/* * Main Program file. * * Platform: Anything with a C compiler. * Author: mr b0nk 500 * Notes: Who would even use this kind of collision checker? * Created: September 27, 2019 @ 09:25PM */ #include #include #include #include #include #include #define TERASGN(a, b, c, d) (a) ? (b = d) : (c = d) enum {THM, AABB}; /* Collision type */ int colltype = -1; /* Position type */ int postype = -1; /* Level of verbosity. */ int verbose = 0; /* Options string. */ const char *opts = "c:v:h"; struct pos { int x; int y; int z; double fx; double fy; double fz; }; struct colis { /* Cursor/Floor's width, and height */ int w; int h; /* Cursor's X, and Y velocity. */ double xvel; double yvel; /* Cursor/Floor's coordinates. */ struct pos pos; /* The four corners of either the Cursor, or the Floor. */ int a1; int a2; int b1; int b2; /* The four floating point corners of either the Cursor, or the Floor. */ double c1; double c2; double d1; double d2; /* Heightmap, used in Tile Heightmap collision. */ uint8_t *heightmap; /* X axis collision. */ unsigned int clx : 1; /* Y axis collision. */ unsigned int cly : 1; /* Cursor is on the ground. */ unsigned int gnded : 1; /* Vertical flip flag. */ unsigned int flp : 1; }; static int usage() { printf( "clld Version MFIYA.\n" "Usage: clld [options]\n" "Options:\n" " -c[type] Force the collision type to be\n" " the specified type (THM=0, AABB=1).\n" " -v[level] Sets the verbosity level (0-3).\n" " -h What do you fucking think it does.\n" " Anyways, it brings up this cool help\n" " message.\n" ); return 0; } int clx(struct colis c, struct colis f, int xvel, uint8_t flt) { int l = (!flt) ? (c.a2 > f.a1-xvel-1 && c.b2 > f.b1) : (c.c2 > f.c1-c.xvel-1 && c.d2 > f.d1); int r = (!flt) ? (c.a1 < f.a2-xvel+1 && c.b1 < f.b2) : (c.c1 < f.c2-c.xvel+1 && c.d1 < f.d2); return l && r; } int cly(struct colis c, struct colis f, int yvel, uint8_t flt) { int b = (!flt) ? (c.b2 > f.b1-yvel-1 && c.a2 > f.a1) : (c.d2 > f.d1-c.yvel-1 && c.c2 > f.c1); int t = (!flt) ? (c.b1 < f.b2-yvel+1 && c.a1 < f.a2) : (c.d1 < f.d2-c.yvel+1 && c.c1 < f.c2); return b && t; } /* Tile Heightmap Collision. */ int thm(uint8_t flt, int hmpeak, struct colis cursor, struct colis floor) { int newy = 0; if (!flt) { cursor.a1 = cursor.pos.x; cursor.a2 = cursor.pos.x+cursor.w; cursor.b1 = cursor.pos.y; cursor.b2 = cursor.pos.y+cursor.h; floor.a1 = floor.pos.x; floor.a2 = floor.pos.x+floor.w; floor.b1 = floor.pos.y; floor.b2 = floor.pos.y+floor.h; cursor.clx = ((cursor.a2 > floor.a1-(int)cursor.xvel-1 && cursor.b2 > floor.b1) && (cursor.a1 < (floor.a2-cursor.w)-(int)cursor.xvel+1 && cursor.b1 < floor.b2)) ? 1 : 0; /* Check for a collision, on the y axis. */ cursor.cly = ((cursor.b2 >= (floor.b1-hmpeak)-(int)cursor.yvel && cursor.a2 >= floor.a1) && (cursor.b1 <= (floor.b2+hmpeak)-(int)cursor.yvel && cursor.a1 <= floor.a2)) ? 1 : 0; if (cursor.clx) { if (cursor.a2-floor.a1 < 0 || cursor.a2-floor.a1 > floor.w) { /* Is the Cursor coming from the left? */ if (cursor.a2 > floor.a1-(int)cursor.xvel-1 && floor.b2-cursor.b2 < (int)floor.heightmap[0] && !floor.flp && cursor.xvel > 0) cursor.pos.x = (floor.pos.x-(int)cursor.xvel)-cursor.w-1; else if (cursor.a1 < (floor.a2-cursor.w)-(int)cursor.xvel+1 && floor.b2-cursor.b2 < (int)floor.heightmap[floor.w-1] && !floor.flp && cursor.xvel < 0) cursor.pos.x = (floor.a2-cursor.w)-(int)cursor.xvel+1; /* Is the Cursor coming from the right? */ if (cursor.a1 < (floor.a2-cursor.w)-(int)cursor.xvel+1 && cursor.b1-floor.b1 < 0 && floor.flp && cursor.xvel < 0) cursor.pos.x = (floor.a2-cursor.w)-(int)cursor.xvel+1; else if (cursor.a2 > floor.a1-(int)cursor.xvel-1 && cursor.b1-floor.b1 < 0 && floor.flp && cursor.xvel > 0) cursor.pos.x = (floor.pos.x-(int)cursor.xvel)-cursor.w-1; cursor.xvel = 0; } } if (cursor.cly) { if (cursor.a2-floor.a1 < floor.w) { cursor.yvel = 0; newy = (int)floor.heightmap[cursor.a2-floor.a1]; /* Is the Floor, really a floor? */ if (cursor.b2 > (floor.b2-hmpeak)-(int)cursor.yvel && floor.b2-cursor.b2 >= 0 && !floor.flp) cursor.pos.y = ((floor.b2-cursor.h)-newy)-(int)cursor.yvel; else if (cursor.b1 < floor.b2-(int)cursor.yvel+1 && floor.b2-cursor.b1 <= 0 && !floor.flp) cursor.pos.y = (floor.pos.y+floor.h)-(int)cursor.yvel+1; /* Is the Floor, actually a ceiling? */ if (cursor.b1 < (floor.b1+hmpeak)-(int)cursor.yvel && cursor.b1-floor.b1 >= 0 && floor.flp) cursor.pos.y = (floor.pos.y+newy)-(int)cursor.yvel; else if (cursor.b2 > floor.b1-(int)cursor.yvel-1 && cursor.b2-floor.b1 < 0 && cursor.yvel > 0 && floor.flp) cursor.pos.y = (floor.pos.y-(int)cursor.yvel-1)-cursor.h; } } cursor.gnded = (cursor.pos.y == ((floor.b2-cursor.h)-newy)-(int)cursor.yvel) ? 1 : 0; if (verbose >= 1) { printf( "cursor.a1-(floor.a2-(floor.w/2)): %i\n" "cursor.a2-(floor.a2-(floor.w/2)): %i\n" "(cursor.a2-(cursor.w/2))-(floor.a2-(floor.w/2)): %i\n" "(cursor.a2-(cursor.w/2)): %i\n" , cursor.a1-(floor.a2-(floor.w/2)) , cursor.a2-(floor.a2-(floor.w/2)) , (cursor.a2-(cursor.w/2))-(floor.a2-(floor.w/2)) , (cursor.a2-(cursor.w/2))); } printf("%u, %u\n%u\n%i\n%i, %i\n%07.06f, %07.06f\n", cursor.clx, cursor.cly, cursor.gnded, newy, cursor.pos.x, cursor.pos.y, cursor.xvel, cursor.yvel); } else { cursor.c1 = cursor.pos.fx; cursor.c2 = cursor.pos.fx+cursor.w; cursor.d1 = cursor.pos.fy; cursor.d2 = cursor.pos.fy+cursor.h; floor.c1 = floor.pos.fx; floor.c2 = floor.pos.fx+floor.w; floor.d1 = floor.pos.fy; floor.d2 = floor.pos.fy+floor.h; cursor.clx = ((cursor.c2 > floor.c1-cursor.xvel-1 && cursor.d2 > floor.d1) && (cursor.c1 < (floor.c2-cursor.w)-cursor.xvel+1 && cursor.d1 < floor.d2)) ? 1 : 0; /* Check for a collision, on the y axis. */ cursor.cly = ((cursor.d2 >= (floor.d1-hmpeak)-cursor.yvel && cursor.c2 >= floor.c1) && (cursor.d1 <= (floor.d2+hmpeak)-cursor.yvel && cursor.c1 <= floor.c2)) ? 1 : 0; if (cursor.clx) { if (cursor.c2-floor.c1 < -1 || cursor.c2-floor.c1 > floor.w) { /* Is the Cursor coming from the left? */ if (cursor.c2 > floor.c1-cursor.xvel-1 && floor.d2-cursor.d2 < (int)floor.heightmap[0] && !floor.flp && cursor.xvel > 0) cursor.pos.fx = (floor.pos.x-cursor.xvel)-cursor.w-1; else if (cursor.c1 < (floor.c2-cursor.w)-cursor.xvel+1 && floor.d2-cursor.d2 < (int)floor.heightmap[floor.w-1] && !floor.flp && cursor.xvel < 0) cursor.pos.fx = (floor.c2-cursor.w)-cursor.xvel+1; /* Is the Cursor coming from the right? */ if (cursor.c1 < (floor.c2-cursor.w)-cursor.xvel+1 && cursor.d1-floor.d1 < 0 && floor.flp && cursor.xvel < 0) cursor.pos.fx = (floor.c2-cursor.w)-cursor.xvel+1; else if (cursor.c2 > floor.c1-cursor.xvel-1 && cursor.d1-floor.d1 < 0 && floor.flp && cursor.xvel > 0) cursor.pos.fx = (floor.pos.x-cursor.xvel)-cursor.w-1; cursor.xvel = 0; } } if (cursor.cly) { if (cursor.c2-floor.c1 < floor.w) { cursor.yvel = 0; newy = (int)floor.heightmap[(int)cursor.c2-(int)floor.c1]; /* Is the Floor, really a floor? */ if (cursor.d2 > (floor.d2-hmpeak)-cursor.yvel && floor.d2-cursor.d2 >= 0 && !floor.flp) cursor.pos.fy = ((floor.d2-cursor.h)-newy)-cursor.yvel; else if (cursor.d1 < floor.d2-cursor.yvel+1 && floor.d2-cursor.d1 <= 0 && !floor.flp) cursor.pos.fy = (floor.d2)-cursor.yvel+1; /* Is the Floor, actually a ceiling? */ if (cursor.d1 < (floor.d1+hmpeak)-cursor.yvel && cursor.d1-floor.d1 >= 0 && floor.flp) cursor.pos.fy = (floor.pos.fy+newy)-cursor.yvel; else if (cursor.d2 > floor.d1-cursor.yvel-1 && cursor.d2-floor.d1 < 0 && cursor.yvel > 0 && floor.flp) cursor.pos.fy = (floor.pos.fy-cursor.yvel-1)-cursor.h; } } cursor.gnded = (cursor.pos.fy == ((floor.d2-cursor.h)-newy)-cursor.yvel) ? 1 : 0; printf("%u, %u\n%u\n%i\n%07.06f, %07.06f\n%07.06f, %07.06f\n", cursor.clx, cursor.cly, cursor.gnded, newy, cursor.pos.fx, cursor.pos.fy, cursor.xvel, cursor.yvel); } return 0; } /* Axis Aligned Bounding Box Collision. */ int aabb(uint8_t flt, struct colis cursor, struct colis floor) { if (!flt) { cursor.a1 = cursor.pos.x; cursor.a2 = cursor.pos.x+cursor.w; cursor.b1 = cursor.pos.y; cursor.b2 = cursor.pos.y+cursor.h; floor.a1 = floor.pos.x; floor.a2 = floor.pos.x+floor.w; floor.b1 = floor.pos.y; floor.b2 = floor.pos.y+floor.h; /* Is the Cursor is on the ground? */ cursor.gnded = (cursor.b2 == floor.b1-(int)cursor.yvel-1) ? 1 : 0; /* Check for collisions, on both axies. */ cursor.clx = clx(cursor, floor, (int)cursor.xvel, flt); cursor.cly = cly(cursor, floor, (int)cursor.yvel, flt); if (cursor.clx) { /* Is the Cursor coming from the left? */ if (cursor.a2 > floor.a1-(int)cursor.xvel-1 && cursor.xvel > 0) cursor.pos.x = (floor.pos.x-(int)cursor.xvel)-cursor.w-1; /* Is the Cursor coming from the right? */ else if (cursor.a1 < floor.a2-(int)cursor.xvel+1 && cursor.xvel < 0) cursor.pos.x = (floor.pos.x+floor.w)-(int)cursor.xvel+1; cursor.xvel = 0; } if (cursor.cly) { /* Is the Cursor coming from the top? */ if (cursor.b2 > floor.b1-(int)cursor.yvel-1 && cursor.yvel > 0) cursor.pos.y = (floor.pos.y-(int)cursor.yvel)-cursor.h-1; /* Is the Cursor coming from the bottom? */ else if (cursor.b1 < floor.b2-(int)cursor.yvel+1 && cursor.yvel < 0) cursor.pos.y = (floor.pos.y+floor.h)-(int)cursor.yvel+1; cursor.yvel = 0; } printf("%u, %u\n%u\n%i, %i\n%07.06f, %07.06f\n", cursor.clx, cursor.cly, cursor.gnded, cursor.pos.x, cursor.pos.y, cursor.xvel, cursor.yvel); } else { cursor.c1 = cursor.pos.fx; cursor.c2 = cursor.pos.fx+cursor.w; cursor.d1 = cursor.pos.fy; cursor.d2 = cursor.pos.fy+cursor.h; floor.c1 = floor.pos.fx; floor.c2 = floor.pos.fx+floor.w; floor.d1 = floor.pos.fy; floor.d2 = floor.pos.fy+floor.h; cursor.gnded = (cursor.d2 == floor.d1-cursor.yvel-1) ? 1 : 0; cursor.clx = clx(cursor, floor, 0, flt); cursor.cly = cly(cursor, floor, 0, flt); if (cursor.clx) { if (cursor.c2 > floor.c1-cursor.xvel-1 && cursor.xvel > 0) cursor.pos.fx = (floor.pos.fx-cursor.xvel)-(double)cursor.w-1; else if (cursor.c1 < floor.c2-cursor.xvel+1 && cursor.xvel < 0) cursor.pos.fx = (floor.pos.fx+(double)floor.w)-cursor.xvel+1; cursor.xvel = 0; } if (cursor.cly) { if (cursor.d2 > floor.d1-cursor.yvel-1 && cursor.yvel > 0) cursor.pos.fy = (floor.pos.fy-cursor.yvel)-(double)cursor.h-1; else if (cursor.d1 < floor.d2-cursor.yvel+1 && cursor.yvel < 0) cursor.pos.fy = (floor.pos.fy+(double)floor.h)-cursor.yvel+1; cursor.yvel = 0; } printf("%u, %u\n%u\n%07.06f, %07.06f\n%07.06f, %07.06f\n", cursor.clx, cursor.cly, cursor.gnded, cursor.pos.fx, cursor.pos.fy, cursor.xvel, cursor.yvel); } return 0; } int main(int argc, char **argv) { int c; /* Enable custom error messages, and optional arguments/ */ opterr = 0; /* Get options. */ while ((c = getopt(argc, argv, opts)) != -1) { switch(c) { case 'c': colltype = atoi(optarg); break; case 'v': verbose = atoi(optarg); break; case 'h': usage(); return 2; case '?': if (isprint(optopt)) { if (optopt == 'c') { fprintf(stderr, "Setting colltype to default.\n"); colltype = -1; break; } else if (optopt == 'v') { fprintf(stderr, "Enabling single level verbosity.\n"); verbose = 1; break; } else { fprintf(stderr , "The option that you have typed in, which in this case\n" "is -%c, does not exist.\n" "Try looking at the help message, or RTFM, next time.\n" , optopt); } } else { fprintf(stderr , "What the fuck are you trying to type in, a binary blob?\n" "Because of this, clld will exit, so, stop acting like a\n" "jackass.\n"); } return -1; default: ; } } /* Create the Cursor, and the Floor */ struct colis cursor; struct colis floor; colltype = AABB; cursor.h = 16; cursor.w = 16; cursor.pos.x = 24; cursor.pos.y = 15; cursor.xvel = 0; cursor.yvel = 1; floor.w = 16; floor.h = 16; floor.flp = 0; int hmpeak; if (colltype == THM) { floor.heightmap = malloc(sizeof(uint8_t *)*floor.w); for (int i = 0; i