88 lines
1.8 KiB
C++
88 lines
1.8 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <base/system.h>
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#include <base/math.hpp>
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#include <base/vmath.hpp>
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#include <math.h>
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#include <engine/e_common_interface.h>
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#include <game/mapitems.hpp>
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#include <game/layers.hpp>
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#include <game/collision.hpp>
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static TILE *tiles;
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static int width = 0;
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static int height = 0;
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int col_width() { return width; }
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int col_height() { return height; }
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int col_init()
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{
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width = layers_game_layer()->width;
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height = layers_game_layer()->height;
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tiles = (TILE *)map_get_data(layers_game_layer()->data);
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for(int i = 0; i < width*height; i++)
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{
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int index = tiles[i].index;
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if(index > 128)
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continue;
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if(index == TILE_DEATH)
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tiles[i].index = COLFLAG_DEATH;
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else if(index == TILE_SOLID)
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tiles[i].index = COLFLAG_SOLID;
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else if(index == TILE_NOHOOK)
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tiles[i].index = COLFLAG_SOLID|COLFLAG_NOHOOK;
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else
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tiles[i].index = 0;
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}
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return 1;
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}
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int col_get(int x, int y)
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{
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int nx = clamp(x/32, 0, width-1);
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int ny = clamp(y/32, 0, height-1);
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if(tiles[ny*width+nx].index > 128)
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return 0;
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return tiles[ny*width+nx].index;
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}
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int col_is_solid(int x, int y)
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{
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return col_get(x,y)&COLFLAG_SOLID;
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}
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// TODO: rewrite this smarter!
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int col_intersect_line(vec2 pos0, vec2 pos1, vec2 *out_collision, vec2 *out_before_collision)
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{
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float d = distance(pos0, pos1);
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vec2 last = pos0;
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for(float f = 0; f < d; f++)
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{
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float a = f/d;
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vec2 pos = mix(pos0, pos1, a);
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if(col_is_solid(round(pos.x), round(pos.y)))
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{
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if(out_collision)
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*out_collision = pos;
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if(out_before_collision)
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*out_before_collision = last;
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return col_get(round(pos.x), round(pos.y));
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}
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last = pos;
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}
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if(out_collision)
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*out_collision = pos1;
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if(out_before_collision)
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*out_before_collision = pos1;
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return 0;
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}
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