1 /* 2 C-Dogs SDL 3 A port of the legendary (and fun) action/arcade cdogs. 4 Copyright (C) 1995 Ronny Wester 5 Copyright (C) 2003 Jeremy Chin 6 Copyright (C) 2003-2007 Lucas Martin-King 7 8 This program is free software; you can redistribute it and/or modify 9 it under the terms of the GNU General Public License as published by 10 the Free Software Foundation; either version 2 of the License, or 11 (at your option) any later version. 12 13 This program is distributed in the hope that it will be useful, 14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 GNU General Public License for more details. 17 18 You should have received a copy of the GNU General Public License 19 along with this program; if not, write to the Free Software 20 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 21 22 This file incorporates work covered by the following copyright and 23 permission notice: 24 25 Copyright (c) 2013-2015, 2017, 2020 Cong Xu 26 All rights reserved. 27 28 Redistribution and use in source and binary forms, with or without 29 modification, are permitted provided that the following conditions are met: 30 31 Redistributions of source code must retain the above copyright notice, this 32 list of conditions and the following disclaimer. 33 Redistributions in binary form must reproduce the above copyright notice, 34 this list of conditions and the following disclaimer in the documentation 35 and/or other materials provided with the distribution. 36 37 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 38 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 39 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 40 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 41 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 42 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 43 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 44 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 45 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 46 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 47 POSSIBILITY OF SUCH DAMAGE. 48 */ 49 #pragma once 50 51 #include "actors.h" 52 #include "map.h" 53 54 typedef struct 55 { 56 AllyCollision allyCollision; 57 // Cache of tiles to check for potential collisions, of tile coords 58 CArray tileCache; // of struct vec2i 59 } CollisionSystem; 60 61 extern CollisionSystem gCollisionSystem; 62 63 void CollisionSystemInit(CollisionSystem *cs); 64 void CollisionSystemReset(CollisionSystem *cs); 65 void CollisionSystemTerminate(CollisionSystem *cs); 66 67 #define HitWall(x, y) \ 68 (!TileCanWalk(MapGetTile( \ 69 &gMap, svec2i((int)(x) / TILE_WIDTH, (int)(y) / TILE_HEIGHT)))) 70 71 // Which "team" the actor's on, for collision 72 // Actors on the same team don't have to collide 73 typedef enum 74 { 75 COLLISIONTEAM_NONE, 76 COLLISIONTEAM_GOOD, 77 COLLISIONTEAM_BAD 78 } CollisionTeam; 79 80 CollisionTeam CalcCollisionTeam(const bool isActor, const TActor *actor); 81 82 // Parameters that determine whether two objects can collide 83 // TODO: replace with single layer mask 84 typedef struct 85 { 86 int ThingMask; 87 CollisionTeam Team; 88 bool IsPVP; 89 bool AllActors; 90 } CollisionParams; 91 92 bool IsCollisionWithWall(const struct vec2 pos, const struct vec2i size2); 93 // Check collision of an object with a diamond shape 94 bool IsCollisionDiamond( 95 const Map *map, const struct vec2 pos, const struct vec2i size2); 96 97 // Get all Thing that overlap with a target Thing, with callback. 98 // The callback returns bool continue, as multiple callbacks can result. 99 typedef bool (*CollideItemFunc)( 100 Thing *, void *, const struct vec2, const struct vec2, const struct vec2); 101 typedef bool (*CheckWallFunc)(const struct vec2i); 102 typedef bool (*CollideWallFunc)( 103 const struct vec2i, void *, const struct vec2, const struct vec2); 104 void OverlapThings( 105 const Thing *item, const struct vec2 pos, const struct vec2 vel, 106 const struct vec2i size, const CollisionParams params, 107 CollideItemFunc func, void *data, CheckWallFunc checkWallFunc, 108 CollideWallFunc wallFunc, void *wallData); 109 // Get the first Thing that overlaps 110 Thing *OverlapGetFirstItem( 111 const Thing *item, const struct vec2 pos, const struct vec2i size, 112 const struct vec2 vel, const CollisionParams params); 113 114 bool AABBOverlap( 115 const struct vec2 pos1, const struct vec2 pos2, const struct vec2i size1, 116 const struct vec2i size2); 117 118 // Resolve wall bounces 119 void GetWallBouncePosVel( 120 const struct vec2 pos, const struct vec2 vel, const struct vec2 colPos, 121 const struct vec2 colNormal, struct vec2 *outPos, struct vec2 *outVel); 122