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#include <engine/shared/protocol.h>
8
9#include <map>
10#include <vector>
11
12enum
13{
14 CANTMOVE_LEFT = 1 << 0,
15 CANTMOVE_RIGHT = 1 << 1,
16 CANTMOVE_UP = 1 << 2,
17 CANTMOVE_DOWN = 1 << 3,
18};
19
20vec2 ClampVel(int MoveRestriction, vec2 Vel);
21
22typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser);
23struct CAntibotMapData;
24
25class CCollision
26{
27public:
28 CCollision();
29 ~CCollision();
30
31 void Init(class CLayers *pLayers);
32 void Unload();
33 void FillAntibot(CAntibotMapData *pMapData);
34
35 bool CheckPoint(float x, float y) const { return IsSolid(x: round_to_int(f: x), y: round_to_int(f: y)); }
36 bool CheckPoint(vec2 Pos) const { return CheckPoint(x: Pos.x, y: Pos.y); }
37 int GetCollisionAt(float x, float y) const { return GetTile(x: round_to_int(f: x), y: round_to_int(f: y)); }
38 int GetWidth() const { return m_Width; }
39 int GetHeight() const { return m_Height; }
40 int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
41 int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
42 int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
43 void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const;
44 void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const;
45 bool TestBox(vec2 Pos, vec2 Size) const;
46
47 // DDRace
48 void SetCollisionAt(float x, float y, int id);
49 void SetDTile(float x, float y, bool State);
50 void SetDCollisionAt(float x, float y, int Type, int Flags, int Number);
51 int GetDTileIndex(int Index) const;
52 int GetDTileFlags(int Index) const;
53 int GetDTileNumber(int Index) const;
54 int GetFCollisionAt(float x, float y) const { return GetFTile(x: round_to_int(f: x), y: round_to_int(f: y)); }
55 int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
56 int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
57 int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
58 int GetIndex(int x, int y) const;
59 int GetIndex(vec2 PrevPos, vec2 Pos) const;
60 int GetFIndex(int x, int y) const;
61
62 int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
63 int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
64 {
65 return GetMoveRestrictions(pfnSwitchActive: nullptr, pUser: nullptr, Pos, Distance);
66 }
67
68 int GetTile(int x, int y) const;
69 int GetFTile(int x, int y) const;
70 int Entity(int x, int y, int Layer) const;
71 int GetPureMapIndex(float x, float y) const;
72 int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(x: Pos.x, y: Pos.y); }
73 std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
74 int GetMapIndex(vec2 Pos) const;
75 bool TileExists(int Index) const;
76 bool TileExistsNext(int Index) const;
77 vec2 GetPos(int Index) const;
78 int GetTileIndex(int Index) const;
79 int GetFTileIndex(int Index) const;
80 int GetTileFlags(int Index) const;
81 int GetFTileFlags(int Index) const;
82 int IsTeleport(int Index) const;
83 int IsEvilTeleport(int Index) const;
84 bool IsCheckTeleport(int Index) const;
85 bool IsCheckEvilTeleport(int Index) const;
86 int IsTeleportWeapon(int Index) const;
87 int IsTeleportHook(int Index) const;
88 int IsTeleCheckpoint(int Index) const;
89 int IsSpeedup(int Index) const;
90 int IsTune(int Index) const;
91 void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const;
92 int GetSwitchType(int Index) const;
93 int GetSwitchNumber(int Index) const;
94 int GetSwitchDelay(int Index) const;
95
96 int IsSolid(int x, int y) const;
97 bool IsThrough(int x, int y, int xoff, int yoff, vec2 pos0, vec2 pos1) const;
98 bool IsHookBlocker(int x, int y, vec2 pos0, vec2 pos1) const;
99 int IsWallJump(int Index) const;
100 int IsNoLaser(int x, int y) const;
101 int IsFNoLaser(int x, int y) const;
102
103 int IsTimeCheckpoint(int Index) const;
104 int IsFTimeCheckpoint(int Index) const;
105
106 int IsMover(int x, int y, int *pFlags) const;
107
108 vec2 CpSpeed(int index, int Flags = 0) const;
109
110 class CTeleTile *TeleLayer() { return m_pTele; }
111 class CSwitchTile *SwitchLayer() { return m_pSwitch; }
112 class CTuneTile *TuneLayer() { return m_pTune; }
113 class CLayers *Layers() { return m_pLayers; }
114 int m_HighestSwitchNumber;
115
116 /**
117 * Index all teleporter types (in, out and checkpoints)
118 * as one consecutive list.
119 *
120 * @param Number is the teleporter number (one less than what is shown in game)
121 * @param Offset picks the n'th occurence of that teleporter in the map
122 *
123 * @return The coordinates of the teleporter in the map
124 * or (-1, -1) if not found
125 */
126 vec2 TeleAllGet(int Number, size_t Offset);
127
128 /**
129 * @param Number is the teleporter number (one less than what is shown in game)
130 * @return The amount of occurences of that teleporter across all types (in, out, checkpoint)
131 */
132 size_t TeleAllSize(int Number);
133
134 const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
135 const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
136 const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
137 const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
138
139private:
140 class CTile *m_pTiles;
141 int m_Width;
142 int m_Height;
143 class CLayers *m_pLayers;
144
145 // TILE_TELEIN
146 std::map<int, std::vector<vec2>> m_TeleIns;
147 // TILE_TELEOUT
148 std::map<int, std::vector<vec2>> m_TeleOuts;
149 // TILE_TELECHECKOUT
150 std::map<int, std::vector<vec2>> m_TeleCheckOuts;
151 // TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
152 std::map<int, std::vector<vec2>> m_TeleOthers;
153
154 class CTeleTile *m_pTele;
155 class CSpeedupTile *m_pSpeedup;
156 class CTile *m_pFront;
157 class CSwitchTile *m_pSwitch;
158 class CTuneTile *m_pTune;
159 class CDoorTile *m_pDoor;
160};
161
162void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
163#endif
164