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path: root/src/transform_system.cpp
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#include "transform_system.h"
#include "game.h"
#include "map.h"

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::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 newLoc, Direction dir) {
  CollisionResult result;

  Sprite& sprite = game_.getSprite(spriteId);

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

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

  vec2i oldColUL = sprite.loc + sprite.collisionOffset;
  vec2i oldColDR = oldColUL + sprite.collisionSize;
  vec2i newColUL = newLoc + sprite.collisionOffset;
  vec2i newColDR = newColUL + sprite.collisionSize;

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

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

          break;
        }
      }
    }

    if (!result.horiz.blocked) {
      auto it = rightCollidables_.lower_bound({oldColDR.x(), INT_MAX});
      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);
          result.horiz.blocked = collider.solid;
          result.horiz.dir = Direction::right;
          result.horiz.colliderSprite = colliderSpriteId;

          break;
        }
      }
    }
  }

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

          break;
        }
      }
    }

    if (!result.horiz.blocked) {
      auto it = leftCollidables_.lower_bound({oldColUL.x(), 0});
      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);
          result.horiz.blocked = collider.solid;
          result.horiz.dir = Direction::left;
          result.horiz.colliderSprite = colliderSpriteId;

          break;
        }
      }
    }
  }

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

          break;
        }
      }
    }

    if (!result.vert.blocked) {
      auto it = downCollidables_.lower_bound({oldColDR.y(), INT_MAX});
      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);
          result.vert.blocked = collider.solid;
          result.vert.dir = Direction::down;
          result.vert.colliderSprite = colliderSpriteId;

          break;
        }
      }
    }
  }

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

          break;
        }
      }
    }

    if (!result.vert.blocked) {
      auto it = upCollidables_.lower_bound({oldColUL.y(), 0});
      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);
          result.vert.blocked = collider.solid;
          result.vert.dir = Direction::up;
          result.vert.colliderSprite = colliderSpriteId;

          break;
        }
      }
    }
  }

  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);
  }
}

void TransformSystem::clearSpriteCache() {
  for (auto& layer : spritesByY_) {
    layer.clear();
  }
  leftCollidables_.clear();
  rightCollidables_.clear();
  upCollidables_.clear();
  downCollidables_.clear();
}