#include "scenery.hpp" #include "anim-atlas.hpp" #include "compat/assert.hpp" #include namespace floormat { scenery_proto::scenery_proto() noexcept : scenery_proto{scenery::none} {} scenery_proto::scenery_proto(scenery::none_tag_t) noexcept : frame{scenery::none} {} scenery_proto::scenery_proto(const std::shared_ptr& atlas, const scenery& frame) : atlas{atlas}, frame{frame} {} scenery_proto::scenery_proto(scenery::generic_tag_t, rotation r, const std::shared_ptr& atlas, scenery::frame_t frame) : atlas{atlas}, frame{scenery::generic, r, *atlas, frame} {} scenery_proto::scenery_proto(scenery::door_tag_t, rotation r, const std::shared_ptr& atlas, bool is_open) : atlas{atlas}, frame{scenery::door, r, *atlas, is_open} {} scenery_proto& scenery_proto::operator=(const scenery_proto&) noexcept = default; scenery_proto::operator bool() const noexcept { return atlas != nullptr; } scenery_ref::scenery_ref(std::shared_ptr& atlas, scenery& frame) noexcept : atlas{atlas}, frame{frame} {} scenery_ref::scenery_ref(const scenery_ref&) noexcept = default; scenery_ref::scenery_ref(scenery_ref&&) noexcept = default; scenery_ref& scenery_ref::operator=(const scenery_proto& proto) noexcept { atlas = proto.atlas; frame = proto.frame; return *this; } scenery_ref::operator scenery_proto() const noexcept { return { atlas, frame }; } scenery_ref::operator bool() const noexcept { return atlas != nullptr; } scenery::scenery() noexcept : scenery{none_tag_t{}} {} scenery::scenery(none_tag_t) noexcept : passable{true} {} scenery::scenery(generic_tag_t, rotation r, const anim_atlas& atlas, frame_t frame) : frame{frame}, r{r}, type{scenery_type::generic} { fm_assert(frame < atlas.group(r).frames.size()); } scenery::scenery(door_tag_t, rotation r, const anim_atlas& atlas, bool is_open) : frame{frame_t(is_open ? 0 : atlas.group(r).frames.size()-1)}, r{r}, passable{is_open}, type{scenery_type::door} {} scenery::scenery(float dt, frame_t frame, rotation r, bool passable, scenery_type type) : delta{dt}, frame{frame}, r{r}, passable{passable}, type{type} {} void scenery::update(float dt, const anim_atlas& anim) { switch (type) { default: case scenery_type::none: case scenery_type::generic: break; case scenery_type::door: if (active) { const auto hz = std::uint8_t(anim.info().fps); const auto nframes = (int)anim.info().nframes; fm_debug_assert(anim.info().fps > 0 && anim.info().fps <= 0xff); delta += dt; const float frame_time = 1000.f/hz; const auto n = int(delta / frame_time); delta -= frame_time * n; fm_debug_assert(delta >= 0); const std::int8_t dir = passable ? 1 : -1; const int fr = frame + dir*n; active = fr > 0 && fr < nframes-1; passable = fr <= 0; frame = (frame_t)std::clamp(fr, 0, nframes-1); if (!active) delta = 0; } break; } } bool scenery::activate(const anim_atlas& atlas) { switch (type) { default: case scenery_type::none: case scenery_type::generic: break; case scenery_type::door: if (!active) { fm_assert(frame == 0 || frame == atlas.info().nframes-1); active = true; return true; } break; } return false; } } // namespace floormat