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#include "scenery.hpp"
#include "anim-atlas.hpp"
#include "chunk.hpp"
#include "compat/assert.hpp"
#include "world.hpp"
#include <algorithm>
namespace floormat {
scenery_proto::scenery_proto() = default;
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(It) const
{
return atlas && interactive;
}
bool scenery::update(It, 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 = std::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 = (std::uint8_t)std::clamp(delta_ / frame_time, 0, 255);
s.delta = (std::uint16_t)std::clamp(delta_ - frame_time*n, 0, 65535);
fm_debug_assert(s.delta >= 0);
const std::int8_t dir = s.closing ? 1 : -1;
const int fr = s.frame + dir*n;
s.active = fr > 0 && fr < nframes-1;
if (fr <= 0)
s.pass = pass_mode::pass;
else if (fr >= nframes-1)
s.pass = pass_mode::blocked;
else
s.pass = pass_mode::see_through;
s.frame = (std::uint16_t)std::clamp(fr, 0, nframes-1);
if (!s.active)
s.delta = s.closing = 0;
return true;
}
}
bool scenery::activate(It)
{
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::operator==(const entity_proto& e0) const
{
if (!entity::operator==(e0))
return false;
const auto& s0 = static_cast<const scenery_proto&>(e0);
return sc_type == s0.sc_type && active == s0.active &&
closing == s0.closing && interactive == s0.interactive;
}
scenery::scenery(std::uint64_t id, struct chunk& c, entity_type type, const scenery_proto& proto) :
entity{id, c, type}, sc_type{proto.sc_type}, active{proto.active},
closing{proto.closing}, interactive{proto.interactive}
{
fm_assert(type == proto.type);
atlas = proto.atlas;
offset = proto.offset;
bbox_offset = proto.bbox_offset;
bbox_size = proto.bbox_size;
delta = proto.delta;
frame = proto.frame;
r = proto.r;
pass = proto.pass;
}
} // namespace floormat
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