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#include "scenery.hpp"
#include "anim-atlas.hpp"
#include "compat/assert.hpp"
#include <algorithm>

namespace floormat {

scenery_proto::scenery_proto() noexcept : scenery_proto{scenery::none} {}
scenery_proto::scenery_proto(scenery::none_tag_t) noexcept : frame{scenery::none} {}
scenery_proto::scenery_proto(const std::shared_ptr<anim_atlas>& atlas, const scenery& frame) :
    atlas{atlas}, frame{frame}
{}

scenery_proto::scenery_proto(scenery::generic_tag_t, rotation r, const std::shared_ptr<anim_atlas>& atlas, scenery::frame_t frame) :
    atlas{atlas}, frame{scenery::generic, r, *atlas, frame}
{}

scenery_proto::scenery_proto(scenery::door_tag_t, rotation r, const std::shared_ptr<anim_atlas>& atlas, bool is_open) :
    atlas{atlas}, frame{scenery::door, r, *atlas, is_open}
{}

scenery_proto& scenery_proto::operator=(const scenery_proto&) noexcept = default;

scenery_proto::operator bool() const noexcept { return atlas != nullptr; }

scenery_ref::scenery_ref(std::shared_ptr<anim_atlas>& atlas, scenery& frame) noexcept : atlas{atlas}, frame{frame} {}
scenery_ref::scenery_ref(const scenery_ref&) noexcept = default;
scenery_ref::scenery_ref(scenery_ref&&) noexcept = default;

scenery_ref& scenery_ref::operator=(const scenery_proto& proto) noexcept
{
    atlas = proto.atlas;
    frame = proto.frame;
    return *this;
}

scenery_ref::operator scenery_proto() const noexcept { return { atlas, frame }; }
scenery_ref::operator bool() const noexcept { return atlas != nullptr; }

scenery::scenery() noexcept : scenery{none_tag_t{}} {}
scenery::scenery(none_tag_t) noexcept : passable{true} {}
scenery::scenery(generic_tag_t, rotation r, const anim_atlas& atlas, frame_t frame) :
    frame{frame}, r{r}, type{scenery_type::generic}
{
    fm_assert(frame < atlas.group(r).frames.size());
}

scenery::scenery(door_tag_t, rotation r, const anim_atlas& atlas, bool is_open) :
    frame{frame_t(is_open ? 0 : atlas.group(r).frames.size()-1)},
    r{r}, passable{is_open}, type{scenery_type::door}
{}

scenery::scenery(float dt, frame_t frame, rotation r, bool passable, scenery_type type) :
    delta{dt}, frame{frame}, r{r}, passable{passable}, type{type}
{}

void scenery::update(float dt, const anim_atlas& anim)
{
    switch (type)
    {
    default:
    case scenery_type::none:
    case scenery_type::generic:
        break;
    case scenery_type::door:
        if (active)
        {
            const auto hz = std::uint8_t(anim.info().fps);
            const auto nframes = (int)anim.info().nframes;
            fm_debug_assert(anim.info().fps > 0 && anim.info().fps <= 0xff);

            delta += dt;
            const float frame_time = 1000.f/hz;
            const auto n = int(delta / frame_time);
            delta -= frame_time * n;
            fm_debug_assert(delta >= 0);
            const std::int8_t dir = passable ? 1 : -1;
            const int fr = frame + dir*n;
            active = fr > 0 && fr < nframes-1;
            passable = fr <= 0;
            frame = (frame_t)std::clamp(fr, 0, nframes-1);
            if (!active)
                delta = 0;
        }
        break;
    }
}

bool scenery::activate(const anim_atlas& atlas)
{
    if (!active) {
        fm_assert(frame == 0 || frame == atlas.info().nframes-1);
        active = true;
        return true;
    } else
        return false;
}

} // namespace floormat