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#include "critter.hpp"
#include "compat/limits.hpp"
#include "tile-constants.hpp"
#include "src/anim-atlas.hpp"
#include "loader/loader.hpp"
#include "src/world.hpp"
#include "src/object.hpp"
#include "shaders/shader.hpp"
#include "compat/exception.hpp"
#include <cmath>
#include <utility>
#include <algorithm>
#include <mg/Functions.h>
namespace floormat {
namespace {
constexpr auto arrows_to_dir(bool left, bool right, bool up, bool down)
{
constexpr unsigned L = 1 << 3, R = 1 << 2, U = 1 << 1, D = 1 << 0;
const unsigned bits = left*L | right*R | up*U | down*D;
constexpr unsigned mask = L|R|U|D;
CORRADE_ASSUME((bits & mask) == bits);
switch (bits)
{
default: std::unreachable(); // -Wswitch-default
using enum rotation;
case L | U: return W;
case L | D: return S;
case R | U: return N;
case R | D: return E;
case L: return SW;
case D: return SE;
case R: return NE;
case U: return NW;
case L|(U|D): return SW;
case R|(U|D): return NE;
case U|(L|R): return NW;
case D|(L|R): return SE;
case 0:
// degenerate case
case L|R|D|U:
case D|U:
case L|R:
return rotation{rotation_COUNT};
}
}
#if 0
static_assert(arrows_to_dir(true, false, false, false) == rotation::SW);
static_assert(arrows_to_dir(true, false, true, true) == rotation::SW);
static_assert(arrows_to_dir(true, false, true, false) == rotation::W);
static_assert(arrows_to_dir(false, true, false, true) == rotation::E);
static_assert(arrows_to_dir(false, false, true, false) == rotation::NW);
static_assert(arrows_to_dir(false, false, false, false) == rotation_COUNT);
static_assert(arrows_to_dir(true, true, true, true) == rotation_COUNT);
static_assert(arrows_to_dir(true, true, false, false) == rotation_COUNT);
#endif
constexpr Vector2 rotation_to_vec(rotation r)
{
constexpr double c = critter::move_speed * critter::frame_time;
constexpr double d = c / Vector2d{1, 1}.length();
constexpr Vector2 array[8] = {
Vector2(Vector2d{ 0, -1} * c),
Vector2(Vector2d{ 1, -1} * d),
Vector2(Vector2d{ 1, 0} * c),
Vector2(Vector2d{ 1, 1} * d),
Vector2(Vector2d{ 0, 1} * c),
Vector2(Vector2d{-1, 1} * d),
Vector2(Vector2d{-1, 0} * c),
Vector2(Vector2d{-1, -1} * d),
};
CORRADE_ASSUME(r < rotation_COUNT);
return array[(size_t)r];
}
constexpr std::array<rotation, 3> rotation_to_similar(rotation r)
{
CORRADE_ASSUME(r < rotation_COUNT);
switch (r)
{
using enum rotation;
case N: return { N, NW, NE };
case NE: return { NE, N, E };
case E: return { E, NE, SE };
case SE: return { SE, E, S };
case S: return { S, SE, SW };
case SW: return { SW, S, W };
case W: return { W, SW, NW };
case NW: return { NW, W, N };
default:
std::unreachable();
fm_assert(false);
}
}
template<rotation new_r, bool MultiStep>
bool update_movement_body(size_t& i, critter& C, const anim_def& info, uint8_t nsteps)
{
constexpr auto vec = rotation_to_vec(new_r);
using Frac = decltype(critter::offset_frac_);
constexpr auto frac = (float{limits<Frac>::max}+1)/2;
constexpr auto inv_frac = 1 / frac;
const auto from_accum = C.offset_frac_ * inv_frac * vec;
Vector2 offset_{NoInit};
if constexpr(MultiStep)
offset_ = vec * float(nsteps) + from_accum;
else
offset_ = vec + from_accum;
auto off_i = Vector2i(offset_);
if (!off_i.isZero())
{
auto rem = Math::fmod(offset_, 1.f).length();
C.offset_frac_ = Frac(rem * frac);
if (C.can_move_to(off_i))
{
C.move_to(i, off_i, new_r);
if constexpr(MultiStep)
(C.frame += nsteps) %= info.nframes;
else
++C.frame %= info.nframes;
return true;
}
}
else
{
auto rem = offset_.length();
C.offset_frac_ = Frac(rem * frac);
return true;
}
return false;
}
template<rotation r>
CORRADE_ALWAYS_INLINE
bool update_movement_3way(size_t& i, critter& C, const anim_def& info)
{
constexpr auto rotations = rotation_to_similar(r);
if (update_movement_body<rotations[0], false>(i, C, info, 0))
return true;
if (update_movement_body<rotations[1], false>(i, C, info, 0))
return true;
if (update_movement_body<rotations[2], false>(i, C, info, 0))
return true;
return false;
}
template<rotation r> constexpr uint8_t get_length_axis()
{
static_assert((int)r % 2 == 0);
using enum rotation;
if constexpr(r == N || r == S)
return 1;
else if constexpr(r == W || r == E)
return 0;
fm_assert(false);
}
constexpr bool DoUnroll = true;
template<rotation new_r>
CORRADE_ALWAYS_INLINE
bool update_movement_1(critter& C, size_t& i, const anim_def& info, uint32_t nframes)
{
if constexpr((int)new_r & 1)
{
if constexpr(DoUnroll)
{
//Debug{} << "< nframes" << nframes;
while (nframes > 1)
{
// todo what is the correct formula?
// 1. C.bbox_size.min()
// 2. C.bbox_size.min()/2
// 3. (C.bbox_size.min()+1)/2
auto len = (uint8_t)Math::min(nframes, (uint32_t)C.bbox_size.min());
if (len <= 1)
break;
if (!update_movement_body<new_r, true>(i, C, info, len))
break;
//Debug{} << " " << len;
nframes -= len;
}
//Debug{} << ">" << nframes;
}
for (auto k = 0u; k < nframes; k++)
if (!update_movement_3way<new_r>(i, C, info))
return false;
}
else
{
if constexpr(DoUnroll)
{
//Debug{} << "< nframes" << nframes;
while (nframes > 1)
{
constexpr auto len_axis = get_length_axis<new_r>();
auto len = (uint8_t)Math::min(nframes, (uint32_t)C.bbox_size.data()[len_axis]);
if (len <= 1) [[unlikely]]
break;
if (!update_movement_body<new_r, true>(i, C, info, len))
break;
//Debug{} << " " << len;
nframes -= len;
}
//Debug{} << ">" << nframes;
}
for (auto k = 0u; k < nframes; k++)
if (!update_movement_body<new_r, false>(i, C, info, 0))
return false;
}
return true;
}
template bool update_movement_1<(rotation)0>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)1>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)2>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)3>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)4>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)5>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)6>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
template bool update_movement_1<(rotation)7>(critter& C, size_t& i, const anim_def& info, uint32_t nframes);
} // namespace
critter_proto::critter_proto(const critter_proto&) = default;
critter_proto::~critter_proto() noexcept = default;
critter_proto& critter_proto::operator=(const critter_proto&) = default;
critter_proto::critter_proto()
{
type = object_type::critter;
atlas = loader.anim_atlas("npc-walk", loader.ANIM_PATH);
}
bool critter_proto::operator==(const object_proto& e0) const
{
if (type != e0.type)
return false;
if (!object_proto::operator==(e0))
return false;
const auto& s0 = static_cast<const critter_proto&>(e0);
return name == s0.name && playable == s0.playable;
}
void critter::set_keys(bool L, bool R, bool U, bool D)
{
movement = { L, R, U, D, movement.AUTO, false, false, false };
}
void critter::set_keys_auto()
{
movement = { false, false, false, false, true, false, false, false };
}
float critter::depth_offset() const
{
return tile_shader::character_depth_offset;
}
Vector2 critter::ordinal_offset(Vector2b offset) const
{
(void)offset;
return Vector2(offset);
}
void critter::update(size_t i, const Ns& dt)
{
if (playable) [[unlikely]]
{
movement.AUTO &= !(movement.L | movement.R | movement.U | movement.D);
if (!movement.AUTO)
{
const auto new_r = arrows_to_dir(movement.L, movement.R, movement.U, movement.D);
if (new_r == rotation_COUNT)
{
offset_frac_ = {};
delta = 0;
}
else
update_movement(i, dt, new_r);
}
}
else
update_nonplayable(i, dt);
}
void critter::update_nonplayable(size_t& i, const Ns& dt)
{
(void)i; (void)dt; (void)playable;
}
void critter::update_movement(size_t& i, const Ns& dt, rotation new_r)
{
const auto& info = atlas->info();
const auto nframes = alloc_frame_time(dt, delta, info.fps, speed);
if (nframes == 0)
return;
fm_assert(new_r < rotation_COUNT);
fm_assert(is_dynamic());
if (r != new_r)
rotate(i, new_r);
c->ensure_passability();
bool ret;
switch (new_r)
{
default: std::unreachable();
case (rotation)0: ret = update_movement_1<(rotation)0>(*this, i, info, nframes); break;
case (rotation)1: ret = update_movement_1<(rotation)1>(*this, i, info, nframes); break;
case (rotation)2: ret = update_movement_1<(rotation)2>(*this, i, info, nframes); break;
case (rotation)3: ret = update_movement_1<(rotation)3>(*this, i, info, nframes); break;
case (rotation)4: ret = update_movement_1<(rotation)4>(*this, i, info, nframes); break;
case (rotation)5: ret = update_movement_1<(rotation)5>(*this, i, info, nframes); break;
case (rotation)6: ret = update_movement_1<(rotation)6>(*this, i, info, nframes); break;
case (rotation)7: ret = update_movement_1<(rotation)7>(*this, i, info, nframes); break;
}
if (!ret) [[unlikely]]
{
delta = {};
offset_frac_ = {};
}
}
object_type critter::type() const noexcept { return object_type::critter; }
critter::operator critter_proto() const
{
critter_proto ret;
static_cast<object_proto&>(ret) = object::operator object_proto();
ret.name = name;
ret.playable = playable;
return ret;
}
critter::critter(object_id id, class chunk& c, critter_proto proto) :
object{id, c, proto},
name{move(proto.name)},
speed{proto.speed},
playable{proto.playable}
{
if (!name)
name = "(Unnamed)"_s;
fm_soft_assert(atlas->check_rotation(r));
fm_soft_assert(speed >= 0);
object::set_bbox_(offset, bbox_offset, Vector2ub(iTILE_SIZE2/2), pass);
}
} // namespace floormat
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