diff options
author | Stanislaw Halik <sthalik@misaki.pl> | 2024-04-11 21:31:35 +0200 |
---|---|---|
committer | Stanislaw Halik <sthalik@misaki.pl> | 2024-04-11 21:49:45 +0200 |
commit | 2c042d30d96827941e5052d4eca0cc03965cacc8 (patch) | |
tree | 21ad2b6e71890f41fec48ceafde8de22ae8fd6ba /src | |
parent | c362121f04ffe72eed17126affc9129bbb354c49 (diff) |
w
Diffstat (limited to 'src')
-rw-r--r-- | src/light.hpp | 2 | ||||
-rw-r--r-- | src/scenery.cpp | 278 | ||||
-rw-r--r-- | src/scenery.hpp | 79 |
3 files changed, 163 insertions, 196 deletions
diff --git a/src/light.hpp b/src/light.hpp index f32edb21..0033f1c5 100644 --- a/src/light.hpp +++ b/src/light.hpp @@ -26,7 +26,7 @@ struct light final : object float max_distance; Color4ub color; light_falloff falloff : 2; - uint8_t enabled : 1; + bool enabled : 1; light(object_id id, class chunk& c, const light_proto& proto); diff --git a/src/scenery.cpp b/src/scenery.cpp index df9fffba..6f49cfca 100644 --- a/src/scenery.cpp +++ b/src/scenery.cpp @@ -11,19 +11,17 @@ namespace floormat { -namespace { +// ---------- generic_scenery_proto ---------- -template<typename T> struct proto_to_scenery_; -template<> struct proto_to_scenery_<generic_scenery_proto> { using type = generic_scenery; }; -template<> struct proto_to_scenery_<door_scenery_proto> { using type = door_scenery; }; -template<typename T> using proto_to_scenery = typename proto_to_scenery_<T>::type; +bool generic_scenery_proto::operator==(const generic_scenery_proto& p) const = default; +enum scenery_type generic_scenery_proto::scenery_type() { return scenery_type::generic; } + +// ---------- door_scenery_proto ---------- -template<typename T> struct scenery_to_proto_; -template<> struct scenery_to_proto_<generic_scenery> { using type = generic_scenery_proto; }; -template<> struct scenery_to_proto_<door_scenery> { using type = door_scenery_proto; }; -template<typename T> using scenery_to_proto = typename scenery_to_proto_<T>::type; +bool door_scenery_proto::operator==(const door_scenery_proto& p) const = default; +enum scenery_type door_scenery_proto::scenery_type() { return scenery_type::door; } -} // namespace +// --- scenery_proto --- scenery_proto::scenery_proto() noexcept { type = object_type::scenery; } @@ -32,52 +30,114 @@ scenery_proto::scenery_proto(const scenery_proto&) noexcept = default; scenery_proto::~scenery_proto() noexcept = default; scenery_proto::operator bool() const { return atlas != nullptr; } -bool generic_scenery_proto::operator==(const generic_scenery_proto& p) const = default; -enum scenery_type generic_scenery_proto::scenery_type() const { return scenery_type::generic; } - -void generic_scenery::update(scenery&, size_t&, Ns) {} -Vector2 generic_scenery::ordinal_offset(const scenery&, Vector2b offset) const { return Vector2(offset); } -bool generic_scenery::can_activate(const scenery&, size_t) const { return interactive; } -bool generic_scenery::activate(floormat::scenery&, size_t) { return false; } -enum scenery_type generic_scenery::scenery_type() const { return scenery_type::generic; } - enum scenery_type scenery_proto::scenery_type() const { return std::visit( - [&]<typename T>(const T& x) { return x.scenery_type(); }, + []<typename T>(const T&) { return T::scenery_type(); }, subtype ); } -generic_scenery::operator generic_scenery_proto() const { return { .active = active, .interactive = interactive, }; } +bool scenery_proto::operator==(const object_proto& e0) const +{ + if (type != e0.type) + return false; + + if (!object_proto::operator==(e0)) + return false; -generic_scenery::generic_scenery(object_id, class chunk&, const generic_scenery_proto& p) : - active{p.active}, interactive{p.interactive} -{} + const auto& sc = static_cast<const scenery_proto&>(e0); -bool door_scenery_proto::operator==(const door_scenery_proto& p) const = default; -enum scenery_type door_scenery_proto::scenery_type() const { return scenery_type::door; } + if (subtype.index() != sc.subtype.index()) + return false; -enum scenery_type door_scenery::scenery_type() const { return scenery_type::door; } -door_scenery::operator door_scenery_proto() const { return { .active = active, .interactive = interactive, .closing = closing, }; } + return std::visit( + [](const auto& a, const auto& b) -> bool { + if constexpr(std::is_same_v<std::decay_t<decltype(a)>, std::decay_t<decltype(b)>>) + return a == b; + else + fm_assert(false); + }, + subtype, sc.subtype + ); +} -door_scenery::door_scenery(object_id, class chunk&, const door_scenery_proto& p) : - closing{p.closing}, active{p.active}, interactive{p.interactive} +// --- scenery --- + +enum object_type scenery::type() const override { return object_type::scenery; } // NOLINT(*-convert-*-to-static) + +float scenery::depth_offset() const +{ + constexpr auto inv_tile_size = 1.f/TILE_SIZE2; + Vector2 offset; + offset += Vector2(atlas->group(r).depth_offset) * inv_tile_size; + float ret = 0; + ret += offset[1]*TILE_MAX_DIM + offset[0]; + ret += tile_shader::scenery_depth_offset; + + return ret; +} + +scenery::operator scenery_proto() const +{ + scenery_proto ret; + static_cast<object_proto&>(ret) = object::operator object_proto(); + return ret; +} + +scenery::scenery(object_id id, class chunk& c, const scenery_proto& proto) : + object{id, c, proto} +{ +#ifndef FM_NO_DEBUG + if (id != 0) + fm_debug_assert(atlas); // todo add placeholder graphic +#endif +} + +// ---------- generic_scenery ---------- + +void generic_scenery::update(size_t&, const Ns&) {} +Vector2 generic_scenery::ordinal_offset(Vector2b offset) const { return Vector2(offset); } +bool generic_scenery::can_activate(size_t) const { return interactive; } +bool generic_scenery::activate(size_t) { return false; } +enum scenery_type generic_scenery::scenery_type() const { return scenery_type::generic; } + +generic_scenery::operator scenery_proto() const +{ + auto p = scenery::operator scenery_proto(); + p.subtype = operator generic_scenery_proto(); + return p; +} + +generic_scenery::operator generic_scenery_proto() const +{ + return { + .active = active, + .interactive = interactive, + }; +} + +generic_scenery::generic_scenery(object_id id, class chunk& c, const generic_scenery_proto& p, const scenery_proto& p0) : + scenery{id, c, p0}, active{p.active}, interactive{p.interactive} {} -void door_scenery::update(scenery& s, size_t&, Ns dt) +// ---------- door_scenery ---------- + +enum scenery_type door_scenery::scenery_type() const { return scenery_type::door; } + +void door_scenery::update(size_t&, const Ns& dt) { - if (!s.atlas || !active) + if (!atlas || !active) return; - fm_assert(s.atlas); - auto& anim = *s.atlas; + fm_assert(atlas); + auto& anim = *atlas; const auto nframes = (int)anim.info().nframes; - const auto n = (int)s.alloc_frame_time(dt, s.delta, s.atlas->info().fps, 1); + const auto n = (int)alloc_frame_time(dt, delta, atlas->info().fps, 1); if (n == 0) return; const int8_t dir = closing ? 1 : -1; - const int fr = s.frame + dir*n; + const int fr = frame + dir*n; active = fr > 0 && fr < nframes-1; pass_mode p; if (fr <= 0) @@ -86,149 +146,61 @@ void door_scenery::update(scenery& s, size_t&, Ns dt) p = pass_mode::blocked; else p = pass_mode::see_through; - s.set_bbox(s.offset, s.bbox_offset, s.bbox_size, p); + set_bbox(offset, bbox_offset, bbox_size, p); const auto new_frame = (uint16_t)Math::clamp(fr, 0, nframes-1); //Debug{} << "frame" << new_frame << nframes-1; - s.frame = new_frame; + frame = new_frame; if (!active) - s.delta = closing = 0; - //if ((p == pass_mode::pass) != (old_pass == pass_mode::pass)) Debug{} << "update: need reposition" << (s.frame == 0 ? "-1" : "1"); + { + closing = false; + delta = 0; + } + //if ((p == pass_mode::pass) != (old_pass == pass_mode::pass)) Debug{} << "update: need reposition" << (frame == 0 ? "-1" : "1"); } -Vector2 door_scenery::ordinal_offset(const scenery& s, Vector2b offset) const +Vector2 door_scenery::ordinal_offset(Vector2b offset) const { constexpr auto bTILE_SIZE = Vector2b(iTILE_SIZE2); constexpr auto off_closed_ = Vector2b(0, -bTILE_SIZE[1]/2+2); constexpr auto off_opened_ = Vector2b(-bTILE_SIZE[0]+2, -bTILE_SIZE[1]/2+2); - const auto off_closed = rotate_point(off_closed_, rotation::N, s.r); - const auto off_opened = rotate_point(off_opened_, rotation::N, s.r); - const auto vec = s.frame == s.atlas->info().nframes-1 ? off_closed : off_opened; + const auto off_closed = rotate_point(off_closed_, rotation::N, r); + const auto off_opened = rotate_point(off_opened_, rotation::N, r); + const auto vec = frame == atlas->info().nframes-1 ? off_closed : off_opened; return Vector2(offset) + Vector2(vec); } -bool door_scenery::can_activate(const scenery&, size_t) const { return interactive; } +bool door_scenery::can_activate(size_t) const { return interactive; } -bool door_scenery::activate(scenery& s, size_t) +bool door_scenery::activate(size_t) { if (active) return false; - fm_assert(s.frame == 0 || s.frame == s.atlas->info().nframes-1); - closing = s.frame == 0; - s.frame += closing ? 1 : -1; + fm_assert(frame == 0 || frame == atlas->info().nframes-1); + closing = frame == 0; + frame += closing ? 1 : -1; active = true; return true; } -bool scenery::can_activate(size_t i) const +door_scenery::operator scenery_proto() const { - if (!atlas) - return false; - - return std::visit( - [&]<typename T>(const T& sc) { return sc.can_activate(*this, i); }, - subtype - ); + auto p = scenery::operator scenery_proto(); + p.subtype = operator door_scenery_proto(); + return p; } -void scenery::update(size_t& i, const Ns& dt) +door_scenery::operator door_scenery_proto() const { - return std::visit( - [&]<typename T>(T& sc) { sc.update(*this, i, dt); }, - subtype - ); + return { + .active = active, + .interactive = interactive, + .closing = closing, + }; } -Vector2 scenery::ordinal_offset(Vector2b offset) const -{ - return std::visit( - [&]<typename T>(const T& sc) { return sc.ordinal_offset(*this, offset); }, - subtype - ); -} - -float scenery::depth_offset() const -{ - constexpr auto inv_tile_size = 1.f/TILE_SIZE2; - Vector2 offset; - offset += Vector2(atlas->group(r).depth_offset) * inv_tile_size; - float ret = 0; - ret += offset[1]*TILE_MAX_DIM + offset[0]; - ret += tile_shader::scenery_depth_offset; - - return ret; -} - -bool scenery::activate(size_t i) -{ - return std::visit( - [&]<typename T>(T& sc) { return sc.activate(*this, i); }, - subtype - ); -} - -bool scenery_proto::operator==(const object_proto& e0) const -{ - if (type != e0.type) - return false; - - if (!object_proto::operator==(e0)) - return false; - - const auto& sc = static_cast<const scenery_proto&>(e0); - - if (subtype.index() != sc.subtype.index()) - return false; - - return std::visit( - [](const auto& a, const auto& b) -> bool { - if constexpr(std::is_same_v<std::decay_t<decltype(a)>, std::decay_t<decltype(b)>>) - return a == b; - else - fm_assert(false); - }, - subtype, sc.subtype - ); -} - -object_type scenery::type() const noexcept { return object_type::scenery; } - -scenery::operator scenery_proto() const -{ - scenery_proto ret; - static_cast<object_proto&>(ret) = object::operator object_proto(); - std::visit( - [&]<typename T>(const T& s) { ret.subtype = scenery_to_proto<T>(s); }, - subtype - ); - return ret; -} - -enum scenery_type scenery::scenery_type() const -{ - return std::visit( - [&]<typename T>(const T& sc) { return sc.scenery_type(); }, - subtype - ); -} - -scenery_variants scenery::subtype_from_proto(object_id id, class chunk& c, const scenery_proto_variants& variant) -{ - return std::visit( - [&]<typename T>(const T& p) { - return scenery_variants { std::in_place_type_t<proto_to_scenery<T>>{}, id, c, p }; - }, - variant - ); -} - -scenery::scenery(object_id id, class chunk& c, const scenery_proto& proto) : - object{id, c, proto}, subtype{ subtype_from_proto(id, c, proto.subtype) } -{ -#ifndef FM_NO_DEBUG - if (id != 0) - fm_debug_assert(atlas); // todo add placeholder graphic -#endif -} +door_scenery::door_scenery(object_id id, class chunk& c, const door_scenery_proto& p, const scenery_proto& p0) : + scenery{id, c, p0}, closing{p.closing}, active{p.active}, interactive{p.interactive} +{} } // namespace floormat diff --git a/src/scenery.hpp b/src/scenery.hpp index 6729e462..32ba3742 100644 --- a/src/scenery.hpp +++ b/src/scenery.hpp @@ -1,6 +1,5 @@ #pragma once #include "object.hpp" -#include <type_traits> #include <variant> #include <Magnum/Math/Vector2.h> #include <Magnum/Magnum.h> @@ -17,21 +16,21 @@ enum class scenery_type : unsigned char { struct generic_scenery_proto { - unsigned char active : 1 = false; - unsigned char interactive : 1 = false; + bool active : 1 = false; + bool interactive : 1 = false; bool operator==(const generic_scenery_proto& p) const; - enum scenery_type scenery_type() const; + static enum scenery_type scenery_type(); }; struct door_scenery_proto { - unsigned char active : 1 = false; - unsigned char interactive : 1 = true; - unsigned char closing : 1 = false; + bool active : 1 = false; + bool interactive : 1 = true; + bool closing : 1 = false; bool operator==(const door_scenery_proto& p) const; - enum scenery_type scenery_type() const; + static enum scenery_type scenery_type(); }; using scenery_proto_variants = std::variant<generic_scenery_proto, door_scenery_proto>; @@ -51,63 +50,59 @@ struct scenery_proto : object_proto struct scenery; -struct generic_scenery +struct scenery : object { - unsigned char active : 1 = false; - unsigned char interactive : 1 = false; - - void update(scenery& sc, size_t& i, Ns dt); - Vector2 ordinal_offset(const scenery& sc, Vector2b offset) const; - bool can_activate(const scenery& sc, size_t i) const; - bool activate(scenery& sc, size_t i); - - enum scenery_type scenery_type() const; - explicit operator generic_scenery_proto() const; + float depth_offset() const override; + enum object_type type() const noexcept override; + virtual enum scenery_type scenery_type() const = 0; - generic_scenery(object_id id, class chunk& c, const generic_scenery_proto& p); +protected: + virtual explicit operator scenery_proto() const; + scenery(object_id id, class chunk& c, const scenery_proto& proto); }; -struct door_scenery +struct generic_scenery final : scenery { - unsigned char closing : 1 = false; - unsigned char active : 1 = false; - unsigned char interactive : 1 = false; + bool active : 1 = false; + bool interactive : 1 = false; - void update(scenery& sc, size_t& i, Ns dt); - Vector2 ordinal_offset(const scenery& sc, Vector2b offset) const; - bool can_activate(const scenery& sc, size_t i) const; - bool activate(scenery& sc, size_t i); + void update(size_t& i, const Ns& dt) override; + Vector2 ordinal_offset(Vector2b offset) const override; + bool can_activate(size_t i) const override; + bool activate(size_t i) override; - enum scenery_type scenery_type() const; - explicit operator door_scenery_proto() const; + enum scenery_type scenery_type() const override; + explicit operator scenery_proto() const override; + explicit operator generic_scenery_proto() const; - door_scenery(object_id id, class chunk& c, const door_scenery_proto& p); +private: + friend class world; + generic_scenery(object_id id, class chunk& c, const generic_scenery_proto& p, const scenery_proto& p0); }; -using scenery_variants = std::variant<generic_scenery, door_scenery>; - -struct scenery final : object +struct door_scenery final : scenery { - scenery_variants subtype; + bool closing : 1 = false; + bool active : 1 = false; + bool interactive : 1 = false; void update(size_t& i, const Ns& dt) override; Vector2 ordinal_offset(Vector2b offset) const override; - float depth_offset() const override; bool can_activate(size_t i) const override; bool activate(size_t i) override; - object_type type() const noexcept override; - explicit operator scenery_proto() const; - enum scenery_type scenery_type() const; - - static scenery_variants subtype_from_proto(object_id id, class chunk& c, const scenery_proto_variants& variants); + enum scenery_type scenery_type() const override; + explicit operator scenery_proto() const override; + explicit operator door_scenery_proto() const; private: friend class world; - scenery(object_id id, class chunk& c, const scenery_proto& proto); + door_scenery(object_id id, class chunk& c, const door_scenery_proto& p, const scenery_proto& p0); }; template<> struct object_type_<scenery> : std::integral_constant<object_type, object_type::scenery> {}; +template<> struct object_type_<generic_scenery> : std::integral_constant<object_type, object_type::scenery> {}; +template<> struct object_type_<door_scenery> : std::integral_constant<object_type, object_type::scenery> {}; template<> struct object_type_<scenery_proto> : std::integral_constant<object_type, object_type::scenery> {}; } // namespace floormat |