ddnet/src/game/g_mapres_col.cpp
2007-12-15 10:24:49 +00:00

70 lines
1.3 KiB
C++

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