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libakgl/src/actor.c

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#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <string.h>
#include <akerror.h>
#include <akgl/physics.h>
#include <akgl/game.h>
#include <akgl/sprite.h>
#include <akgl/actor.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include <akgl/iterator.h>
akerr_ErrorContext *akgl_actor_initialize(akgl_Actor *obj, char *name)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "akgl_actor_initialize received null actor pointer");
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "akgl_actor_initialize received null name string pointer");
memset(obj, 0x00, sizeof(akgl_Actor));
strncpy((char *)obj->name, name, AKGL_ACTOR_MAX_NAME_LENGTH);
obj->curSpriteReversing = false;
obj->scale = 1.0;
obj->movement_controls_face = true;
obj->updatefunc = &akgl_actor_update;
obj->renderfunc = &akgl_actor_render;
obj->facefunc = &akgl_actor_automatic_face;
obj->movementlogicfunc = &akgl_actor_logic_movement;
obj->changeframefunc = &akgl_actor_logic_changeframe;
obj->addchild = &akgl_actor_add_child;
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
AKERR_KEY,
"Unable to add actor to registry"
);
obj->refcount += 1;
SDL_Log("Actor %s initialized and added to the registry", (char *)obj->name);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, basecharname, AKERR_NULLPOINTER, "Null character reference");
obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
obj->ax = 0;
obj->ay = 0;
obj->sx = obj->basechar->sx;
obj->sy = obj->basechar->sy;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_automatic_face(akgl_Actor *obj)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT {
if ( obj->movement_controls_face == true ) {
// TODO : This doesn't really work properly
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_FACE_ALL);
if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_LEFT);
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_RIGHT);
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_UP);
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_DOWN);
}
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtime)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT {
// are we currently looping in reverse?
if ( curSprite->loop == true && obj->curSpriteReversing == true ) {
// are we at the beginning of the loop?
if ( obj->curSpriteFrameId == 0 ) {
obj->curSpriteReversing = false;
obj->curSpriteFrameId += 1;
} else {
obj->curSpriteFrameId -= 1;
}
// are we at the end of the animation?
} else if ( obj->curSpriteFrameId >= (curSprite->frames-1) ) {
// are we set to loop in reverse?
if ( curSprite->loop == true && curSprite->loopReverse == true ) {
obj->curSpriteReversing = true;
obj->curSpriteFrameId -= 1;
// are we set to loop forward?
} else {
// we are at the end of the animation and we either loop forward or do not loop
obj->curSpriteFrameId = 0;
}
// we are not looping in reverse and we are not at the end of the animation
} else {
obj->curSpriteFrameId += 1;
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor->basechar");
actor->sx = actor->basechar->sx;
actor->sy = actor->basechar->sy;
actor->sz = actor->basechar->sz;
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
actor->ax = -actor->basechar->ax;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->ax = actor->basechar->ax;
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
actor->ay = -actor->basechar->ay;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->ay = actor->basechar->ay;
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
{
PREPARE_ERROR(errctx);
SDL_Time curtime = 0;
akgl_Sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
SDL_GetCurrentTime(&curtime);
PASS(errctx, obj->facefunc(obj));
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
if ( ((curtime) - obj->curSpriteFrameTimer) >= curSprite->speed) {
CATCH(errctx, obj->changeframefunc(obj, curSprite, curtime));
obj->curSpriteFrameTimer = curtime;
}
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
// TODO : Why are we passing this error? It could only come from akgl_character_sprite_get
// or changeframefunc, both of which should never return AKERR_KEY...
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, bool *visible)
{
PREPARE_ERROR(errctx);
akgl_Sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
// TODO: Actor has no sprite matching the current state. Should we treat this as an error and throw?
*visible = false;
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
if ( (obj->x < (camera->x - curSprite->width)) ||
(obj->x > (camera->x + camera->w)) ||
(obj->y < (camera->y - curSprite->height)) ||
(obj->y > (camera->y + camera->h)) ) {
*visible = false;
} else {
*visible = obj->visible;
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
{
PREPARE_ERROR(errctx);
akgl_Sprite *curSprite = NULL;
bool visible = false;
SDL_FRect src;
SDL_FRect dest;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, &camera, &visible));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
} HANDLE_GROUP(errctx, AKERR_OUTOFBOUNDS) {
// If an actor doesn't have a sprite for a state, just log it and move on
LOG_ERROR(errctx);
} FINISH(errctx, true);
if ( ! visible ) {
SUCCEED_RETURN(errctx);
}
if ( (obj->curSpriteFrameId > curSprite->frames) ) {
// This isn't necessarily an error - this actor's frame index is outside the range of
// their current sprite. There are a number of reasons this could happen, and it will
// get cleaned up on the next logic update. Just pass on rendering them this frame.
SUCCEED_RETURN(errctx);
}
ATTEMPT {
CATCH(errctx,
akgl_sprite_sheet_coords_for_frame(
curSprite,
&src,
obj->curSpriteFrameId)
);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera.x);
dest.y = (obj->parent->y + obj->y - camera.y);
} else {
dest.x = (obj->x - camera.x);
dest.y = (obj->y - camera.y);
}
dest.w = curSprite->width * obj->scale;
dest.h = curSprite->width * obj->scale;
PASS(errctx, renderer.draw_texture(&renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
{
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN ; i++ ) {
if ( obj->children[i] == NULL ) {
obj->children[i] = child;
child->parent = obj;
child->refcount += 1;
SUCCEED_RETURN(errctx);
}
}
FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
obj->ax = -(obj->basechar->ax);
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0;
obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = obj->basechar->ax;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0;
obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = -(obj->basechar->ay);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = 0;
obj->ey = 0;
obj->ty = 0;
obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
obj->ay = obj->basechar->ay;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event)
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{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
obj->ty = 0;
obj->ey = 0;
obj->ay = 0;
obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
}