3#ifndef GAME_COLLISION_H
4#define GAME_COLLISION_H
52 void MovePoint(
vec2 *pInoutPos,
vec2 *pInoutVel,
float Elasticity,
int *pBounces)
const;
74 int GetTile(
int x,
int y)
const;
76 int Entity(
int x,
int y,
int Layer)
const;
96 int IsTune(
int Index)
const;
97 void GetSpeedup(
int Index,
vec2 *pDir,
int *pForce,
int *pMaxSpeed,
int *pType)
const;
102 int IsSolid(
int x,
int y)
const;
103 bool IsThrough(
int x,
int y,
int OffsetX,
int OffsetY,
vec2 Pos0,
vec2 Pos1)
const;
const CSpeedupTile * SpeedupLayer() const
Definition collision.h:117
int IsTeleportHook(int Index) const
Definition collision.cpp:711
bool TileExists(int Index) const
Definition collision.cpp:838
CLayers * m_pLayers
Definition collision.h:148
int GetTileFlags(int Index) const
Definition collision.cpp:980
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1140
std::map< int, std::vector< vec2 > > m_TeleIns
Definition collision.h:162
std::map< int, std::vector< vec2 > > m_TeleOuts
Definition collision.h:164
int GetSwitchDelay(int Index) const
Definition collision.cpp:778
int GetTile(int x, int y) const
Definition collision.cpp:314
~CCollision()
Definition collision.cpp:45
void GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed, int *pType) const
Definition collision.cpp:744
CTuneTile * m_pTune
Definition collision.h:158
std::vector< int > GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices=0) const
Definition collision.cpp:914
vec2 GetPos(int Index) const
Definition collision.cpp:956
void Init(CLayers *pLayers)
Definition collision.cpp:50
const CTuneTile * TuneLayer() const
Definition collision.h:120
int GetWidth() const
Definition collision.h:47
int IsWallJump(int Index) const
Definition collision.cpp:630
int IsSpeedup(int Index) const
Definition collision.cpp:722
int GetIndex(int x, int y) const
Definition collision.cpp:994
bool IsCheckEvilTeleport(int Index) const
Definition collision.cpp:679
CTeleTile * m_pTele
Definition collision.h:154
int GetTileIndex(int Index) const
Definition collision.cpp:966
const std::vector< vec2 > & TeleCheckOuts(int Number)
Definition collision.h:144
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1202
std::map< int, std::vector< vec2 > > m_TeleOthers
Definition collision.h:168
int IsSolid(int x, int y) const
Definition collision.cpp:598
CSpeedupTile * m_pSpeedup
Definition collision.h:155
CSwitchTile * m_pSwitch
Definition collision.h:157
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:1287
int GetFrontTileIndex(int Index) const
Definition collision.cpp:973
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:150
int GetFrontTile(int x, int y) const
Definition collision.cpp:1039
CDoorTile * m_pDoor
Definition collision.h:159
const CTile * GameLayer() const
Definition collision.h:115
int GetPureMapIndex(vec2 Pos) const
Definition collision.h:78
int IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) const
Definition collision.cpp:420
CTile * m_pFront
Definition collision.h:156
void GetDoorTile(int Index, CDoorTile *pDoorTile) const
Definition collision.cpp:1096
bool CheckPoint(vec2 Pos) const
Definition collision.h:45
int GetMapIndex(vec2 Pos) const
Definition collision.cpp:902
int GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance=18.0f, int OverrideCenterTileIndex=-1) const
Definition collision.cpp:265
void FillAntibot(CAntibotMapData *pMapData) const
Definition collision.cpp:174
int GetFrontIndex(int x, int y) const
Definition collision.cpp:1032
int m_HighestSwitchNumber
Definition collision.h:122
bool IsCheckTeleport(int Index) const
Definition collision.cpp:672
int GetHeight() const
Definition collision.h:48
const std::vector< vec2 > & TeleOthers(int Number)
Definition collision.h:145
int MoverSpeed(int x, int y, vec2 *pSpeed) const
Definition collision.cpp:789
int GetMoveRestrictions(vec2 Pos, float Distance=18.0f) const
Definition collision.h:69
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:44
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:831
bool TileExistsNext(int Index) const
Definition collision.cpp:860
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:153
CCollision()
Definition collision.cpp:39
int GetSwitchNumber(int Index) const
Definition collision.cpp:767
const CTeleTile * TeleLayer() const
Definition collision.h:116
void SetCollisionAt(float x, float y, int Index)
Definition collision.cpp:1076
int IsEvilTeleport(int Index) const
Definition collision.cpp:659
const std::vector< vec2 > & TeleOuts(int Number)
Definition collision.h:143
int GetSwitchType(int Index) const
Definition collision.cpp:756
int GetCollisionAt(float x, float y) const
Definition collision.h:46
int IsTeleportWeapon(int Index) const
Definition collision.cpp:700
int GetFrontCollisionAt(float x, float y) const
Definition collision.h:60
const CTile * FrontLayer() const
Definition collision.h:118
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) const
Definition collision.cpp:469
int IsTimeCheckpoint(int Index) const
Definition collision.cpp:1234
int GetFrontTileFlags(int Index) const
Definition collision.cpp:987
int m_Height
Definition collision.h:151
int IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const
Definition collision.cpp:1172
int IsFrontTimeCheckpoint(int Index) const
Definition collision.cpp:1245
void SetDoorCollisionAt(float x, float y, int Type, int Flags, int Number)
Definition collision.cpp:1084
vec2 TeleAllGet(int Number, size_t Offset)
Definition collision.cpp:1256
std::map< int, std::vector< vec2 > > m_TeleCheckOuts
Definition collision.h:166
const std::vector< vec2 > & TeleIns(int Number)
Definition collision.h:142
const CSwitchTile * SwitchLayer() const
Definition collision.h:119
const CLayers * Layers() const
Definition collision.h:114
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:1051
Definition mapitems.h:660
Definition mapitems.h:642
Definition mapitems.h:651
Definition mapitems.h:635
Definition mapitems.h:351
Definition mapitems.h:668
vec2 ClampVel(int MoveRestriction, vec2 Vel)
Definition collision.cpp:18
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *pOffsetX, int *pOffsetY)
Definition collision.cpp:1108
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