3#ifndef GAME_COLLISION_H
4#define GAME_COLLISION_H
52 void MovePoint(
vec2 *pInoutPos,
vec2 *pInoutVel,
float Elasticity,
int *pBounces)
const;
59 void SetDoorCollisionAt(
float x,
float y,
unsigned char Type,
unsigned char Flags,
unsigned char Number);
75 int GetTile(
int x,
int y)
const;
77 int Entity(
int x,
int y,
int Layer)
const;
97 int IsTune(
int Index)
const;
98 void GetSpeedup(
int Index,
vec2 *pDir,
int *pForce,
int *pMaxSpeed,
int *pType)
const;
103 int IsSolid(
int x,
int y)
const;
104 bool IsThrough(
int x,
int y,
int OffsetX,
int OffsetY,
vec2 Pos0,
vec2 Pos1)
const;
const CSpeedupTile * SpeedupLayer() const
Definition collision.h:119
int IsTeleportHook(int Index) const
Definition collision.cpp:718
bool TileExists(int Index) const
Definition collision.cpp:845
CLayers * m_pLayers
Definition collision.h:150
int GetTileFlags(int Index) const
Definition collision.cpp:987
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1147
std::map< int, std::vector< vec2 > > m_TeleIns
Definition collision.h:164
std::map< int, std::vector< vec2 > > m_TeleOuts
Definition collision.h:166
int GetSwitchDelay(int Index) const
Definition collision.cpp:780
int GetTile(int x, int y) const
Definition collision.cpp:311
~CCollision()
Definition collision.cpp:46
void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed, int *pType) const
Definition collision.cpp:746
CTuneTile * m_pTune
Definition collision.h:160
bool m_HasHookTeleIns
Definition collision.h:171
std::vector< int > GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices=0) const
Definition collision.cpp:921
vec2 GetPos(int Index) const
Definition collision.cpp:963
void Init(CLayers *pLayers)
Definition collision.cpp:51
const CTuneTile * TuneLayer() const
Definition collision.h:122
int GetWidth() const
Definition collision.h:47
int IsWallJump(int Index) const
Definition collision.cpp:637
int GetIndex(int x, int y) const
Definition collision.cpp:1001
bool IsCheckEvilTeleport(int Index) const
Definition collision.cpp:686
CTeleTile * m_pTele
Definition collision.h:156
int GetTileIndex(int Index) const
Definition collision.cpp:973
const std::vector< vec2 > & TeleCheckOuts(int Number)
Definition collision.h:146
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1209
std::map< int, std::vector< vec2 > > m_TeleOthers
Definition collision.h:170
int IsSolid(int x, int y) const
Definition collision.cpp:605
CSpeedupTile * m_pSpeedup
Definition collision.h:157
CSwitchTile * m_pSwitch
Definition collision.h:159
bool IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) const
Definition collision.cpp:611
int IsFrontNoLaser(int x, int y) const
Definition collision.cpp:650
size_t TeleAllSize(int Number)
Definition collision.cpp:1294
int GetFrontTileIndex(int Index) const
Definition collision.cpp:980
void Unload()
Definition collision.cpp:148
int IsTeleCheckpoint(int Index) const
Definition collision.cpp:693
int IsNoLaser(int x, int y) const
Definition collision.cpp:645
int m_Width
Definition collision.h:152
int GetFrontTile(int x, int y) const
Definition collision.cpp:1046
CDoorTile * m_pDoor
Definition collision.h:161
const CTile * GameLayer() const
Definition collision.h:117
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:417
CTile * m_pFront
Definition collision.h:158
void GetDoorTile(int Index, CDoorTile *pDoorTile) const
Definition collision.cpp:1103
bool CheckPoint(vec2 Pos) const
Definition collision.h:45
int GetMapIndex(vec2 Pos) const
Definition collision.cpp:909
int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance=18.0f, int OverrideCenterTileIndex=-1) const
Definition collision.cpp:262
void FillAntibot(CAntibotMapData *pMapData) const
Definition collision.cpp:171
int GetFrontIndex(int x, int y) const
Definition collision.cpp:1039
int m_HighestSwitchNumber
Definition collision.h:124
bool IsCheckTeleport(int Index) const
Definition collision.cpp:679
int GetHeight() const
Definition collision.h:48
const std::vector< vec2 > & TeleOthers(int Number)
Definition collision.h:147
bool IsOnGround(vec2 Pos, float Size) const
Definition collision.cpp:518
int MoverSpeed(int x, int y, vec2 *pSpeed) const
Definition collision.cpp:791
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:528
int IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition collision.cpp:357
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:622
int GetPureMapIndex(float x, float y) const
Definition collision.cpp:838
bool TileExistsNext(int Index) const
Definition collision.cpp:867
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:326
int IsTune(int Index) const
Definition collision.cpp:735
CTile * m_pTiles
Definition collision.h:155
CCollision()
Definition collision.cpp:40
int GetSwitchNumber(int Index) const
Definition collision.cpp:769
const CTeleTile * TeleLayer() const
Definition collision.h:118
void SetCollisionAt(float x, float y, int Index)
Definition collision.cpp:1083
int IsEvilTeleport(int Index) const
Definition collision.cpp:666
const std::vector< vec2 > & TeleOuts(int Number)
Definition collision.h:145
int GetSwitchType(int Index) const
Definition collision.cpp:758
int GetCollisionAt(float x, float y) const
Definition collision.h:46
int IsTeleportWeapon(int Index) const
Definition collision.cpp:707
int GetFrontCollisionAt(float x, float y) const
Definition collision.h:61
void SetDoorCollisionAt(float x, float y, unsigned char Type, unsigned char Flags, unsigned char Number)
Definition collision.cpp:1091
const CTile * FrontLayer() const
Definition collision.h:120
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const
Definition collision.cpp:466
int IsTimeCheckpoint(int Index) const
Definition collision.cpp:1241
int GetFrontTileFlags(int Index) const
Definition collision.cpp:994
int m_Height
Definition collision.h:153
int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1179
int IsFrontTimeCheckpoint(int Index) const
Definition collision.cpp:1252
vec2 TeleAllGet(int Number, size_t Offset)
Definition collision.cpp:1263
bool HasHookTeleIns() const
Definition collision.cpp:833
std::map< int, std::vector< vec2 > > m_TeleCheckOuts
Definition collision.h:168
const std::vector< vec2 > & TeleIns(int Number)
Definition collision.h:144
const CSwitchTile * SwitchLayer() const
Definition collision.h:121
const CLayers * Layers() const
Definition collision.h:116
bool TestBox(vec2 Pos, vec2 Size) const
Definition collision.cpp:504
bool IsSpeedup(int Index) const
Definition collision.cpp:729
int IsTeleport(int Index) const
Definition collision.cpp:655
int Entity(int x, int y, int Layer) const
Definition collision.cpp:1058
Definition mapitems.h:681
Definition mapitems.h:662
Definition mapitems.h:672
Definition mapitems.h:655
Definition mapitems.h:351
Definition mapitems.h:689
vec2 ClampVel(int MoveRestriction, vec2 Vel)
Definition collision.cpp:19
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY)
Definition collision.cpp:1115
bool(* CALLBACK_SWITCHACTIVE)(unsigned char 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:17
Definition antibot_data.h:17
vector2_base< float > vec2
Definition vmath.h:168