about summary refs log tree commit diff
path: root/src/game/collision.cpp
blob: 6d63091bb78ac8ef5edc849831a7b4056884b3f1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <base/system.h>
#include <base/math.hpp>
#include <base/vmath.hpp>

#include <math.h>
#include <engine/e_common_interface.h>
#include <game/mapitems.hpp>
#include <game/layers.hpp>
#include <game/collision.hpp>

static TILE *tiles;
static int width = 0;
static int height = 0;

int col_width() { return width; }
int col_height() { return height; }

int col_init()
{
	width = layers_game_layer()->width;
	height = layers_game_layer()->height;
	tiles = (TILE *)map_get_data(layers_game_layer()->data);
	return 1;
}


int col_get(int x, int y)
{
	int nx = clamp(x/32, 0, width-1);
	int ny = clamp(y/32, 0, height-1);
	
	if(tiles[ny*width+nx].index > 128)
		return 0;
	return tiles[ny*width+nx].index;
}

int col_is_solid(int x, int y)
{
	return col_get(x,y)&COLFLAG_SOLID;
}


// TODO: rewrite this smarter!
bool col_intersect_line(vec2 pos0, vec2 pos1, vec2 *out)
{
	float d = distance(pos0, pos1);
	
	for(float f = 0; f < d; f++)
	{
		float a = f/d;
		vec2 pos = mix(pos0, pos1, a);
		if(col_is_solid((int)pos.x, (int)pos.y))
		{
			if(out)
				*out = pos;
			return true;
		}
	}
	if(out)
		*out = pos1;
	return false;
}