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{
27 class CTile *m_pTiles;
28 int m_Width;
29 int m_Height;
30 class CLayers *m_pLayers;
31
32public:
33 CCollision();
34 ~CCollision();
35 void Init(class CLayers *pLayers);
36 void FillAntibot(CAntibotMapData *pMapData);
37 bool CheckPoint(float x, float y) const { return IsSolid(x: round_to_int(f: x), y: round_to_int(f: y)); }
38 bool CheckPoint(vec2 Pos) const { return CheckPoint(x: Pos.x, y: Pos.y); }
39 int GetCollisionAt(float x, float y) const { return GetTile(x: round_to_int(f: x), y: round_to_int(f: y)); }
40 int GetWidth() const { return m_Width; }
41 int GetHeight() const { return m_Height; }
42 int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
43 int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
44 int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
45 void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const;
46 void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const;
47 bool TestBox(vec2 Pos, vec2 Size) const;
48
49 // DDRace
50
51 void Dest();
52 void SetCollisionAt(float x, float y, int id);
53 void SetDTile(float x, float y, bool State);
54 void SetDCollisionAt(float x, float y, int Type, int Flags, int Number);
55 int GetDTileIndex(int Index) const;
56 int GetDTileFlags(int Index) const;
57 int GetDTileNumber(int Index) const;
58 int GetFCollisionAt(float x, float y) const { return GetFTile(x: round_to_int(f: x), y: round_to_int(f: y)); }
59 int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
60 int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
61 int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
62 int GetIndex(int x, int y) const;
63 int GetIndex(vec2 PrevPos, vec2 Pos) const;
64 int GetFIndex(int x, int y) const;
65
66 int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
67 int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f)
68 {
69 return GetMoveRestrictions(pfnSwitchActive: nullptr, pUser: nullptr, Pos, Distance);
70 }
71
72 int GetTile(int x, int y) const;
73 int GetFTile(int x, int y) const;
74 int Entity(int x, int y, int Layer) const;
75 int GetPureMapIndex(float x, float y) const;
76 int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(x: Pos.x, y: Pos.y); }
77 std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
78 int GetMapIndex(vec2 Pos) const;
79 bool TileExists(int Index) const;
80 bool TileExistsNext(int Index) const;
81 vec2 GetPos(int Index) const;
82 int GetTileIndex(int Index) const;
83 int GetFTileIndex(int Index) const;
84 int GetTileFlags(int Index) const;
85 int GetFTileFlags(int Index) const;
86 int IsTeleport(int Index) const;
87 int IsEvilTeleport(int Index) const;
88 bool IsCheckTeleport(int Index) const;
89 bool IsCheckEvilTeleport(int Index) const;
90 int IsTeleportWeapon(int Index) const;
91 int IsTeleportHook(int Index) const;
92 int IsTeleCheckpoint(int Index) const;
93 int IsSpeedup(int Index) const;
94 int IsTune(int Index) const;
95 void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const;
96 int GetSwitchType(int Index) const;
97 int GetSwitchNumber(int Index) const;
98 int GetSwitchDelay(int Index) const;
99
100 int IsSolid(int x, int y) const;
101 bool IsThrough(int x, int y, int xoff, int yoff, vec2 pos0, vec2 pos1) const;
102 bool IsHookBlocker(int x, int y, vec2 pos0, vec2 pos1) const;
103 int IsWallJump(int Index) const;
104 int IsNoLaser(int x, int y) const;
105 int IsFNoLaser(int x, int y) const;
106
107 int IsTimeCheckpoint(int Index) const;
108 int IsFTimeCheckpoint(int Index) const;
109
110 int IsMover(int x, int y, int *pFlags) const;
111
112 vec2 CpSpeed(int index, int Flags = 0) const;
113
114 class CTeleTile *TeleLayer() { return m_pTele; }
115 class CSwitchTile *SwitchLayer() { return m_pSwitch; }
116 class CTuneTile *TuneLayer() { return m_pTune; }
117 class CLayers *Layers() { return m_pLayers; }
118 int m_HighestSwitchNumber;
119
120 const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
121 const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
122 const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
123
124private:
125 std::map<int, std::vector<vec2>> m_TeleIns;
126 std::map<int, std::vector<vec2>> m_TeleOuts;
127 std::map<int, std::vector<vec2>> m_TeleCheckOuts;
128
129 class CTeleTile *m_pTele;
130 class CSpeedupTile *m_pSpeedup;
131 class CTile *m_pFront;
132 class CSwitchTile *m_pSwitch;
133 class CTuneTile *m_pTune;
134 class CDoorTile *m_pDoor;
135};
136
137void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
138#endif
139