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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>
8
9#include <map>
10#include <vector>
11
12class CTile;
13class CLayers;
14class CTeleTile;
15class CSpeedupTile;
16class CSwitchTile;
17class CTuneTile;
18class CDoorTile;
19
20enum
21{
22 CANTMOVE_LEFT = 1 << 0,
24 CANTMOVE_UP = 1 << 2,
25 CANTMOVE_DOWN = 1 << 3,
26};
27
28vec2 ClampVel(int MoveRestriction, vec2 Vel);
29
30typedef bool (*CALLBACK_SWITCHACTIVE)(int Number, void *pUser);
31struct CAntibotMapData;
32
34{
35public:
36 CCollision();
38
39 void Init(CLayers *pLayers);
40 void Unload();
41 void FillAntibot(CAntibotMapData *pMapData) const;
42
43 bool CheckPoint(float x, float y) const { return IsSolid(round_to_int(x), round_to_int(y)); }
44 bool CheckPoint(vec2 Pos) const { return CheckPoint(Pos.x, Pos.y); }
45 int GetCollisionAt(float x, float y) const { return GetTile(round_to_int(x), round_to_int(y)); }
46 int GetWidth() const { return m_Width; }
47 int GetHeight() const { return m_Height; }
48 int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
49 int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
50 int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr = nullptr) const;
51 void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const;
52 void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded = nullptr) const;
53 bool TestBox(vec2 Pos, vec2 Size) const;
54
55 // DDRace
56 void SetCollisionAt(float x, float y, int Index);
57 void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number);
58 void GetDoorTile(int Index, CDoorTile *pDoorTile) const;
59 int GetFrontCollisionAt(float x, float y) const { return GetFrontTile(round_to_int(x), round_to_int(y)); }
60 int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
61 int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
62 int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const;
63 int GetIndex(int x, int y) const;
64 int GetIndex(vec2 PrevPos, vec2 Pos) const;
65 int GetFrontIndex(int x, int y) const;
66
67 int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance = 18.0f, int OverrideCenterTileIndex = -1) const;
68 int GetMoveRestrictions(vec2 Pos, float Distance = 18.0f) const
69 {
70 return GetMoveRestrictions(nullptr, nullptr, Pos, Distance);
71 }
72
73 int GetTile(int x, int y) const;
74 int GetFrontTile(int x, int y) const;
75 int Entity(int x, int y, int Layer) const;
76 int GetPureMapIndex(float x, float y) const;
77 int GetPureMapIndex(vec2 Pos) const { return GetPureMapIndex(Pos.x, Pos.y); }
78 std::vector<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0) const;
79 int GetMapIndex(vec2 Pos) const;
80 bool TileExists(int Index) const;
81 bool TileExistsNext(int Index) const;
82 vec2 GetPos(int Index) const;
83 int GetTileIndex(int Index) const;
84 int GetFrontTileIndex(int Index) const;
85 int GetTileFlags(int Index) const;
86 int GetFrontTileFlags(int Index) const;
87 int IsTeleport(int Index) const;
88 int IsEvilTeleport(int Index) const;
89 bool IsCheckTeleport(int Index) const;
90 bool IsCheckEvilTeleport(int Index) const;
91 int IsTeleportWeapon(int Index) const;
92 int IsTeleportHook(int Index) const;
93 int IsTeleCheckpoint(int Index) const;
94 int IsSpeedup(int Index) const;
95 int IsTune(int Index) const;
96 void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const;
97 int GetSwitchType(int Index) const;
98 int GetSwitchNumber(int Index) const;
99 int GetSwitchDelay(int Index) const;
100
101 int IsSolid(int x, int y) const;
102 bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const;
103 bool IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) const;
104 int IsWallJump(int Index) const;
105 int IsNoLaser(int x, int y) const;
106 int IsFrontNoLaser(int x, int y) const;
107
108 int IsTimeCheckpoint(int Index) const;
109 int IsFrontTimeCheckpoint(int Index) const;
110
111 int MoverSpeed(int x, int y, vec2 *pSpeed) const;
112
113 const CLayers *Layers() const { return m_pLayers; }
114 const CTile *GameLayer() const { return m_pTiles; }
115 const CTeleTile *TeleLayer() const { return m_pTele; }
116 const CSpeedupTile *SpeedupLayer() const { return m_pSpeedup; }
117 const CTile *FrontLayer() const { return m_pFront; }
118 const CSwitchTile *SwitchLayer() const { return m_pSwitch; }
119 const CTuneTile *TuneLayer() const { return m_pTune; }
120
122
133 vec2 TeleAllGet(int Number, size_t Offset);
134
139 size_t TeleAllSize(int Number);
140
141 const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
142 const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
143 const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
144 const std::vector<vec2> &TeleOthers(int Number) { return m_TeleOthers[Number]; }
145
146private:
148
151
159
160 // TILE_TELEIN
161 std::map<int, std::vector<vec2>> m_TeleIns;
162 // TILE_TELEOUT
163 std::map<int, std::vector<vec2>> m_TeleOuts;
164 // TILE_TELECHECKOUT
165 std::map<int, std::vector<vec2>> m_TeleCheckOuts;
166 // TILE_TELEINEVIL, TILE_TELECHECK, TILE_TELECHECKIN, TILE_TELECHECKINEVIL
167 std::map<int, std::vector<vec2>> m_TeleOthers;
168};
169
170void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY);
171#endif
Definition: collision.h:34
const CSpeedupTile * SpeedupLayer() const
Definition: collision.h:116
int IsTeleportHook(int Index) const
Definition: collision.cpp:711
bool TileExists(int Index) const
Definition: collision.cpp:837
CLayers * m_pLayers
Definition: collision.h:147
int GetTileFlags(int Index) const
Definition: collision.cpp:979
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition: collision.cpp:1139
std::map< int, std::vector< vec2 > > m_TeleIns
Definition: collision.h:161
std::map< int, std::vector< vec2 > > m_TeleOuts
Definition: collision.h:163
int GetSwitchDelay(int Index) const
Definition: collision.cpp:777
int GetTile(int x, int y) const
Definition: collision.cpp:314
~CCollision()
Definition: collision.cpp:45
CTuneTile * m_pTune
Definition: collision.h:157
std::vector< int > GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices=0) const
Definition: collision.cpp:913
vec2 GetPos(int Index) const
Definition: collision.cpp:955
void Init(CLayers *pLayers)
Definition: collision.cpp:50
const CTuneTile * TuneLayer() const
Definition: collision.h:119
int GetWidth() const
Definition: collision.h:46
int IsWallJump(int Index) const
Definition: collision.cpp:630
void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) const
Definition: collision.cpp:744
int IsSpeedup(int Index) const
Definition: collision.cpp:722
int GetIndex(int x, int y) const
Definition: collision.cpp:993
bool IsCheckEvilTeleport(int Index) const
Definition: collision.cpp:679
CTeleTile * m_pTele
Definition: collision.h:153
int GetTileIndex(int Index) const
Definition: collision.cpp:965
const std::vector< vec2 > & TeleCheckOuts(int Number)
Definition: collision.h:143
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition: collision.cpp:1199
std::map< int, std::vector< vec2 > > m_TeleOthers
Definition: collision.h:167
int IsSolid(int x, int y) const
Definition: collision.cpp:598
CSpeedupTile * m_pSpeedup
Definition: collision.h:154
CSwitchTile * m_pSwitch
Definition: collision.h:156
bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const
Definition: collision.cpp:604
int IsFrontNoLaser(int x, int y) const
Definition: collision.cpp:643
size_t TeleAllSize(int Number)
Definition: collision.cpp:1283
int GetFrontTileIndex(int Index) const
Definition: collision.cpp:972
void Unload()
Definition: collision.cpp:151
int IsTeleCheckpoint(int Index) const
Definition: collision.cpp:686
int IsNoLaser(int x, int y) const
Definition: collision.cpp:638
int m_Width
Definition: collision.h:149
int GetFrontTile(int x, int y) const
Definition: collision.cpp:1037
CDoorTile * m_pDoor
Definition: collision.h:158
const CTile * GameLayer() const
Definition: collision.h:114
int GetPureMapIndex(vec2 Pos) const
Definition: collision.h:77
int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition: collision.cpp:420
CTile * m_pFront
Definition: collision.h:155
void GetDoorTile(int Index, CDoorTile *pDoorTile) const
Definition: collision.cpp:1095
bool CheckPoint(vec2 Pos) const
Definition: collision.h:44
int GetMapIndex(vec2 Pos) const
Definition: collision.cpp:901
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:174
int GetFrontIndex(int x, int y) const
Definition: collision.cpp:1030
int m_HighestSwitchNumber
Definition: collision.h:121
bool IsCheckTeleport(int Index) const
Definition: collision.cpp:672
int GetHeight() const
Definition: collision.h:47
const std::vector< vec2 > & TeleOthers(int Number)
Definition: collision.h:144
int MoverSpeed(int x, int y, vec2 *pSpeed) const
Definition: collision.cpp:788
int GetMoveRestrictions(vec2 Pos, float Distance=18.0f) const
Definition: collision.h:68
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded=nullptr) const
Definition: collision.cpp:521
int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition: collision.cpp:360
bool CheckPoint(float x, float y) const
Definition: collision.h:43
bool IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) const
Definition: collision.cpp:615
int GetPureMapIndex(float x, float y) const
Definition: collision.cpp:830
bool TileExistsNext(int Index) const
Definition: collision.cpp:859
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition: collision.cpp:329
int IsTune(int Index) const
Definition: collision.cpp:733
CTile * m_pTiles
Definition: collision.h:152
CCollision()
Definition: collision.cpp:39
int GetSwitchNumber(int Index) const
Definition: collision.cpp:766
const CTeleTile * TeleLayer() const
Definition: collision.h:115
void SetCollisionAt(float x, float y, int Index)
Definition: collision.cpp:1075
int IsEvilTeleport(int Index) const
Definition: collision.cpp:659
const std::vector< vec2 > & TeleOuts(int Number)
Definition: collision.h:142
int GetSwitchType(int Index) const
Definition: collision.cpp:755
int GetCollisionAt(float x, float y) const
Definition: collision.h:45
int IsTeleportWeapon(int Index) const
Definition: collision.cpp:700
int GetFrontCollisionAt(float x, float y) const
Definition: collision.h:59
const CTile * FrontLayer() const
Definition: collision.h:117
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const
Definition: collision.cpp:469
int IsTimeCheckpoint(int Index) const
Definition: collision.cpp:1230
int GetFrontTileFlags(int Index) const
Definition: collision.cpp:986
int m_Height
Definition: collision.h:150
int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition: collision.cpp:1170
int IsFrontTimeCheckpoint(int Index) const
Definition: collision.cpp:1241
void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number)
Definition: collision.cpp:1083
vec2 TeleAllGet(int Number, size_t Offset)
Definition: collision.cpp:1252
std::map< int, std::vector< vec2 > > m_TeleCheckOuts
Definition: collision.h:165
const std::vector< vec2 > & TeleIns(int Number)
Definition: collision.h:141
const CSwitchTile * SwitchLayer() const
Definition: collision.h:118
const CLayers * Layers() const
Definition: collision.h:113
bool TestBox(vec2 Pos, vec2 Size) const
Definition: collision.cpp:507
int IsTeleport(int Index) const
Definition: collision.cpp:648
int Entity(int x, int y, int Layer) const
Definition: collision.cpp:1049
Definition: mapitems.h:521
Definition: layers.h:13
Definition: mapitems.h:503
Definition: mapitems.h:512
Definition: mapitems.h:496
Definition: mapitems.h:236
Definition: mapitems.h:529
T x
Definition: vmath.h:19
T y
Definition: vmath.h:23
@ CANTMOVE_LEFT
Definition: collision.h:22
@ CANTMOVE_UP
Definition: collision.h:24
@ CANTMOVE_DOWN
Definition: collision.h:25
@ CANTMOVE_RIGHT
Definition: collision.h:23
vec2 ClampVel(int MoveRestriction, vec2 Vel)
Definition: collision.cpp:18
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY)
Definition: collision.cpp:1107
bool(* CALLBACK_SWITCHACTIVE)(int Number, void *pUser)
Definition: collision.h:30
constexpr int round_to_int(float f)
Definition: math.h:14
Definition: antibot_data.h:17