122 lines
4.2 KiB
C
122 lines
4.2 KiB
C
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#include <assert.h>
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#include "sys/sys.h"
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#include "game.h"
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#include "map/game_map.h"
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bool game_collision_is_occlusive(sys_maptile tile) {
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if (tile >= 0 && tile < 30) { return true; }
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if (tile >= 60 && tile < 90) { return true; }
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return false;
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}
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bool game_collision_can_move(game_bbox body, sys_i32 dx, sys_i32 dy) {
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sys_i32 x = body.x + dx;
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sys_i32 y = body.y + dy;
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// the player can never leave the map
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if (x < 0) { return false; }
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if (y < 0) { return false; }
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if (x + body.w > map_game_map.width * TILE_SZ_MICROPIXEL) {
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return false;
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}
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if (y + body.h > map_game_map.height * TILE_SZ_MICROPIXEL) {
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return false;
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}
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// TODO: Collide with blocks
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// If two collides with a block, check if one collides with it.
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// The collision only matters if one doesn't.
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return true;
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}
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#define round_down(x, incr) (x) - (x) % (incr)
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#define round_up(x, incr) round_down((x) + (incr) - 1, incr)
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game_collision game_collision_move_to_contact(
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game_bbox* body, sys_i32 total_dx, sys_i32 total_dy
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) {
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sys_i32 src_x = body->x;
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sys_i32 src_y = body->y;
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game_collision collision = {
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.collided_x=false,
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.collided_y=false,
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.distance_x=0,
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.distance_y=0,
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};
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sys_i32 tar_x = body->x + total_dx;
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sys_i32 tar_y = body->y + total_dy;
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while (true) {
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// calculate how much we still need to move
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int32_t remaining_dx = tar_x - body->x;
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int32_t remaining_dy = tar_y - body->y;
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// if we don't need to move, stop
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if (remaining_dx == 0 && remaining_dy == 0) {
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collision.distance_x = body->x - src_x;
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collision.distance_y = body->x - src_y;
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return collision;
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}
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// figure out where we are
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sys_i32 body_x0 = body->x;
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sys_i32 body_y0 = body->y;
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sys_i32 body_x1 = body->x + body->w;
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sys_i32 body_y1 = body->y + body->h;
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// figure out what tile we're still in
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sys_i32 tile_x0 = round_down(body_x0, TILE_SZ_MICROPIXEL);
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sys_i32 tile_y0 = round_down(body_y0, TILE_SZ_MICROPIXEL);
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sys_i32 tile_x1 = round_up(body_x1, TILE_SZ_MICROPIXEL);
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sys_i32 tile_y1 = round_up(body_y1, TILE_SZ_MICROPIXEL);
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// but we want the _next_ tile
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if (tile_x0 == body_x0) { tile_x0 -= TILE_SZ_MICROPIXEL; }
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if (tile_y0 == body_y0) { tile_y0 -= TILE_SZ_MICROPIXEL; }
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if (tile_x1 == body_x1) { tile_x1 += TILE_SZ_MICROPIXEL; }
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if (tile_y1 == body_y1) { tile_y1 += TILE_SZ_MICROPIXEL; }
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// length of an x axis move
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int step_dx =
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remaining_dx < 0 ?
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// line up our left side with the tile to our left
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// not exceeding dx
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sys_max_i32(remaining_dx, tile_x0 - body_x0) :
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remaining_dx > 0 ?
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// line up our right side with the tile to our right
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// not exceeding dx
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sys_min_i32(remaining_dx, tile_x1 - body_x1) :
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// dx == 0
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INT32_MAX ;
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int step_dy =
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remaining_dy < 0 ?
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// line up our top side with the tile above us
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// not exceeding dy
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sys_max_i32(remaining_dy, tile_y0 - body_y0) :
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remaining_dy > 0 ?
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// line up our bottom side with the tile below us
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// not exceeding dy
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sys_min_i32(remaining_dy, tile_y1 - body_y1) :
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INT32_MAX;
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// there must be a viable move in some direction
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assert(step_dx != INT32_MAX || step_dy != INT32_MAX);
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if (sys_abs_i32(step_dx) < sys_abs_i32(step_dy)) {
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if (game_collision_can_move(*body, step_dx, 0)) {
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body->x += step_dx; // take the tiny move
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} else {
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tar_x = body->x; // stop trying to move
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collision.collided_x = true;
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}
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} else {
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if (game_collision_can_move(*body, 0, step_dy)) {
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body->y += step_dy; // take the tiny move
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} else {
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tar_y = body->y; // stop trying to move
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collision.collided_y = true;
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}
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}
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}
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}
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