| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #ifndef GAME_COLLISION_H |
| 4 | #define GAME_COLLISION_H |
| 5 | |
| 6 | #include <base/vmath.h> |
| 7 | |
| 8 | #include <engine/shared/protocol.h> |
| 9 | |
| 10 | #include <map> |
| 11 | #include <vector> |
| 12 | |
| 13 | class CTile; |
| 14 | class CLayers; |
| 15 | class CTeleTile; |
| 16 | class CSpeedupTile; |
| 17 | class CSwitchTile; |
| 18 | class CTuneTile; |
| 19 | class CDoorTile; |
| 20 | |
| 21 | enum |
| 22 | { |
| 23 | CANTMOVE_LEFT = 1 << 0, |
| 24 | CANTMOVE_RIGHT = 1 << 1, |
| 25 | CANTMOVE_UP = 1 << 2, |
| 26 | CANTMOVE_DOWN = 1 << 3, |
| 27 | }; |
| 28 | |
| 29 | vec2 ClampVel(int MoveRestriction, vec2 Vel); |
| 30 | |
| 31 | typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser); |
| 32 | struct CAntibotMapData; |
| 33 | |
| 34 | class CCollision |
| 35 | { |
| 36 | public: |
| 37 | CCollision(); |
| 38 | ~CCollision(); |
| 39 | |
| 40 | void Init(CLayers *pLayers); |
| 41 | void Unload(); |
| 42 | void FillAntibot(CAntibotMapData *pMapData) const; |
| 43 | |
| 44 | bool CheckPoint(float x, float y) const { return IsSolid(x: round_to_int(f: x), y: round_to_int(f: y)); } |
| 45 | bool CheckPoint(vec2 Pos) const { return CheckPoint(x: Pos.x, y: Pos.y); } |
| 46 | int GetCollisionAt(float x, float y) const { return GetTile(x: round_to_int(f: x), y: round_to_int(f: y)); } |
| 47 | int GetWidth() const { return m_Width; } |
| 48 | int GetHeight() const { return m_Height; } |
| 49 | int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const; |
| 50 | int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const; |
| 51 | int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const; |
| 52 | void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const; |
| 53 | void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const; |
| 54 | bool TestBox(vec2 Pos, vec2 Size) const; |
| 55 | |
| 56 | // DDRace |
| 57 | void SetCollisionAt(float x, float y, int Index); |
| 58 | void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number); |
| 59 | void GetDoorTile(int Index, CDoorTile *pDoorTile) const; |
| 60 | int GetFrontCollisionAt(float x, float y) const { return GetFrontTile(x: round_to_int(f: x), y: round_to_int(f: y)); } |
| 61 | int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const; |
| 62 | int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const; |
| 63 | int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const; |
| 64 | int GetIndex(int x, int y) const; |
| 65 | int GetIndex(vec2 PrevPos, vec2 Pos) const; |
| 66 | int GetFrontIndex(int x, int y) const; |
| 67 | |
| 68 | int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const; |
| 69 | int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f) const |
| 70 | { |
| 71 | return GetMoveRestrictions(pfnSwitchActive: nullptr, pUser: nullptr, Pos, Distance); |
| 72 | } |
| 73 | |
| 74 | int GetTile(int x, int y) const; |
| 75 | int GetFrontTile(int x, int y) const; |
| 76 | int Entity(int x, int y, int Layer) const; |
| 77 | int GetPureMapIndex(float x, float y) const; |
| 78 | int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(x: Pos.x, y: Pos.y); } |
| 79 | std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const; |
| 80 | int GetMapIndex(vec2 Pos) const; |
| 81 | bool TileExists(int Index) const; |
| 82 | bool TileExistsNext(int Index) const; |
| 83 | vec2 GetPos(int Index) const; |
| 84 | int GetTileIndex(int Index) const; |
| 85 | int GetFrontTileIndex(int Index) const; |
| 86 | int GetTileFlags(int Index) const; |
| 87 | int GetFrontTileFlags(int Index) const; |
| 88 | int IsTeleport(int Index) const; |
| 89 | int IsEvilTeleport(int Index) const; |
| 90 | bool IsCheckTeleport(int Index) const; |
| 91 | bool IsCheckEvilTeleport(int Index) const; |
| 92 | int IsTeleportWeapon(int Index) const; |
| 93 | int IsTeleportHook(int Index) const; |
| 94 | int IsTeleCheckpoint(int Index) const; |
| 95 | int IsSpeedup(int Index) const; |
| 96 | int IsTune(int Index) const; |
| 97 | void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed, int *pType) const; |
| 98 | int GetSwitchType(int Index) const; |
| 99 | int GetSwitchNumber(int Index) const; |
| 100 | int GetSwitchDelay(int Index) const; |
| 101 | |
| 102 | int IsSolid(int x, int y) const; |
| 103 | bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const; |
| 104 | bool IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) const; |
| 105 | int IsWallJump(int Index) const; |
| 106 | int IsNoLaser(int x, int y) const; |
| 107 | int IsFrontNoLaser(int x, int y) const; |
| 108 | |
| 109 | int IsTimeCheckpoint(int Index) const; |
| 110 | int IsFrontTimeCheckpoint(int Index) const; |
| 111 | |
| 112 | int MoverSpeed(int x, int y, vec2 *pSpeed) const; |
| 113 | |
| 114 | const CLayers *Layers() const { return m_pLayers; } |
| 115 | const CTile *GameLayer() const { return m_pTiles; } |
| 116 | const CTeleTile *TeleLayer() const { return m_pTele; } |
| 117 | const CSpeedupTile *SpeedupLayer() const { return m_pSpeedup; } |
| 118 | const CTile *FrontLayer() const { return m_pFront; } |
| 119 | const CSwitchTile *SwitchLayer() const { return m_pSwitch; } |
| 120 | const CTuneTile *TuneLayer() const { return m_pTune; } |
| 121 | |
| 122 | int m_HighestSwitchNumber; |
| 123 | |
| 124 | /** |
| 125 | * Index all teleporter types (in, out and checkpoints) |
| 126 | * as one consecutive list. |
| 127 | * |
| 128 | * @param Number is the teleporter number (one less than what is shown in game) |
| 129 | * @param Offset picks the n'th occurrence of that teleporter in the map |
| 130 | * |
| 131 | * @return The coordinates of the teleporter in the map |
| 132 | * or (-1, -1) if not found |
| 133 | */ |
| 134 | vec2 TeleAllGet(int Number, size_t Offset); |
| 135 | |
| 136 | /** |
| 137 | * @param Number is the teleporter number (one less than what is shown in game) |
| 138 | * @return The amount of occurrences of that teleporter across all types (in, out, checkpoint) |
| 139 | */ |
| 140 | size_t TeleAllSize(int Number); |
| 141 | |
| 142 | const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; } |
| 143 | const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; } |
| 144 | const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; } |
| 145 | const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; } |
| 146 | |
| 147 | private: |
| 148 | CLayers *m_pLayers; |
| 149 | |
| 150 | int m_Width; |
| 151 | int m_Height; |
| 152 | |
| 153 | CTile *m_pTiles; |
| 154 | CTeleTile *m_pTele; |
| 155 | CSpeedupTile *m_pSpeedup; |
| 156 | CTile *m_pFront; |
| 157 | CSwitchTile *m_pSwitch; |
| 158 | CTuneTile *m_pTune; |
| 159 | CDoorTile *m_pDoor; |
| 160 | |
| 161 | // TILE_TELEIN |
| 162 | std::map<int, std::vector<vec2>> m_TeleIns; |
| 163 | // TILE_TELEOUT |
| 164 | std::map<int, std::vector<vec2>> m_TeleOuts; |
| 165 | // TILE_TELECHECKOUT |
| 166 | std::map<int, std::vector<vec2>> m_TeleCheckOuts; |
| 167 | // TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL |
| 168 | std::map<int, std::vector<vec2>> m_TeleOthers; |
| 169 | }; |
| 170 | |
| 171 | void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY); |
| 172 | #endif |
| 173 | |