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#include "scenery.hpp"
#include "scenery-proto.hpp"
#include "compat/assert.hpp"
#include "compat/exception.hpp"
#include "compat/borrowed-ptr.inl"
#include "tile-constants.hpp"
#include "anim-atlas.hpp"
#include "rotation.inl"
#include "world.hpp"
#include "shaders/shader.hpp"
#include <mg/Functions.h>
namespace floormat {
template class bptr<generic_scenery>;
template class bptr<const generic_scenery>;
template class bptr<scenery>;
template class bptr<const scenery>;
template class bptr<door_scenery>;
template class bptr<const door_scenery>;
// --- scenery ---
enum object_type scenery::type() const noexcept { return object_type::scenery; } // NOLINT(*-convert-*-to-static)
float scenery::depth_offset() const
{
constexpr auto inv_tile_size = 1.f/TILE_SIZE2;
Vector2 offset;
offset += Vector2(atlas->group(r).depth_offset) * inv_tile_size;
float ret = 0;
ret += offset[1]*TILE_MAX_DIM + offset[0];
ret += tile_shader::scenery_depth_offset;
return ret;
}
scenery::operator scenery_proto() const
{
scenery_proto ret;
static_cast<object_proto&>(ret) = object::operator object_proto();
return ret;
}
scenery::scenery(object_id id, class chunk& c, const scenery_proto& proto) :
object{id, c, proto}
{
#ifndef FM_NO_DEBUG
if (id != 0)
fm_debug_assert(atlas); // todo add placeholder graphic
#endif
}
// ---------- generic_scenery ----------
void generic_scenery::update(const bptr<object>&, size_t&, const Ns&) {}
Vector2 generic_scenery::ordinal_offset(Vector2b offset) const { return Vector2(offset); }
bool generic_scenery::can_activate(size_t) const { return interactive; }
bool generic_scenery::activate(size_t) { return false; }
enum scenery_type generic_scenery::scenery_type() const { return scenery_type::generic; }
generic_scenery::operator scenery_proto() const
{
auto p = scenery::operator scenery_proto();
p.subtype = operator generic_scenery_proto();
return p;
}
generic_scenery::operator generic_scenery_proto() const
{
return {
.active = active,
.interactive = interactive,
};
}
generic_scenery::generic_scenery(object_id id, class chunk& c, const generic_scenery_proto& p, const scenery_proto& p0) :
scenery{id, c, p0}, active{p.active}, interactive{p.interactive}
{}
// ---------- door_scenery ----------
enum scenery_type door_scenery::scenery_type() const { return scenery_type::door; }
void door_scenery::update(const bptr<object>&, size_t&, const Ns& dt)
{
if (!atlas || !active)
return;
fm_assert(atlas);
auto& anim = *atlas;
const auto nframes = (int)anim.info().nframes;
const auto n = (int)alloc_frame_time(dt, delta, atlas->info().fps, 1);
if (n == 0)
return;
const int8_t dir = closing ? 1 : -1;
const int fr = frame + dir*n;
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);
const auto new_frame = (uint16_t)Math::clamp(fr, 0, nframes-1);
//Debug{} << "frame" << new_frame << nframes-1;
frame = new_frame;
if (!active)
{
closing = false;
delta = 0;
}
//if ((p == pass_mode::pass) != (old_pass == pass_mode::pass)) Debug{} << "update: need reposition" << (frame == 0 ? "-1" : "1");
}
Vector2 door_scenery::ordinal_offset(Vector2b offset) const
{
constexpr auto bTILE_SIZE = Vector2b(iTILE_SIZE2);
constexpr auto off_closed_ = Vector2b(0, -bTILE_SIZE[1]/2+2);
constexpr auto off_opened_ = Vector2b(-bTILE_SIZE[0]+2, -bTILE_SIZE[1]/2+2);
const auto off_closed = rotate_point(off_closed_, rotation::N, r);
const auto off_opened = rotate_point(off_opened_, rotation::N, r);
const auto vec = frame == atlas->info().nframes-1 ? off_closed : off_opened;
return Vector2(offset) + Vector2(vec);
}
bool door_scenery::can_activate(size_t) const { return interactive; }
bool door_scenery::activate(size_t)
{
if (active)
return false;
fm_assert(frame == 0 || frame == atlas->info().nframes-1);
closing = frame == 0;
frame += closing ? 1 : -1;
active = true;
return true;
}
door_scenery::operator scenery_proto() const
{
auto p = scenery::operator scenery_proto();
p.subtype = operator door_scenery_proto();
return p;
}
door_scenery::operator door_scenery_proto() const
{
return {
.active = active,
.interactive = interactive,
.closing = closing,
};
}
door_scenery::door_scenery(object_id id, class chunk& c, const door_scenery_proto& p, const scenery_proto& p0) :
scenery{id, c, p0}, closing{p.closing}, active{p.active}, interactive{p.interactive}
{}
} // namespace floormat
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