#include "scenery.hpp" #include "scenery-proto.hpp" #include "compat/assert.hpp" #include "compat/exception.hpp" #include "compat/borrowed-ptr.inl" #include "tile-constants.hpp" #include "anim-atlas.hpp" #include "rotation.inl" #include "world.hpp" #include "shaders/shader.hpp" #include namespace floormat { template class bptr; template class bptr; template class bptr; template class bptr; template class bptr; template class bptr; // --- scenery --- enum object_type scenery::type() const noexcept { 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(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(const bptr&, 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} {} // ---------- door_scenery ---------- enum scenery_type door_scenery::scenery_type() const { return scenery_type::door; } void door_scenery::update(const bptr&, size_t&, const Ns& dt) { if (!atlas || !active) return; fm_assert(atlas); auto& anim = *atlas; const auto nframes = (int)anim.info().nframes; 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 = frame + dir*n; active = fr > 0 && fr < nframes-1; pass_mode p; if (fr <= 0) p = pass_mode::pass; else if (fr >= nframes-1) p = pass_mode::blocked; else p = pass_mode::see_through; 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; frame = new_frame; if (!active) { 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(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, 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(size_t) const { return interactive; } bool door_scenery::activate(size_t) { if (active) return false; fm_assert(frame == 0 || frame == atlas->info().nframes-1); closing = frame == 0; frame += closing ? 1 : -1; active = true; return true; } door_scenery::operator scenery_proto() const { auto p = scenery::operator scenery_proto(); p.subtype = operator door_scenery_proto(); return p; } door_scenery::operator door_scenery_proto() const { return { .active = active, .interactive = interactive, .closing = closing, }; } 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