);
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/**
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* @param Number is the teleporter number (one less than what is shown in game)
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* @return The amount of occurences of that teleporter across all types (in, out, checkpoint)
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*/
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size_t TeleAllSize(int Number);
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const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
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const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
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const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
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const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
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private:
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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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// TILE_TELEIN
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std::map<int, std::vector<vec2>> m_TeleIns;
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// TILE_TELEOUT
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std::map<int, std::vector<vec2>> m_TeleOuts;
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// TILE_TELECHECKOUT
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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// TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
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std::map<int, std::vector<vec2>> m_TeleOthers;
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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 CTuneTile *m_pTune;
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class CDoorTile *m_pDoor;
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};
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void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
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#endif
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