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#include "character.hpp"
#include "src/anim-atlas.hpp"
#include "loader/loader.hpp"
#include "src/world.hpp"
#include "src/entity.hpp"
#include "src/RTree.hpp"
#include <cmath>
namespace floormat {
namespace {
template <typename T> constexpr T sgn(T val) { return T(T(0) < val) - T(val < T(0)); }
constexpr int tile_size_1 = iTILE_SIZE2.sum()/2,
framerate = 96, move_speed = tile_size_1 * 2;
constexpr float frame_time = 1.f/framerate;
constexpr auto arrows_to_dir(bool L, bool R, bool U, bool D)
{
if (L == R)
L = R = false;
if (U == D)
U = D = false;
using enum rotation;
struct {
int lr = 0, ud = 0;
rotation r = N;
} dir;
if (L && U)
dir = { -1, 0, W };
else if (L && D)
dir = { 0, 1, S };
else if (R && U)
dir = { 0, -1, N };
else if (R && D)
dir = { 1, 0, E };
else if (L)
dir = { -1, 1, SW };
else if (D)
dir = { 1, 1, SE };
else if (R)
dir = { 1, -1, NE };
else if (U)
dir = { -1, -1, NW };
return dir;
}
} // namespace
character_proto::character_proto(const character_proto&) = default;
character_proto::~character_proto() noexcept = default;
character_proto& character_proto::operator=(const character_proto&) = default;
character_proto::character_proto()
{
type = entity_type::character;
}
bool character_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<const character_proto&>(e0);
return name == s0.name && playable == s0.playable;
}
int character::allocate_frame_time(float dt)
{
int d = int(delta) + int(65535u * dt);
constexpr int framerate_ = 65535/framerate;
static_assert(framerate_ > 0);
auto ret = d / framerate_;
delta = (uint16_t)std::clamp(d - ret*65535LL, 0LL, 65535LL);
return ret;
}
Vector2 character::move_vec(int left_right, int top_bottom)
{
constexpr auto c = move_speed * frame_time;
return c * Vector2((float)sgn(left_right), (float)sgn(top_bottom)).normalized();
}
void character::set_keys(bool L, bool R, bool U, bool D)
{
b_L = L;
b_R = R;
b_U = U;
b_D = D;
}
Vector2 character::depth_offset() const { return {}; }
Vector2 character::ordinal_offset(Vector2b offset) const
{
(void)offset;
return {};
}
bool character::update(size_t i, float dt)
{
auto [lr, ud, new_r] = arrows_to_dir(b_L, b_R, b_U, b_D);
if (!lr & !ud)
{
delta = 0;
return false;
}
int nframes = allocate_frame_time(dt);
auto coord_ = coord;
if (nframes == 0)
return false;
bool ret = false;
if (r != new_r)
if (is_dynamic())
rotate(i, new_r);
const auto vec = move_vec(lr, ud);
c->ensure_passability();
for (int k = 0; k < nframes; k++)
{
constexpr auto frac = Vector2(32767);
constexpr auto inv_frac = 1.f / frac;
auto offset_ = vec + Vector2(offset_frac) * inv_frac;
offset_frac = Vector2s(Vector2(std::fmod(offset_[0], 1.f), std::fmod(offset_[1], 1.f)) * frac);
auto off_i = Vector2i(offset_);
if (can_move_to(off_i))
ret |= move_to(i, off_i, new_r);
else
break;
++frame %= atlas->info().nframes;
}
return ret;
}
entity_type character::type() const noexcept { return entity_type::character; }
character::operator character_proto() const
{
character_proto ret;
static_cast<entity_proto&>(ret) = entity::operator entity_proto();
ret.name = name;
ret.playable = playable;
return ret;
}
character::character(object_id id, struct chunk& c, const character_proto& proto) :
entity{id, c, proto},
name{proto.name},
playable{proto.playable}
{
if (!name)
name = "(Unnamed)"_s;
if (!atlas)
atlas = loader.anim_atlas("npc-walk", loader.ANIM_PATH);
fm_soft_assert(atlas->check_rotation(r));
entity::set_bbox_(offset, bbox_offset, Vector2ub(iTILE_SIZE2/2), pass);
}
} // namespace floormat
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