The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
446 lines
17 KiB
C
446 lines
17 KiB
C
/**
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* @file actor.c
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* @brief Implements the actor subsystem.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <string.h>
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#include <akerror.h>
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#include <akgl/physics.h>
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#include <akgl/game.h>
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#include <akgl/sprite.h>
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#include <akgl/actor.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include <akgl/iterator.h>
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akerr_ErrorContext *akgl_actor_initialize(akgl_Actor *obj, char *name)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "akgl_actor_initialize received null actor pointer");
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FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "akgl_actor_initialize received null name string pointer");
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memset(obj, 0x00, sizeof(akgl_Actor));
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strncpy((char *)obj->name, name, AKGL_ACTOR_MAX_NAME_LENGTH);
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obj->curSpriteReversing = false;
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obj->scale = 1.0;
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obj->movement_controls_face = true;
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obj->updatefunc = &akgl_actor_update;
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obj->renderfunc = &akgl_actor_render;
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obj->facefunc = &akgl_actor_automatic_face;
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obj->movementlogicfunc = &akgl_actor_logic_movement;
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obj->changeframefunc = &akgl_actor_logic_changeframe;
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obj->addchild = &akgl_actor_add_child;
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
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AKERR_KEY,
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"Unable to add actor to registry"
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);
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obj->refcount += 1;
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SDL_Log("Actor %s initialized and added to the registry", (char *)obj->name);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
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FAIL_ZERO_RETURN(errctx, basecharname, AKERR_NULLPOINTER, "Null character reference");
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obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
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obj->ax = 0;
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obj->ay = 0;
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obj->sx = obj->basechar->sx;
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obj->sy = obj->basechar->sy;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_automatic_face(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
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ATTEMPT {
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if ( obj->movement_controls_face == true ) {
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// TODO : This doesn't really work properly
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_FACE_ALL);
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_LEFT);
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} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_RIGHT);
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} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_UP);
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} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_DOWN);
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}
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtime)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
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ATTEMPT {
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// are we currently looping in reverse?
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if ( curSprite->loop == true && obj->curSpriteReversing == true ) {
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// are we at the beginning of the loop?
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if ( obj->curSpriteFrameId == 0 ) {
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obj->curSpriteReversing = false;
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obj->curSpriteFrameId += 1;
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} else {
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obj->curSpriteFrameId -= 1;
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}
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// are we at the end of the animation?
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} else if ( obj->curSpriteFrameId >= (curSprite->frames-1) ) {
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// are we set to loop in reverse?
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if ( curSprite->loop == true && curSprite->loopReverse == true ) {
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obj->curSpriteReversing = true;
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obj->curSpriteFrameId -= 1;
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// are we set to loop forward?
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} else {
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// we are at the end of the animation and we either loop forward or do not loop
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obj->curSpriteFrameId = 0;
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}
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// we are not looping in reverse and we are not at the end of the animation
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} else {
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obj->curSpriteFrameId += 1;
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, actor->basechar, AKERR_NULLPOINTER, "actor->basechar");
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actor->sx = actor->basechar->sx;
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actor->sy = actor->basechar->sy;
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actor->sz = actor->basechar->sz;
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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actor->ax = -actor->basechar->ax;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->ax = actor->basechar->ax;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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actor->ay = -actor->basechar->ay;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->ay = actor->basechar->ay;
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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SDL_Time curtime = 0;
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akgl_Sprite *curSprite = NULL;
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
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SDL_GetCurrentTime(&curtime);
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PASS(errctx, obj->facefunc(obj));
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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if ( ((curtime) - obj->curSpriteFrameTimer) >= curSprite->speed) {
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CATCH(errctx, obj->changeframefunc(obj, curSprite, curtime));
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obj->curSpriteFrameTimer = curtime;
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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// TODO : Why are we passing this error? It could only come from akgl_character_sprite_get
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// or changeframefunc, both of which should never return AKERR_KEY...
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SUCCEED_RETURN(errctx);
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Decide whether an actor is worth drawing this frame.
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*
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* Two questions at once: is the actor on camera, and does it want to be drawn.
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* The camera test allows a sprite's own width and height on the near edges, so
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* an actor partly on screen still counts as visible rather than popping in once
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* its origin crosses the boundary.
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*
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* An actor with no sprite for its current state is reported as not visible
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* rather than as an error -- there is nothing to draw, which is an answer.
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*
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* @param obj The actor to test. Required, along with its `basechar`.
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* @param camera The visible rectangle in map coordinates. Required in practice;
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* not checked, and dereferenced once a sprite has been found.
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* @param visible Receives the verdict. Required; not checked. Written on the
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* no-sprite path as well as the ordinary ones.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p obj or `obj->basechar` is `NULL`.
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*/
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static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, bool *visible)
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{
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PREPARE_ERROR(errctx);
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akgl_Sprite *curSprite = NULL;
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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// TODO: Actor has no sprite matching the current state. Should we treat this as an error and throw?
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*visible = false;
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SUCCEED_RETURN(errctx);
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} FINISH(errctx, true);
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if ( (obj->x < (camera->x - curSprite->width)) ||
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(obj->x > (camera->x + camera->w)) ||
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(obj->y < (camera->y - curSprite->height)) ||
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(obj->y > (camera->y + camera->h)) ) {
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*visible = false;
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} else {
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*visible = obj->visible;
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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akgl_Sprite *curSprite = NULL;
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bool visible = false;
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SDL_FRect src;
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SDL_FRect dest;
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, actor_visible(obj, camera, &visible));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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} HANDLE_GROUP(errctx, AKERR_OUTOFBOUNDS) {
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// If an actor doesn't have a sprite for a state, just log it and move on
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LOG_ERROR(errctx);
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} FINISH(errctx, true);
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if ( ! visible ) {
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SUCCEED_RETURN(errctx);
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}
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if ( (obj->curSpriteFrameId > curSprite->frames) ) {
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// This isn't necessarily an error - this actor's frame index is outside the range of
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// their current sprite. There are a number of reasons this could happen, and it will
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// get cleaned up on the next logic update. Just pass on rendering them this frame.
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SUCCEED_RETURN(errctx);
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}
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ATTEMPT {
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CATCH(errctx,
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akgl_sprite_sheet_coords_for_frame(
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curSprite,
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&src,
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obj->curSpriteFrameId)
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);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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if ( obj->parent != NULL ) {
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dest.x = (obj->parent->x + obj->x - camera->x);
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dest.y = (obj->parent->y + obj->y - camera->y);
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} else {
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dest.x = (obj->x - camera->x);
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dest.y = (obj->y - camera->y);
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}
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dest.w = curSprite->width * obj->scale;
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dest.h = curSprite->width * obj->scale;
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PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
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{
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int i = 0;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
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FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
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FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
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for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN ; i++ ) {
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if ( obj->children[i] == NULL ) {
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obj->children[i] = child;
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child->parent = obj;
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child->refcount += 1;
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SUCCEED_RETURN(errctx);
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}
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}
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FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
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}
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void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name)
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{
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PREPARE_ERROR(errctx);
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akgl_Iterator *opflags = (akgl_Iterator *)userdata;
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akgl_Actor *obj = NULL;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, name, AKERR_NULLPOINTER, "registry_iterate_actor received NULL property name");
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FAIL_ZERO_BREAK(errctx, opflags, AKERR_NULLPOINTER, "received NULL iterator flags");
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obj = SDL_GetPointerProperty(registry, name, NULL);
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FAIL_ZERO_BREAK(errctx, obj, AKERR_KEY, "registry_iterate_actor received property name that was not in the registry");
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if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) && obj->layer != opflags->layerid) {
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break;
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}
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if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_UPDATE)) {
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CATCH(errctx, obj->updatefunc(obj));
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}
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if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE)) {
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CATCH(errctx, akgl_tilemap_scale_actor(gamemap, obj));
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} else {
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obj->scale = 1.0;
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}
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if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_RENDER)) {
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CATCH(errctx, obj->renderfunc(obj));
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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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);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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obj->ax = -(obj->basechar->ax);
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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);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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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);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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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);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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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);
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obj->ax = obj->basechar->ax;
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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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);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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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);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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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);
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}
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
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");
|
|
//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));
|
|
//SDL_Log("new target actor state: %b", obj->state);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
|
|
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
|
|
//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);
|
|
//SDL_Log("new target actor state: %b", obj->state);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
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");
|
|
//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));
|
|
//SDL_Log("new target actor state: %b", obj->state);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
|
|
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
|
|
//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);
|
|
//SDL_Log("new target actor state: %b", obj->state);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|