void CollideAllItems( const TTileItem *item, const Vec2i pos, const int mask, const CollisionTeam team, const bool isPVP, CollideItemFunc func, void *data) { const Vec2i tv = Vec2iToTile(pos); Vec2i dv; // Check collisions with all other items on this tile, in all 8 directions for (dv.y = -1; dv.y <= 1; dv.y++) { for (dv.x = -1; dv.x <= 1; dv.x++) { const Vec2i dtv = Vec2iAdd(tv, dv); if (!MapIsTileIn(&gMap, dtv)) { continue; } CArray *tileThings = &MapGetTile(&gMap, dtv)->things; for (int i = 0; i < (int)tileThings->size; i++) { TTileItem *ti = ThingIdGetTileItem(CArrayGet(tileThings, i)); // Don't collide if items are on the same team if (!CollisionIsOnSameTeam(ti, team, isPVP)) { if (item != ti && (ti->flags & mask) && ItemsCollide(item, ti, pos)) { func(ti, data); } } } } } }
TTileItem *GetItemOnTileInCollision( TTileItem *item, Vec2i pos, int mask, CollisionTeam team, int isDogfight) { Vec2i tv = Vec2iToTile(pos); Vec2i dv; if (!MapIsTileIn(&gMap, tv)) { return NULL; } // Check collisions with all other items on this tile, in all 8 directions for (dv.y = -1; dv.y <= 1; dv.y++) { for (dv.x = -1; dv.x <= 1; dv.x++) { CArray *tileThings = &MapGetTile(&gMap, Vec2iAdd(tv, dv))->things; for (int i = 0; i < (int)tileThings->size; i++) { TTileItem *ti = ThingIdGetTileItem(CArrayGet(tileThings, i)); // Don't collide if items are on the same team if (!CollisionIsOnSameTeam(ti, team, isDogfight)) { if (item != ti && (ti->flags & mask) && ItemsCollide(item, ti, pos)) { return ti; } } } } } return NULL; }