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#ifndef systems_h
#define systems_h

#include <stdint.h>

#include "components.h"
#include "config.h"
#include "fx.h"
#include "game_config.h"
#include "rect.h"
#include "standard.h"
#include "world.h"

#ifdef DEBUG
#include "error.h"
#include "platform.h"
#endif

typedef enum {
	collision_side_left = 0,
	collision_side_right,
	collision_side_top,
	collision_side_bottom
} Collision_Side;

static Collision_Side invert_side(Collision_Side side) {
	switch (side) {
		case collision_side_left:   return collision_side_right;
		case collision_side_right:  return collision_side_left;
		case collision_side_bottom: return collision_side_top;
		case collision_side_top:    return collision_side_bottom;
	}

#if DEBUG
	platform_err("Invalid collision side.\n");
	platform_abort(error_gameplay_error);
#endif

	return -1;
}

static void handle_bullet_vs_player(
	World* world,
	Entity bullet,
	Entity player
) {
	const CPosition* pos;

	pos = &world->positions[bullet];

	player_take_damage(world, &world->player, 1);
	destroy_entity(world, bullet);
	new_enemy_bullet_explosion(world, pos->x, pos->y);
}

static void handle_bullet_vs_enemy(
	World* world,
	Entity bullet,
	Entity enemy
) {
	CEnemy* e;
	const CPosition* pos;

	pos = &world->positions[bullet];
	e = &world->enemies[enemy];
	e->being_damaged = enemy_hit_frames;
	e->hp--;
	destroy_entity(world, bullet);
	new_player_bullet_explosion(world, pos->x, pos->y);

	play_beep(50, 500);
}

static void handle_bullet_vs_solid(
	World* world,
	Entity bullet,
	Entity solid
) {
	const CPosition* pos;
	unsigned bbits;

	bbits = world->bitmask[bullet];
	pos = &world->positions[bullet];

	if (bbits & ctype_enemy_bullet) {
		new_enemy_bullet_explosion(world, pos->x, pos->y);
	} else if (bbits & ctype_player_bullet) {
		new_player_bullet_explosion(world, pos->x, pos->y);
	}

	play_beep(50, 100);

	destroy_entity(world, bullet);
}

static void handle_moveable_vs_solid(
	World* world,
	Entity moveable,
	Entity solid,
	Collision_Side side
) {
	const CCollider* scol, * mcol;
	const CPosition* spos;
	CPosition* mpos;

	scol = &world->colliders[solid];
	mcol = &world->colliders[moveable];
	spos = &world->positions[solid];
	mpos = &world->positions[moveable];

	switch (side) {
		case collision_side_top:
			mpos->y = spos->y + scol->y + scol->h - mcol->y;
			return;
		case collision_side_bottom:
			mpos->y = (spos->y + scol->y) - (mcol->y + mcol->h);
			return;
		case collision_side_left:
			mpos->x = spos->x + scol->x + scol->w - mcol->x;
			return;
		case collision_side_right:
			mpos->x = (spos->x + scol->x) - (mcol->x + mcol->w);
			return;
	}

#if DEBUG
	platform_err("Invalid collision side.\n");
	platform_abort(error_gameplay_error);
#endif
}

static void handle(
	World* world,
	Entity a,
	Entity b,
	Collision_Side side
) {
	unsigned ab, bb;

	ab = world->bitmask[a];
	bb = world->bitmask[b];

	if ((ab & ctype_enemy_bullet) && (bb & ctype_player)) {
		handle_bullet_vs_player(world, a, b);
		return;
	}
	if ((ab & ctype_player) && (bb & ctype_enemy_bullet)) {
		handle_bullet_vs_player(world, b, a);
		return;
	}

	if ((ab & ctype_player_bullet) && (bb & ctype_enemy)) {
		handle_bullet_vs_enemy(world, a, b);
		return;
	}
	if ((ab & ctype_enemy) && (bb & ctype_player_bullet)) {
		handle_bullet_vs_enemy(world, b, a);
		return;
	}

	if ((ab & ctype_bullet) && (bb & ctype_solid)) {
		handle_bullet_vs_solid(world, a, b);
		return;
	}
	if ((ab & ctype_solid) && (bb & ctype_bullet)) {
		handle_bullet_vs_solid(world, b, a);
		return;
	}

	if ((ab & ctype_moveable) && (bb & ctype_solid)) {
		handle_moveable_vs_solid(world, a, b, side);
		return;
	}
	if ((ab & ctype_solid) && (bb & ctype_moveable)) {
		side = invert_side(side);
		handle_moveable_vs_solid(world, b, a, side);
		return;
	}
}

void collision_system(World* world) {
	int i, j, k, s, s2, p0x, p0y, r, l, t, b, dx, dy, d;
	int ax, ay, aw, ah, bx, by, bw, bh;
	int overlap[4];
	unsigned bits;
	CPosition* pos0, * pos1;
	const CCollider* col0, * col1;
	const CEnemy* e0, * e1;
	Collision_Side side;

	for (i = 0; i < world->entity_count; i++) {
		bits = world->bitmask[i];
		if (
			!(bits & ctype_collider) ||
			!(bits & ctype_position)
		) { continue; }

		pos0 = &world->positions[i];
		col0 = &world->colliders[i];
		p0x = pos0->x + col0->x;
		p0y = pos0->y + col0->y;

		for (j = i + 1; j < world->entity_count; j++) {
			bits = world->bitmask[j];
			if (
				!(bits & ctype_collider) ||
				!(bits & ctype_position)
			) { continue; }

			pos1 = &world->positions[j];
			col1 = &world->colliders[j];

			ax = p0x;
			ay = p0y;
			aw = col0->w;
			ah = col0->h;
			bx = pos1->x + col1->x;
			by = pos1->y + col1->y;
			bw = col1->w;
			bh = col1->h;

			/* Can you tell I made this while I had a migraine? */
			if (rects_overlap2(
				ax,
				ay,
				aw,
				ah,
				bx,
				by,
				bw,
				bh
			)) {
				r = (ax + aw) - bx;
				l = (bx + bw) - ax;
				t = (by + bh) - ay;
				b = (ay + ah) - by;

				overlap[0] = r;
				overlap[1] = l;
				overlap[2] = t;
				overlap[3] = b;
				s = INT32_MAX;
				for (k = 0; k < 4; k++) {
					s2 = overlap[k];
					if (s2 < s) { s = s2; }
				}

				if (s == absolute(r)) {
					side = collision_side_right;
				} else if (s == absolute(l)) {
					side = collision_side_left;
				} else if (s == absolute(b)) {
					side = collision_side_bottom;
				} else if (s == absolute(t)) {
					side = collision_side_top;
				}

				handle(world, i, j, side);
			}
		}
	}

	for (i = 0; i < world->entity_count; i++) {
		bits = world->bitmask[i];
		if (
			!(bits & ctype_enemy) ||
			!(bits & ctype_position)
		) { continue; }

		pos0 = &world->positions[i];
		e0   = &world->enemies[i];

		for (j = i + 1; j < world->entity_count; j++) {
			bits = world->bitmask[j];
			if (
				!(bits & ctype_enemy) ||
				!(bits & ctype_position)
			) { continue; }

			pos1 = &world->positions[j];
			e1   = &world->enemies[j];

			dx = (pos0->x - pos1->x) >> 4;
			dy = (pos0->y - pos1->y) >> 4;
			d = ((dx * dx) + (dy * dy)) >> fbits;

			if (d < enemy_min_distance) {
				pos0->x += dx;
				pos1->x -= dx;
				pos0->y += dy;
				pos1->y -= dy;
			}
		}
	}
}

#endif