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path: root/data/maps/control_center/rooms/Ancient Entrance.txtpb
blob: 9fe50c53bde43df3d7a81badd38d973a6334aca8 (plain) (blame)
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name: "Ancient Entrance"
ports {
  name: "ANCIENT"
  path: "Components/Warps/worldport8"
}
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#include "transform_system.h"
#include "game.h"
#include "map.h"

bool checkCollisionOptionsContains(CheckCollisionOptions options, CheckCollisionOptions value) {
  return (static_cast<int>(options) & static_cast<int>(value)) != 0;
}

void TransformSystem::initSprite(int spriteId, vec2i loc, SpriteLayer layer) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.loc = loc;
  sprite.layer = layer;
  spritesByY_[static_cast<size_t>(layer)].emplace(loc.y(), spriteId);
}

void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.collidable = true;
  sprite.collisionOffset = offset;
  sprite.collisionSize = size;
  sprite.solid = solid;

  addCollidable(spriteId);
}

void TransformSystem::undoCollision(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  sprite.collidable = false;
  sprite.solid = false;

  removeCollidable(spriteId);
}

void TransformSystem::moveSprite(int spriteId, vec2i newLoc) {
  Sprite& sprite = game_.getSprite(spriteId);
  if (sprite.collidable) {
    removeCollidable(spriteId);
  }

  bool changedY = (sprite.loc.y() != newLoc.y());
  if (changedY) {
    spritesByY_[static_cast<size_t>(sprite.layer)].erase(std::make_tuple(sprite.loc.y(), spriteId));
  }
  sprite.loc = newLoc;
  if (changedY) {
    spritesByY_[static_cast<size_t>(sprite.layer)].emplace(newLoc.y(), spriteId);
  }
  if (sprite.collidable) {
    addCollidable(spriteId);
  }
}

CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2i newLoc, Direction dir, CheckCollisionOptions options) {
  CollisionResult result;

  Sprite& sprite = game_.getSprite(spriteId);

  const Map& map = game_.getMap();
  bool blocked = false;

  vec2i mapBounds = map.getMapSize() * map.getTileSize();

  // First check horizontal movement only.
  vec2i horizMovement = { newLoc.x(), curLoc.y() };
  bool horizBlocked = false;

  vec2i oldColUL = curLoc + sprite.collisionOffset;
  vec2i oldColDR = oldColUL + sprite.collisionSize - vec2i{1,1};
  vec2i newColUL = horizMovement + sprite.collisionOffset;
  vec2i newColDR = newColUL + sprite.collisionSize - vec2i{1,1};

  vec2i oldTileUL = oldColUL / map.getTileSize();
  vec2i newTileUL = newColUL / map.getTileSize();
  vec2i oldTileDR = oldColDR / map.getTileSize();
  vec2i newTileDR = newColDR / map.getTileSize();

  const Zone* enclosureZone = nullptr;
  if (!sprite.enclosureZone.empty()) {
    enclosureZone = &map.getZone(sprite.enclosureZone);
  }

  if (dirHasDir(dir, Direction::right)) {
    if (!sprite.floating &&
        newTileDR.x() > oldTileDR.x() &&
        newColDR.x() < mapBounds.w()) {
      for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
        if (map.isBlocked(newTileDR.x(), y)) {
          horizBlocked = true;
          result.dir = Direction::right;

          break;
        }
      }

      if (checkCollisionOptionsContains(options, CheckCollisionOptions::AllowSliding) &&
          sprite.sliding &&
          dir == Direction::right &&
          horizBlocked &&
          oldTileUL.y() != oldTileDR.y()) {
        // If sliding is enabled for this sprite, check if we can slide
        // either perpendicular direction. Because sliding can only happen
        // if we were moving in a cardinal direction, we can use tail
        // recursion and exit early.
        if (!map.isBlocked(oldTileDR.x()+1, oldTileUL.y())) {
          return checkCollision(spriteId, curLoc, curLoc - vec2i{0,1} * sprite.movementSpeed, Direction::up);
        } else if (!map.isBlocked(oldTileDR.x()+1, oldTileDR.y())) {
          return checkCollision(spriteId, curLoc, curLoc + vec2i{0,1} * sprite.movementSpeed, Direction::down);
        }
      }
    }

    if (!horizBlocked && enclosureZone) {
      if (oldColDR.x() <= enclosureZone->dr.x()-1 &&
          newColDR.x() > enclosureZone->dr.x()-1) {
        horizBlocked = true;
        result.dir = Direction::right;
      }
    }

    if (!horizBlocked) {
      auto it = rightCollidables_.lower_bound({oldColDR.x()+1, 0});
      for (;
           (it != std::end(rightCollidables_) &&
            std::get<0>(it->first) <= newColDR.x());
           it++) {
        if (newColDR.y() >= it->second.lower &&
            newColUL.y() <= it->second.upper) {
          int colliderSpriteId = std::get<1>(it->first);
          Sprite& collider = game_.getSprite(colliderSpriteId);
          horizBlocked = collider.solid;
          result.dir = Direction::right;
          result.colliders.push_back(colliderSpriteId);

          break;
        }
      }
    }
  }

  if (dirHasDir(dir, Direction::left)) {
    if (!sprite.floating &&
        newTileUL.x() < oldTileUL.x() &&
        newColUL.x() >= 0) {
      for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
        if (map.isBlocked(newTileUL.x(), y)) {
          horizBlocked = true;
          result.dir = Direction::left;

          break;
        }
      }

      if (checkCollisionOptionsContains(options, CheckCollisionOptions::AllowSliding) &&
          sprite.sliding &&
          dir == Direction::left &&
          horizBlocked &&
          oldTileUL.y() != oldTileDR.y()) {
        // If sliding is enabled for this sprite, check if we can slide
        // either perpendicular direction. Because sliding can only happen
        // if we were moving in a cardinal direction, we can use tail
        // recursion and exit early.
        if (!map.isBlocked(oldTileUL.x()-1, oldTileUL.y())) {
          return checkCollision(spriteId, curLoc, curLoc - vec2i{0,1} * sprite.movementSpeed, Direction::up);
        } else if (!map.isBlocked(oldTileUL.x()-1, oldTileDR.y())) {
          return checkCollision(spriteId, curLoc, curLoc + vec2i{0,1} * sprite.movementSpeed, Direction::down);
        }
      }
    }

    if (!horizBlocked && enclosureZone) {
      if (oldColUL.x() >= enclosureZone->ul.x() &&
          newColUL.x() < enclosureZone->ul.x()) {
        horizBlocked = true;
        result.dir = Direction::left;
      }
    }

    if (!horizBlocked) {
      auto it = leftCollidables_.lower_bound({oldColUL.x()-1, INT_MAX});
      for (;
           (it != std::end(leftCollidables_) &&
            std::get<0>(it->first) >= newColUL.x());
           it++) {
        if (newColDR.y() >= it->second.lower &&
            newColUL.y() <= it->second.upper) {
          int colliderSpriteId = std::get<1>(it->first);
          Sprite& collider = game_.getSprite(colliderSpriteId);
          horizBlocked = collider.solid;
          result.dir = Direction::left;
          result.colliders.push_back(colliderSpriteId);

          break;
        }
      }
    }
  }

  // For vertical movement, assume that the horizontal movement has already
  // taken place (as long as it was not in fact blocked).
  vec2i effectiveCurLoc = curLoc;
  vec2i vertMovement = newLoc;
  if (horizBlocked) {
    vertMovement.x() = curLoc.x();
  } else {
    effectiveCurLoc.x() = newLoc.x();
  }

  bool vertBlocked = false;

  oldColUL = effectiveCurLoc + sprite.collisionOffset;
  oldColDR = oldColUL + sprite.collisionSize - vec2i{1,1};
  newColUL = vertMovement + sprite.collisionOffset;
  newColDR = newColUL + sprite.collisionSize - vec2i{1,1};

  oldTileUL = oldColUL / map.getTileSize();
  newTileUL = newColUL / map.getTileSize();
  oldTileDR = oldColDR / map.getTileSize();
  newTileDR = newColDR / map.getTileSize();

  if (dirHasDir(dir, Direction::down)) {
    if (!sprite.floating &&
        newTileDR.y() > oldTileDR.y() &&
        newColDR.y() < mapBounds.h()) {
      for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
        if (map.isBlocked(x, newTileDR.y())) {
          vertBlocked = true;
          result.dir = Direction::down;

          break;
        }
      }

      if (checkCollisionOptionsContains(options, CheckCollisionOptions::AllowSliding) &&
          sprite.sliding &&
          dir == Direction::down &&
          vertBlocked &&
          oldTileUL.x() != oldTileDR.x()) {
        // If sliding is enabled for this sprite, check if we can slide
        // either perpendicular direction. Because sliding can only happen
        // if we were moving in a cardinal direction, we can use tail
        // recursion and exit early.
        if (!map.isBlocked(oldTileUL.x(), oldTileDR.y()+1)) {
          return checkCollision(spriteId, curLoc, curLoc - vec2i{1,0} * sprite.movementSpeed, Direction::left);
        } else if (!map.isBlocked(oldTileDR.x(), oldTileDR.y()+1)) {
          return checkCollision(spriteId, curLoc, curLoc + vec2i{1,0} * sprite.movementSpeed, Direction::right);
        }
      }
    }

    if (!vertBlocked && enclosureZone) {
      if (oldColDR.y() <= enclosureZone->dr.y()-1 &&
          newColDR.y() > enclosureZone->dr.y()-1) {
        vertBlocked = true;
        result.dir = Direction::down;
      }
    }

    if (!vertBlocked) {
      auto it = downCollidables_.lower_bound({oldColDR.y()+1, 0});
      for (;
           (it != std::end(downCollidables_) &&
            std::get<0>(it->first) <= newColDR.y());
           it++) {
        if (newColDR.x() >= it->second.lower &&
            newColUL.x() <= it->second.upper) {
          int colliderSpriteId = std::get<1>(it->first);
          Sprite& collider = game_.getSprite(colliderSpriteId);
          vertBlocked = collider.solid;
          result.dir = Direction::down;
          result.colliders.push_back(colliderSpriteId);

          break;
        }
      }
    }
  }

  if (dirHasDir(dir, Direction::up)) {
    if (!sprite.floating &&
        newTileUL.y() < oldTileUL.y() &&
        newColUL.y() >= 0) {
      for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
        if (map.isBlocked(x, newTileUL.y())) {
          vertBlocked = true;
          result.dir = Direction::up;

          break;
        }
      }

      if (checkCollisionOptionsContains(options, CheckCollisionOptions::AllowSliding) &&
          sprite.sliding &&
          dir == Direction::up &&
          vertBlocked &&
          oldTileUL.x() != oldTileDR.x()) {
        // If sliding is enabled for this sprite, check if we can slide
        // either perpendicular direction. Because sliding can only happen
        // if we were moving in a cardinal direction, we can use tail
        // recursion and exit early.
        if (!map.isBlocked(oldTileUL.x(), oldTileUL.y()-1)) {
          return checkCollision(spriteId, curLoc, curLoc - vec2i{1,0} * sprite.movementSpeed, Direction::left);
        } else if (!map.isBlocked(oldTileDR.x(), oldTileUL.y()-1)) {
          return checkCollision(spriteId, curLoc, curLoc + vec2i{1,0} * sprite.movementSpeed, Direction::right);
        }
      }
    }

    if (!vertBlocked && enclosureZone) {
      if (oldColUL.y() >= enclosureZone->ul.y() &&
          newColUL.y() < enclosureZone->ul.y()) {
        vertBlocked = true;
        result.dir = Direction::up;
      }
    }

    if (!vertBlocked) {
      auto it = upCollidables_.lower_bound({oldColUL.y()-1, INT_MAX});
      for (;
           (it != std::end(upCollidables_) &&
            std::get<0>(it->first) >= newColUL.y());
           it++) {
        if (newColDR.x() >= it->second.lower &&
            newColUL.x() <= it->second.upper) {
          int colliderSpriteId = std::get<1>(it->first);
          Sprite& collider = game_.getSprite(colliderSpriteId);
          vertBlocked = collider.solid;
          result.dir = Direction::up;
          result.colliders.push_back(colliderSpriteId);

          break;
        }
      }
    }
  }

  result.adjustedLoc = vertMovement;
  if (vertBlocked) {
    result.adjustedLoc.y() = effectiveCurLoc.y();
  }

  result.blocked = horizBlocked || vertBlocked;

  return result;
}

CharacterMedium TransformSystem::getMediumAtPosition(int spriteId, vec2i newLoc) {
  Sprite& sprite = game_.getSprite(spriteId);

  const Map& map = game_.getMap();

  vec2i newColUL = newLoc + sprite.collisionOffset;
  vec2i newColDR = newColUL + sprite.collisionSize - vec2i{1,1};
  vec2i newTileUL = newColUL / map.getTileSize();
  vec2i newTileDR = newColDR / map.getTileSize();

  CharacterMedium result = CharacterMedium::Normal;
  for (int y=newTileUL.y(); y<=newTileDR.y(); y++) {
    for (int x=newTileUL.x(); x<=newTileDR.x(); x++) {
      CharacterMedium tileMedium = map.getMedium(x, y);
      if (tileMedium > result) {
        result = tileMedium;
      }
    }
  }

  return result;
}

void TransformSystem::addCollidable(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  vec2i colUL = sprite.loc + sprite.collisionOffset;
  vec2i colDR = colUL + sprite.collisionSize;

  leftCollidables_.emplace(std::piecewise_construct, std::tie(colDR.x(), spriteId), std::tie(colUL.y(), colDR.y()));
  rightCollidables_.emplace(std::piecewise_construct, std::tie(colUL.x(), spriteId), std::tie(colUL.y(), colDR.y()));
  upCollidables_.emplace(std::piecewise_construct, std::tie(colDR.y(), spriteId), std::tie(colUL.x(), colDR.x()));
  downCollidables_.emplace(std::piecewise_construct, std::tie(colUL.y(), spriteId), std::tie(colUL.x(), colDR.x()));
}

void TransformSystem::removeCollidable(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  vec2i colUL = sprite.loc + sprite.collisionOffset;
  vec2i colDR = colUL + sprite.collisionSize;

  leftCollidables_.erase({ colDR.x(), spriteId });
  rightCollidables_.erase({ colUL.x(), spriteId });
  upCollidables_.erase({ colDR.y(), spriteId });
  downCollidables_.erase({ colUL.y(), spriteId });
}

void TransformSystem::destroySprite(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);
  spritesByY_[static_cast<size_t>(sprite.layer)].erase(std::make_tuple(sprite.loc.y(), spriteId));

  if (sprite.collidable) {
    removeCollidable(spriteId);
  }
}