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collision.h
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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
9
10#include <map>
11#include <vector>
12
13class CTile;
14class CLayers;
15class CTeleTile;
16class CSpeedupTile;
17class CSwitchTile;
18class CTuneTile;
19class CDoorTile;
20
21enum
22{
23 CANTMOVE_LEFT = 1 << 0,
25 CANTMOVE_UP = 1 << 2,
26 CANTMOVE_DOWN = 1 << 3,
27};
28
29vec2 ClampVel(int MoveRestriction, vec2 Vel);
30
31typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser);
32struct CAntibotMapData;
33
35{
36public:
37 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(round_to_int(x), round_to_int(y)); }
45 bool CheckPoint(vec2 Pos) const { return CheckPoint(Pos.x, Pos.y); }
46 int GetCollisionAt(float x, float y) const { return GetTile(round_to_int(x), round_to_int(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 bool IsOnGround(vec2 Pos, float Size) const;
56
57 // DDRace
58 void SetCollisionAt(float x, float y, int Index);
59 void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number);
60 void GetDoorTile(int Index, CDoorTile *pDoorTile) const;
61 int GetFrontCollisionAt(float x, float y) const { return GetFrontTile(round_to_int(x), round_to_int(y)); }
62 int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
63 int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
64 int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
65 int GetIndex(int x, int y) const;
66 int GetIndex(vec2 PrevPos, vec2 Pos) const;
67 int GetFrontIndex(int x, int y) const;
68
69 int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
70 int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f) const
71 {
72 return GetMoveRestrictions(nullptr, nullptr, Pos, Distance);
73 }
74
75 int GetTile(int x, int y) const;
76 int GetFrontTile(int x, int y) const;
77 int Entity(int x, int y, int Layer) const;
78 int GetPureMapIndex(float x, float y) const;
79 int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(Pos.x, Pos.y); }
80 std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
81 int GetMapIndex(vec2 Pos) const;
82 bool TileExists(int Index) const;
83 bool TileExistsNext(int Index) const;
84 vec2 GetPos(int Index) const;
85 int GetTileIndex(int Index) const;
86 int GetFrontTileIndex(int Index) const;
87 int GetTileFlags(int Index) const;
88 int GetFrontTileFlags(int Index) const;
89 int IsTeleport(int Index) const;
90 int IsEvilTeleport(int Index) const;
91 bool IsCheckTeleport(int Index) const;
92 bool IsCheckEvilTeleport(int Index) const;
93 int IsTeleportWeapon(int Index) const;
94 int IsTeleportHook(int Index) const;
95 int IsTeleCheckpoint(int Index) const;
96 int IsSpeedup(int Index) const;
97 int IsTune(int Index) const;
98 void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed, int *pType) const;
99 int GetSwitchType(int Index) const;
100 int GetSwitchNumber(int Index) const;
101 int GetSwitchDelay(int Index) const;
102
103 int IsSolid(int x, int y) const;
104 bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const;
105 bool IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) const;
106 int IsWallJump(int Index) const;
107 int IsNoLaser(int x, int y) const;
108 int IsFrontNoLaser(int x, int y) const;
109
110 int IsTimeCheckpoint(int Index) const;
111 int IsFrontTimeCheckpoint(int Index) const;
112
113 int MoverSpeed(int x, int y, vec2 *pSpeed) const;
114
115 const CLayers *Layers() const { return m_pLayers; }
116 const CTile *GameLayer() const { return m_pTiles; }
117 const CTeleTile *TeleLayer() const { return m_pTele; }
118 const CSpeedupTile *SpeedupLayer() const { return m_pSpeedup; }
119 const CTile *FrontLayer() const { return m_pFront; }
120 const CSwitchTile *SwitchLayer() const { return m_pSwitch; }
121 const CTuneTile *TuneLayer() const { return m_pTune; }
122
124
135 vec2 TeleAllGet(int Number, size_t Offset);
136
141 size_t TeleAllSize(int Number);
142
143 const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
144 const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
145 const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
146 const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
147
148private:
150
153
161
162 // TILE_TELEIN
163 std::map<int, std::vector<vec2>> m_TeleIns;
164 // TILE_TELEOUT
165 std::map<int, std::vector<vec2>> m_TeleOuts;
166 // TILE_TELECHECKOUT
167 std::map<int, std::vector<vec2>> m_TeleCheckOuts;
168 // TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
169 std::map<int, std::vector<vec2>> m_TeleOthers;
170};
171
172void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
173#endif
const CSpeedupTile * SpeedupLayer() const
Definition collision.h:118
int IsTeleportHook(int Index) const
Definition collision.cpp:722
bool TileExists(int Index) const
Definition collision.cpp:849
CLayers * m_pLayers
Definition collision.h:149
int GetTileFlags(int Index) const
Definition collision.cpp:991
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1151
std::map< int, std::vector< vec2 > > m_TeleIns
Definition collision.h:163
std::map< int, std::vector< vec2 > > m_TeleOuts
Definition collision.h:165
int GetSwitchDelay(int Index) const
Definition collision.cpp:789
int GetTile(int x, int y) const
Definition collision.cpp:315
~CCollision()
Definition collision.cpp:46
void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed, int *pType) const
Definition collision.cpp:755
CTuneTile * m_pTune
Definition collision.h:159
std::vector< int > GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices=0) const
Definition collision.cpp:925
vec2 GetPos(int Index) const
Definition collision.cpp:967
void Init(CLayers *pLayers)
Definition collision.cpp:51
const CTuneTile * TuneLayer() const
Definition collision.h:121
int GetWidth() const
Definition collision.h:47
int IsWallJump(int Index) const
Definition collision.cpp:641
int IsSpeedup(int Index) const
Definition collision.cpp:733
int GetIndex(int x, int y) const
Definition collision.cpp:1005
bool IsCheckEvilTeleport(int Index) const
Definition collision.cpp:690
CTeleTile * m_pTele
Definition collision.h:155
int GetTileIndex(int Index) const
Definition collision.cpp:977
const std::vector< vec2 > & TeleCheckOuts(int Number)
Definition collision.h:145
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1213
std::map< int, std::vector< vec2 > > m_TeleOthers
Definition collision.h:169
int IsSolid(int x, int y) const
Definition collision.cpp:609
CSpeedupTile * m_pSpeedup
Definition collision.h:156
CSwitchTile * m_pSwitch
Definition collision.h:158
bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const
Definition collision.cpp:615
int IsFrontNoLaser(int x, int y) const
Definition collision.cpp:654
size_t TeleAllSize(int Number)
Definition collision.cpp:1298
int GetFrontTileIndex(int Index) const
Definition collision.cpp:984
void Unload()
Definition collision.cpp:152
int IsTeleCheckpoint(int Index) const
Definition collision.cpp:697
int IsNoLaser(int x, int y) const
Definition collision.cpp:649
int m_Width
Definition collision.h:151
int GetFrontTile(int x, int y) const
Definition collision.cpp:1050
CDoorTile * m_pDoor
Definition collision.h:160
const CTile * GameLayer() const
Definition collision.h:116
int GetPureMapIndex(vec2 Pos) const
Definition collision.h:79
int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition collision.cpp:421
CTile * m_pFront
Definition collision.h:157
void GetDoorTile(int Index, CDoorTile *pDoorTile) const
Definition collision.cpp:1107
bool CheckPoint(vec2 Pos) const
Definition collision.h:45
int GetMapIndex(vec2 Pos) const
Definition collision.cpp:913
int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance=18.0f, int OverrideCenterTileIndex=-1) const
Definition collision.cpp:266
void FillAntibot(CAntibotMapData *pMapData) const
Definition collision.cpp:175
int GetFrontIndex(int x, int y) const
Definition collision.cpp:1043
int m_HighestSwitchNumber
Definition collision.h:123
bool IsCheckTeleport(int Index) const
Definition collision.cpp:683
int GetHeight() const
Definition collision.h:48
const std::vector< vec2 > & TeleOthers(int Number)
Definition collision.h:146
bool IsOnGround(vec2 Pos, float Size) const
Definition collision.cpp:522
int MoverSpeed(int x, int y, vec2 *pSpeed) const
Definition collision.cpp:800
int GetMoveRestrictions(vec2 Pos, float Distance=18.0f) const
Definition collision.h:70
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded=nullptr) const
Definition collision.cpp:532
int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition collision.cpp:361
bool CheckPoint(float x, float y) const
Definition collision.h:44
bool IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) const
Definition collision.cpp:626
int GetPureMapIndex(float x, float y) const
Definition collision.cpp:842
bool TileExistsNext(int Index) const
Definition collision.cpp:871
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:330
int IsTune(int Index) const
Definition collision.cpp:744
CTile * m_pTiles
Definition collision.h:154
CCollision()
Definition collision.cpp:40
int GetSwitchNumber(int Index) const
Definition collision.cpp:778
const CTeleTile * TeleLayer() const
Definition collision.h:117
void SetCollisionAt(float x, float y, int Index)
Definition collision.cpp:1087
int IsEvilTeleport(int Index) const
Definition collision.cpp:670
const std::vector< vec2 > & TeleOuts(int Number)
Definition collision.h:144
int GetSwitchType(int Index) const
Definition collision.cpp:767
int GetCollisionAt(float x, float y) const
Definition collision.h:46
int IsTeleportWeapon(int Index) const
Definition collision.cpp:711
int GetFrontCollisionAt(float x, float y) const
Definition collision.h:61
const CTile * FrontLayer() const
Definition collision.h:119
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const
Definition collision.cpp:470
int IsTimeCheckpoint(int Index) const
Definition collision.cpp:1245
int GetFrontTileFlags(int Index) const
Definition collision.cpp:998
int m_Height
Definition collision.h:152
int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1183
int IsFrontTimeCheckpoint(int Index) const
Definition collision.cpp:1256
void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number)
Definition collision.cpp:1095
vec2 TeleAllGet(int Number, size_t Offset)
Definition collision.cpp:1267
std::map< int, std::vector< vec2 > > m_TeleCheckOuts
Definition collision.h:167
const std::vector< vec2 > & TeleIns(int Number)
Definition collision.h:143
const CSwitchTile * SwitchLayer() const
Definition collision.h:120
const CLayers * Layers() const
Definition collision.h:115
bool TestBox(vec2 Pos, vec2 Size) const
Definition collision.cpp:508
int IsTeleport(int Index) const
Definition collision.cpp:659
int Entity(int x, int y, int Layer) const
Definition collision.cpp:1062
Definition mapitems.h:660
Definition layers.h:13
Definition mapitems.h:642
Definition mapitems.h:651
Definition mapitems.h:635
Definition mapitems.h:351
Definition mapitems.h:668
T x
Definition vmath.h:19
T y
Definition vmath.h:23
vec2 ClampVel(int MoveRestriction, vec2 Vel)
Definition collision.cpp:19
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY)
Definition collision.cpp:1119
bool(* CALLBACK_SWITCHACTIVE)(int Number, void *pUser)
Definition collision.h:31
@ CANTMOVE_LEFT
Definition collision.h:23
@ CANTMOVE_UP
Definition collision.h:25
@ CANTMOVE_DOWN
Definition collision.h:26
@ CANTMOVE_RIGHT
Definition collision.h:24
constexpr int round_to_int(float f)
Definition math.h:16
Definition antibot_data.h:17
vector2_base< float > vec2
Definition vmath.h:161