#include "scenery.hpp" #include "anim-atlas.hpp" #include "chunk.hpp" #include "compat/assert.hpp" #include "world.hpp" #include namespace floormat { scenery_proto::scenery_proto() { type = entity_type::scenery; } scenery_proto& scenery_proto::operator=(const scenery_proto&) = default; scenery_proto::scenery_proto(const scenery_proto&) = default; scenery_proto::~scenery_proto() noexcept = default; scenery_proto::operator bool() const { return atlas != nullptr; } bool scenery::can_activate(size_t) const { return atlas && interactive; } bool scenery::update(size_t, float dt) { auto& s = *this; if (!s.active) return false; switch (s.sc_type) { default: case scenery_type::none: case scenery_type::generic: return false; case scenery_type::door: fm_assert(atlas); auto& anim = *atlas; const auto hz = uint8_t(atlas->info().fps); const auto nframes = (int)anim.info().nframes; fm_debug_assert(anim.info().fps > 0 && anim.info().fps <= 0xff); auto delta_ = int(s.delta) + int(65535u * dt); delta_ = std::min(65535, delta_); const auto frame_time = int(1.f/hz * 65535); const auto n = (uint8_t)std::clamp(delta_ / frame_time, 0, 255); s.delta = (uint16_t)std::clamp(delta_ - frame_time*n, 0, 65535); fm_debug_assert(s.delta >= 0); const int8_t dir = s.closing ? 1 : -1; const int fr = s.frame + dir*n; s.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); s.frame = (uint16_t)std::clamp(fr, 0, nframes-1); if (!s.active) s.delta = s.closing = 0; return true; } } bool scenery::activate(size_t) { auto& s = *this; if (s.active) return false; switch (s.sc_type) { default: case scenery_type::none: case scenery_type::generic: break; case scenery_type::door: fm_assert(s.frame == 0 || s.frame == atlas->info().nframes-1); s.closing = s.frame == 0; s.frame += s.closing ? 1 : -1; s.active = true; return true; } return false; } bool scenery_proto::operator==(const entity_proto& e0) const { if (type != e0.type) return false; if (!entity_proto::operator==(e0)) return false; const auto& s0 = static_cast(e0); return sc_type == s0.sc_type && active == s0.active && closing == s0.closing && interactive == s0.interactive; } scenery::operator scenery_proto() const { scenery_proto ret; static_cast(ret) = entity::operator entity_proto(); ret.sc_type = sc_type; ret.active = active; ret.closing = closing; ret.interactive = interactive; return ret; } scenery::scenery(object_id id, struct chunk& c, entity_type type_, const scenery_proto& proto) : entity{id, c, type_, proto}, sc_type{proto.sc_type}, active{proto.active}, closing{proto.closing}, interactive{proto.interactive} { fm_assert(type == proto.type); } } // namespace floormat