cell_solid and feet_blocked go, and so does the prediction in the player's movementlogicfunc. That prediction was only ever exact because the town has zero gravity and zero drag -- v is t, so `x + tx * dt` is where the step lands. A map with gravity would have had to fold ey in as well, which is the game re-implementing the integrator. Resolution runs after the move now, so there is nothing to predict. The map's decoration layer carries `collidable`, which retires JRPG_LAYER_SOLID: akgl_TilemapLayer has no name member, so the game and the map had to agree on an index out of band and inserting a layer in Tiled broke it. The edge of the world is not on any layer, so it is four static proxies covering the outer ring plus a tile of overhang -- one pool slot per side instead of a hundred solid tiles, and the first use of the static-proxy path in either example. They carry LAYER_STATIC explicitly: shape_box defaults a shape to LAYER_ACTOR, and a wall left on that layer is a wall everything walks through. Only the player gets a shape. NPCs stand still and are spoken to; the follower is a child snapped to its parent every step. Verified against the old implementation with the demo script rewritten to hold one direction: holding left into a building stops the player at x=122 with both, and holding up into the map's edge stops them at y=-4 with both. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
489 lines
18 KiB
C
489 lines
18 KiB
C
/**
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* @file world.c
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* @brief The content pipeline: sprites, characters, the town map, and what the
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* map's actors do once they exist.
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*
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* Almost nothing here is game logic. It is the four steps between a directory
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* of JSON and a world with people standing in it, in the one order that works,
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* plus the two hooks -- a `movementlogicfunc` and a `renderfunc` -- that a game
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* has to supply because the library does not, and the collision world the
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* library resolves through.
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*/
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#include <limits.h>
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#include <math.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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#include <akerror.h>
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#include <akstdlib.h>
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#include <akgl/actor.h>
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#include <akgl/character.h>
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#include <akgl/collision.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include <akgl/physics.h>
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#include <akgl/registry.h>
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#include <akgl/sprite.h>
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#include <akgl/tilemap.h>
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#include "jrpg.h"
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/*
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* The three character templates and the twenty-four sprites that dress them.
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* The file names are a product of these three tables rather than a list of
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* twenty-four strings, because that is what the naming convention *is*: one
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* sprite per character, per motion, per facing. A missing combination shows up
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* as a load failure naming the file, not as art that silently never appears.
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*/
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/* Character template Sprite name prefix */
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static char *CAST[] = {
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"player", /* jrpg_player jrpg_player_* */
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"elder", /* jrpg_elder jrpg_elder_* */
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"shopkeeper" /* jrpg_shopkeeper jrpg_shopkeeper_* */
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};
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static char *MOTIONS[] = { "idle", "walk" };
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static char *FACINGS[] = { "up", "down", "left", "right" };
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#define CAST_COUNT (sizeof(CAST) / sizeof(CAST[0]))
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#define MOTION_COUNT (sizeof(MOTIONS) / sizeof(MOTIONS[0]))
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#define FACING_COUNT (sizeof(FACINGS) / sizeof(FACINGS[0]))
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/** @brief One person in the town who has something to say. */
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typedef struct {
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char *actor; /**< Registry key, which is the `name` of the map object that spawned them. */
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char *line; /**< What they say. */
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} jrpg_Townsfolk;
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/*
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* Actor (the map object's name) What they say
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*/
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static jrpg_Townsfolk TOWNSFOLK[] = {
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{ "elder", "ELDER: The old road north is closed. Nothing to be done about it,\nand nothing beyond it worth the walk." },
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{ "shopkeeper", "SHOPKEEPER: Nothing in stock but tiles and good intentions.\nCome back when I have inventory." }
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};
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#define TOWNSFOLK_COUNT (sizeof(TOWNSFOLK) / sizeof(TOWNSFOLK[0]))
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/** @brief How close the player has to stand, in pixels between sprite centres. */
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#define TALK_RANGE 64.0f
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/*
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* The player's footprint, in pixels from the top-left of a 32x32 frame. A
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* character stands on the bottom third of their sprite, so that is the part
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* that has to fit through a doorway -- testing the whole frame would make every
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* corridor two tiles wide.
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*
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* 0 32
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* +------------------------------+ 0
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* | |
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* | (art) |
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* | |
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* | +----------------+ | 20 FEET_TOP
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* | | footprint | |
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* +------+----------------+------+ 30 FEET_TOP + FEET_H
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* 6 26
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* FEET_X FEET_X + FEET_W
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*/
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#define FEET_X 6.0f
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#define FEET_W 20.0f
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#define FEET_TOP 20.0f
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#define FEET_H 10.0f
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/**
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* @brief How far past the edge of the map the boundary walls extend, in pixels.
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*
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* The walls cover the map's outer ring of cells *and* this much beyond it. The
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* ring is what the old hand-rolled rule made solid and what the art is drawn to
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* expect; the overhang is what stops an actor arriving fast enough from being
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* resolved out the far side of a wall exactly one tile thick.
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*/
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#define EDGE_OVERHANG 16.0f
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/** @brief Where the party member walks, in pixels relative to the player. */
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#define FOLLOWER_OFFSET_X (-14.0f)
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#define FOLLOWER_OFFSET_Y (10.0f)
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akgl_CollisionWorld jrpg_collision;
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/** @brief The four map-edge walls, and the shapes they were built from. */
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static akgl_CollisionProxy *jrpg_edges[4];
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static akgl_CollisionShape jrpg_edge_shapes[4];
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/**
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* @brief Load one sprite definition by its three naming components.
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*
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* @param cast Character stem, e.g. `"player"`.
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* @param motion `"idle"` or `"walk"`.
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* @param facing `"up"`, `"down"`, `"left"` or `"right"`.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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*/
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static akerr_ErrorContext *sprite_load(char *cast, char *motion, char *facing)
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{
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PREPARE_ERROR(errctx);
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char path[PATH_MAX];
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int written = 0;
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FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast");
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FAIL_ZERO_RETURN(errctx, motion, AKERR_NULLPOINTER, "motion");
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FAIL_ZERO_RETURN(errctx, facing, AKERR_NULLPOINTER, "facing");
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PASS(errctx,
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aksl_snprintf(
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&written,
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path,
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sizeof(path),
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"%s/sprite_jrpg_%s_%s_%s.json",
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JRPG_ASSET_DIR,
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cast,
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motion,
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facing
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));
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PASS(errctx, akgl_sprite_load_json(path));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Load one character definition by its stem.
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* @param cast Character stem, e.g. `"player"`.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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*/
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static akerr_ErrorContext *character_load(char *cast)
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{
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PREPARE_ERROR(errctx);
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char path[PATH_MAX];
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int written = 0;
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FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast");
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PASS(errctx,
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aksl_snprintf(
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&written,
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path,
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sizeof(path),
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"%s/character_jrpg_%s.json",
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JRPG_ASSET_DIR,
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cast
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));
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PASS(errctx, akgl_character_load_json(path));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Wall off the edges of the map with four static proxies.
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*
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* The town's decoration layer says what is solid -- a building, a tree, a lamp
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* post -- and the map's edge is not on it. Nothing else stops an actor walking
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* off the edge of the world.
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*
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* Four proxies rather than a hundred solid tiles, because static geometry that
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* is not tile-shaped is exactly what a proxy is for: a long thin box costs one
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* slot whatever its length. `layermask` is set by hand because
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* akgl_collision_shape_box defaults a shape to LAYER_ACTOR, which is right for
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* an actor and wrong for scenery -- an actor responds to LAYER_STATIC and would
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* walk straight through these.
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*
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKGL_ERR_HEAP If the proxy pool is exhausted.
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*/
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static akerr_ErrorContext *wall_off_the_edges(void)
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{
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SDL_FRect sides[4];
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float32_t ow = 0.0f; /* Map width, plus the overhang at each end. */
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float32_t oh = 0.0f; /* Map height, the same. */
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float32_t tw = 0.0f; /* One tile of ring, plus one overhang. */
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float32_t th = 0.0f;
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int i = 0;
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PREPARE_ERROR(errctx);
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ow = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) + (2.0f * EDGE_OVERHANG);
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oh = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) + (2.0f * EDGE_OVERHANG);
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tw = (float32_t)akgl_gamemap->tilewidth + EDGE_OVERHANG;
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th = (float32_t)akgl_gamemap->tileheight + EDGE_OVERHANG;
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/* x y w h */
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sides[0] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, tw, oh }; /* west */
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sides[1] = (SDL_FRect){ (ow - tw - EDGE_OVERHANG), -EDGE_OVERHANG, tw, oh }; /* east */
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sides[2] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, ow, th }; /* north */
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sides[3] = (SDL_FRect){ -EDGE_OVERHANG, (oh - th - EDGE_OVERHANG), ow, th }; /* south */
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for ( i = 0; i < 4; i++ ) {
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/*
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* Acquire and initialize adjacent, with nothing between them: until
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* akgl_collision_proxy_initialize takes the reference the slot is still
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* free, and the next acquire hands out the same pointer.
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*/
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PASS(errctx, akgl_heap_next_collision_proxy(&jrpg_edges[i]));
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PASS(errctx, akgl_collision_shape_box(&jrpg_edge_shapes[i], &sides[i], 0.0f));
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jrpg_edge_shapes[i].layermask = AKGL_COLLISION_LAYER_STATIC;
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jrpg_edge_shapes[i].collidemask = AKGL_COLLISION_LAYER_NONE;
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jrpg_edge_shapes[i].flags |= AKGL_COLLISION_FLAG_STATIC;
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PASS(errctx, akgl_collision_proxy_initialize(jrpg_edges[i], NULL, &jrpg_edge_shapes[i],
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0.0f, 0.0f, 0.0f));
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PASS(errctx, jrpg_collision.partitioner.insert(&jrpg_collision.partitioner, jrpg_edges[i]));
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *jrpg_world_load(void)
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{
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PREPARE_ERROR(errctx);
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char path[PATH_MAX];
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int written = 0;
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size_t c = 0;
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size_t m = 0;
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size_t f = 0;
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// Sprites first. A character JSON names its sprites by registry key and
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// akgl_character_load_json refuses one it cannot find, so loading the two
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// the other way round fails on every mapping in the file.
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for ( c = 0; c < CAST_COUNT; c++ ) {
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for ( m = 0; m < MOTION_COUNT; m++ ) {
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for ( f = 0; f < FACING_COUNT; f++ ) {
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PASS(errctx, sprite_load(CAST[c], MOTIONS[m], FACINGS[f]));
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}
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}
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}
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for ( c = 0; c < CAST_COUNT; c++ ) {
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PASS(errctx, character_load(CAST[c]));
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}
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// And the map last: loading it creates an actor for every `actor` object in
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// its object layer, and each of those resolves a character by name.
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PASS(errctx,
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aksl_snprintf(&written, path, sizeof(path), "%s/town.tmj", JRPG_ASSET_DIR));
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PASS(errctx, akgl_tilemap_load(path, akgl_gamemap));
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// The map declares its own physics -- `physics.model` and zero gravity on
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// both axes -- and akgl_tilemap_load builds a backend for it and sets
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// use_own_physics. It does not *switch* to it: akgl_game_update simulates
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// through the global akgl_physics, whatever that points at. Honouring the
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// map is the caller's job, and this is it.
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if ( akgl_gamemap->use_own_physics ) {
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akgl_physics = &akgl_gamemap->physics;
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}
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// Collision is opt-in, and this is the whole of turning it on. The cell
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// arguments are placeholders: akgl_collision_bind_tilemap overwrites them
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// from the map's own tile size, and reads which layers are solid off each
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// layer's `collidable` property rather than an index the game and the map
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// had to agree on out of band.
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PASS(errctx, akgl_collision_world_init(&jrpg_collision, NULL, 16.0f, 16.0f));
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PASS(errctx, akgl_collision_bind_tilemap(&jrpg_collision, akgl_gamemap));
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PASS(errctx, wall_off_the_edges());
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akgl_physics->collision = &jrpg_collision;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *jrpg_world_populate(void)
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{
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PREPARE_ERROR(errctx);
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akgl_Actor *player = NULL;
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akgl_Actor *follower = NULL;
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SDL_FRect body;
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int i = 0;
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// Every actor the map spawned, including the player.
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//
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// akgl_actor_initialize sets movement_controls_face, and the default
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// facefunc it installs clears every facing bit and then sets the one
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// matching a *movement* bit. An NPC has no movement bits, so on the first
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// frame its state falls from ALIVE|FACE_DOWN (17) to ALIVE (16), which is
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// a state combination no character JSON maps a sprite to -- and an actor
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// with no sprite for its state is skipped rather than reported. Every NPC
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// in the town disappears on frame one, silently, and so does the player as
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// soon as they stop walking.
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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if ( akgl_heap_actors[i].refcount == 0 ) {
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continue;
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}
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akgl_heap_actors[i].movement_controls_face = false;
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}
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player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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FAIL_ZERO_RETURN(
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errctx,
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player,
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AKGL_ERR_REGISTRY,
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"town.tmj spawned no actor named \"player\""
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);
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player->movementlogicfunc = &jrpg_actor_logic_walk;
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// The footprint, and only the player gets one. The NPCs stand still and are
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// spoken to, not walked into: giving them shapes would make the town a
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// pinball table and would change what the proximity test in jrpg.c means.
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// The follower is a child, snapped to the player's position every step, so
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// a shape on it would fight the snap rather than stop anything.
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body = (SDL_FRect){ FEET_X, FEET_TOP, FEET_W, FEET_H };
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PASS(errctx, akgl_collision_shape_box(&player->shape, &body, 0.0f));
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player->shape_override = true;
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// The party member. Nothing in the map creates it, and nothing has to: an
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// actor is a pool object with a name, and the character it instantiates is
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// already registered. This one borrows the elder's template, which is the
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// whole point of splitting instance from template.
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PASS(errctx, akgl_heap_next_actor(&follower));
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PASS(errctx, akgl_actor_initialize(follower, JRPG_FOLLOWER_NAME));
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PASS(errctx, akgl_actor_set_character(follower, "jrpg_elder"));
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follower->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
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follower->movement_controls_face = false;
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follower->visible = true;
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follower->layer = player->layer;
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follower->renderfunc = &jrpg_follower_render;
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PASS(errctx, player->addchild(player, follower));
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// A child's velocity fields are read as a fixed offset from the parent
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// rather than as a velocity: akgl_physics_simulate snaps a child to
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// `parent->x + vx` and never simulates it. Set after addchild, because
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// addchild is what makes them mean an offset.
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follower->vx = FOLLOWER_OFFSET_X;
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follower->vy = FOLLOWER_OFFSET_Y;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *jrpg_actor_logic_walk(akgl_Actor *obj, float32_t dt)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "obj->basechar");
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// A conversation freezes the world. AKGL_ERR_LOGICINTERRUPT raised from a
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// movementlogicfunc means "skip the rest of this tick for this actor", and
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// akgl_physics_simulate swallows it in a HANDLE block -- so gravity, drag,
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// the velocity recompute and the move are all skipped and the frame carries
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// on. Thrust has already been integrated by the time this runs, so it is
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// zeroed here; leaving it would let it accumulate while frozen and lurch on
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// the first step after the box closes. The movement bits go too, so the
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// walk animation stops rather than marching on the spot -- which does mean
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// a direction held across the close has to be pressed again.
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if ( jrpg_textbox_showing() ) {
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obj->tx = 0.0f;
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obj->ty = 0.0f;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_ALL);
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FAIL_RETURN(
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errctx,
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AKGL_ERR_LOGICINTERRUPT,
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"%s does not move while a conversation is open",
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(char *)obj->name
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);
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}
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// Everything the default hook does -- re-copy the character's speed limits,
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// turn the movement bits into signed acceleration -- is still wanted. This
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// hook adds to it rather than replacing it.
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//
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// Walls used to be here too: a prediction of where this step would land,
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// tested axis at a time. It was only ever correct because the town has zero
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// gravity and zero drag, so `v` is `t` and the prediction is exact. The
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// library resolves after the move instead, on a position that already
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// happened, and that qualifier goes away with it.
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PASS(errctx, akgl_actor_logic_movement(obj, dt));
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *jrpg_follower_render(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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akgl_Actor *parent = NULL;
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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// The guard. akgl_physics_simulate has already written this actor's x and y
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// as `parent->x + vx` and `parent->y + vy`, which is an absolute world
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// position; akgl_actor_render adds the parent's position to it a second
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// time. Detaching the parent for the duration of the draw takes the branch
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// that does not. CLEANUP puts it back on every path, including the failing
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// one -- an actor left with a NULL parent would be simulated as a free
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// agent on the very next step.
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parent = obj->parent;
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obj->parent = NULL;
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ATTEMPT {
|
|
CATCH(errctx, akgl_actor_render(obj));
|
|
} CLEANUP {
|
|
obj->parent = parent;
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *jrpg_camera_follow(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akgl_Actor *player = NULL;
|
|
float32_t mapw = 0.0f;
|
|
float32_t maph = 0.0f;
|
|
|
|
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
|
|
FAIL_ZERO_RETURN(errctx, player, AKGL_ERR_REGISTRY, "No actor named \"player\"");
|
|
|
|
mapw = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth);
|
|
maph = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight);
|
|
|
|
akgl_camera->x = (player->x + 16.0f) - (akgl_camera->w / 2.0f);
|
|
akgl_camera->y = (player->y + 16.0f) - (akgl_camera->h / 2.0f);
|
|
|
|
if ( akgl_camera->x < 0.0f ) {
|
|
akgl_camera->x = 0.0f;
|
|
}
|
|
if ( akgl_camera->y < 0.0f ) {
|
|
akgl_camera->y = 0.0f;
|
|
}
|
|
if ( akgl_camera->x > (mapw - akgl_camera->w) ) {
|
|
akgl_camera->x = mapw - akgl_camera->w;
|
|
}
|
|
if ( akgl_camera->y > (maph - akgl_camera->h) ) {
|
|
akgl_camera->y = maph - akgl_camera->h;
|
|
}
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *jrpg_cmhf_talk(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akgl_Actor *npc = NULL;
|
|
size_t i = 0;
|
|
float32_t dx = 0.0f;
|
|
float32_t dy = 0.0f;
|
|
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
|
|
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
|
|
|
|
if ( jrpg_textbox_showing() ) {
|
|
jrpg_textbox_close();
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
for ( i = 0; i < TOWNSFOLK_COUNT; i++ ) {
|
|
npc = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, TOWNSFOLK[i].actor, NULL);
|
|
if ( npc == NULL ) {
|
|
continue;
|
|
}
|
|
dx = npc->x - obj->x;
|
|
dy = npc->y - obj->y;
|
|
if ( sqrtf((dx * dx) + (dy * dy)) > TALK_RANGE ) {
|
|
continue;
|
|
}
|
|
PASS(errctx, jrpg_textbox_open(TOWNSFOLK[i].line));
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *jrpg_cmhf_ignore(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
|
|
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
|
|
SUCCEED_RETURN(errctx);
|
|
}
|