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99 lines
1.6 KiB
C++
99 lines
1.6 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <engine/e_system.h>
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#include <game/g_vmath.h>
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#include <math.h>
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#include <engine/e_common_interface.h>
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#include <game/g_math.h>
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#include <game/g_mapitems.h>
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#include <game/g_layers.h>
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static TILE *tiles;
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static int width = 0;
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static int height = 0;
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int col_width() { return width; }
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int col_height() { return height; }
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int col_init()
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{
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width = layers_game_layer()->width;
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height = layers_game_layer()->height;
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tiles = (TILE *)map_get_data(layers_game_layer()->data);
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return 1;
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}
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int col_is_solid(int x, int y)
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{
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int nx = x/32;
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int ny = y/32;
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if(nx < 0 || nx >= width || ny >= height)
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return 1;
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if(y < 0)
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return 0; // up == sky == free
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return tiles[ny*width+nx].index == TILE_SOLID;
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}
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// TODO: rewrite this smarter!
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bool col_intersect_line(vec2 pos0, vec2 pos1, vec2 *out)
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{
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float d = distance(pos0, pos1);
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for(float f = 0; f < d; f++)
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{
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float a = f/d;
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vec2 pos = mix(pos0, pos1, a);
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if(col_is_solid((int)pos.x, (int)pos.y))
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{
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if(out)
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*out = pos;
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return true;
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}
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}
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if(out)
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*out = pos1;
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return false;
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}
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/*
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Simple collision rutines!
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*/
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/*
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struct collision
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{
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int w, h;
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unsigned char *data;
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};
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static collision col;
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static int global_dividor;
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int col_width()
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{
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return col.w;
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}
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int col_height()
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{
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return col.h;
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}
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int col_init(int dividor)
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{
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mapres_collision *c = (mapres_collision*)map_find_item(MAPRES_COLLISIONMAP,0);
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if(!c)
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{
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dbg_msg("mapres_col", "failed!");
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return 0;
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}
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col.w = c->width;
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col.h = c->height;
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global_dividor = dividor;
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col.data = (unsigned char *)map_get_data(c->data_index);
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return col.data ? 1 : 0;
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}
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*/
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