The sidescroller's controls did nothing. `akgl_controller_handle_event` matched `event->key.which == curmap->kbid` exactly, with no way to say "whatever keyboard the player is typing on", so the game did the obvious thing and bound `SDL_GetKeyboards()[0]`. That cannot work. The id a key event *carries* is chosen by the video backend and is not required to be an id `SDL_GetKeyboards()` reports. On X11 without XInput2 every key event carries `SDL_GLOBAL_KEYBOARD_ID`, which is 0, while `SDL_AddKeyboard` registers the attached keyboard as `SDL_DEFAULT_KEYBOARD_ID`, which is 1; with XInput2 the events carry the physical slave device's `sourceid` while `SDL_GetKeyboards()[0]` may be the master. Either way the map matched nothing and every key press was dropped. A `kbid` or `jsid` of 0 now matches any device of that kind. 0 is safe to spend: SDL documents `which` as 0 when the source is unknown or virtual, and joystick ids start at 1, so no real device is 0. A non-zero id still matches only that device, which is what keeps two local players on two keyboards apart, and there is a test for that half too. `util/charviewer.c` already passed 0 and depended on the old behaviour by accident; it works under XInput2 now as well. Two reasons this shipped, both closed: - Every test in tests/controller.c dispatched an event whose id equalled the id the map was bound with, so none of them could see it. - The sidescroller's smoke test called the control handlers directly instead of dispatching events, so it passed against a control map that matched nothing. It now pushes synthetic events through akgl_controller_handle_event from a deliberately non-zero device id and fails if the press does not arrive. Verified by breaking the binding and watching the run exit non-zero. `test_controller_wildcard_device_ids` was written first and failed against the unfixed library with "a map bound to keyboard 0 ignored a key press from device 11", which is the whole reason to trust it now that it passes. The controls were documented, in one sentence. Chapter 19 has a proper table of them, and chapter 15 explains why not to reach for SDL_GetKeyboards(). The header said the match was exact and now says what it does. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
447 lines
16 KiB
C
447 lines
16 KiB
C
/**
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* @file player.c
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* @brief The player's two hooks and its control bindings.
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*
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* Two of the six behaviour hooks on `akgl_Actor` are replaced here, and the
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* split between them is the frame's own order. `akgl_game_update` calls every
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* actor's `updatefunc`, then steps the physics, then draws -- so per-frame game
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* logic that is not movement (picking a coin up, falling in the pit) goes in
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* `updatefunc`, and anything that has to happen inside the physics step goes in
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* `movementlogicfunc`, which is the only hook the step calls.
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*
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* Two of the library's documented gaps are worked around here rather than
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* papered over. Both are in `TODO.md` under "Arcade physics feel".
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*/
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#include <math.h>
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#include <akstdlib.h>
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#include <akgl/controller.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/util.h>
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#include "sidescroller.h"
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/** @brief The player's collision box, as an offset into its 32x32 sprite frame. */
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static SDL_FRect ss_player_body = {
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.x = SS_PLAYER_BOX_X,
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.y = SS_PLAYER_BOX_Y,
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.w = SS_PLAYER_BOX_W,
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.h = SS_PLAYER_BOX_H
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};
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/** @brief Where the map put the player, so a death can put it back. */
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static ss_ActorData ss_player_data;
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/**
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* @brief The rectangle an actor is tested against, given a 32x32 sprite frame.
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*
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* Smaller than the frame on purpose. Sprite art does not reach the edges, and a
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* hazard box the full size of the frame kills a player who is visibly nowhere
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* near it.
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*/
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static akerr_ErrorContext *hitbox(akgl_Actor *obj, float32_t inset, SDL_FRect *dest)
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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, dest, AKERR_NULLPOINTER, "dest");
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dest->x = obj->x + inset;
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dest->y = obj->y + inset;
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dest->w = 32.0f - (inset * 2.0f);
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dest->h = 32.0f - (inset * 2.0f);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Put the player back where the map placed it, at rest.
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*
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* Everything the simulation carries between steps has to be cleared, not just
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* the position: `ey` is where gravity has been accumulating, and a player who
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* respawns still holding a full-speed fall lands dead again immediately.
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*/
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static akerr_ErrorContext *respawn(akgl_Actor *obj)
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{
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ss_ActorData *data = NULL;
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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->actorData, AKERR_NULLPOINTER, "obj->actorData");
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data = (ss_ActorData *)obj->actorData;
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obj->x = data->home_x;
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obj->y = data->home_y;
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obj->ex = 0.0f;
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obj->ey = 0.0f;
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obj->tx = 0.0f;
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obj->ty = 0.0f;
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obj->vx = 0.0f;
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obj->vy = 0.0f;
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ss_game.deaths += 1;
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SDL_Log("Player died (%d) and respawned at %f, %f", ss_game.deaths, obj->x, obj->y);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief The player's `movementlogicfunc`: friction, the jump, and terrain.
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*
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* Called by `akgl_physics_simulate` once per actor per step, *before* gravity,
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* drag, the velocity recomputation and `move`.
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*/
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static akerr_ErrorContext *ss_player_movement(akgl_Actor *obj, float32_t dt)
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{
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ss_Contact contact;
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float32_t friction = 0.0f;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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/* The default logic still has to run: it is what copies the character's
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* speeds onto the actor and signs its acceleration by the movement bits. */
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PASS(errctx, akgl_actor_logic_movement(obj, dt));
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/*
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* Workaround 1: there is no friction anywhere in the arcade backend.
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*
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* akgl_actor_cmhf_left_off zeroes `tx` outright, so releasing a direction
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* stops the actor dead inside one frame -- correct for a top-down Zelda,
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* wrong for a sidescroller. This game binds its own `_off` handlers that
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* leave `tx` alone (see below) and decays it here instead, faster on the
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* ground than in the air. Below a pixel per second it is snapped to zero,
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* because an exponential decay never actually arrives.
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*/
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if ( AKGL_BITMASK_HASNOT(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT) &&
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AKGL_BITMASK_HASNOT(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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friction = SS_FRICTION_AIR;
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if ( ss_game.grounded == true ) {
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friction = SS_FRICTION_GROUND;
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}
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obj->tx -= obj->tx * friction * dt;
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if ( fabsf(obj->tx) < 1.0f ) {
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obj->tx = 0.0f;
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}
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}
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/*
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* A jump is an impulse straight into the environmental term, because `ey` is
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* the axis gravity accumulates on and the two have to cancel for the arc to
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* come back down. Thrust would not: `ty` is capped against the character's
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* `speed_y`, which is 0 for this character, so a jump written as thrust is
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* scaled to nothing by the ellipse cap in akgl_physics_simulate.
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*
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* `ss_game.grounded` is last step's verdict, one frame stale. That is the
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* ordering again -- this hook runs before the step it is deciding about --
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* and one frame of coyote time is not a thing a player can feel.
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*/
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if ( (ss_game.jump_requested == true) && (ss_game.grounded == true) ) {
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obj->ey = -SS_JUMP_SPEED;
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}
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ss_game.jump_requested = false;
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PASS(errctx, ss_collide_resolve(obj, &ss_player_body, dt, &contact));
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ss_game.grounded = contact.grounded;
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/*
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* The character maps MOVING_UP to the jump sprites, so the state word says
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* "in the air" whether the actor is rising or falling. Nothing else reads
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* the bit here: `speed_y` and `acceleration_y` are both 0 in
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* character_ss_player.json, so the thrust it would authorise is capped to
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* nothing.
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*/
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if ( contact.grounded == true ) {
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
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} else {
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AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
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}
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief The player's `updatefunc`: the animation, then what it is touching.
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*
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* Runs in `akgl_game_update`'s actor sweep, before the physics step and before
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* anything is drawn.
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*/
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static akerr_ErrorContext *ss_player_update(akgl_Actor *obj)
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{
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SDL_FRect player;
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SDL_FRect other;
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bool hit = false;
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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, "obj");
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/* Facing, then the animation frame. Replacing a hook does not mean
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* reimplementing it. */
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PASS(errctx, akgl_actor_update(obj));
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/* Off the bottom of the world. Nothing in the library stops an actor
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* leaving the map -- akgl_physics_arcade_move does not clamp -- so falling
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* out of the level is a thing the game has to notice for itself. */
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if ( obj->y > (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) ) {
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PASS(errctx, respawn(obj));
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SUCCEED_RETURN(errctx);
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}
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PASS(errctx, hitbox(obj, 8.0f, &player));
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for ( i = 0; i < SS_COIN_COUNT; i++ ) {
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if ( ss_game.coins[i] == NULL ) {
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continue;
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}
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PASS(errctx, hitbox(ss_game.coins[i], 8.0f, &other));
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PASS(errctx, akgl_collide_rectangles(&player, &other, &hit));
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if ( hit == true ) {
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/*
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* Giving the pool slot back is what unregisters the actor and stops
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* it being drawn; there is no "despawn" call. Releasing another
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* actor from inside this sweep is safe -- akgl_game_update re-reads
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* `refcount` at the top of every iteration and skips a slot that has
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* gone free.
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*/
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PASS(errctx, akgl_heap_release_actor(ss_game.coins[i]));
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ss_game.coins[i] = NULL;
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ss_game.coins_taken += 1;
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SDL_Log("Collected coin %d of %d", ss_game.coins_taken, SS_COIN_COUNT);
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}
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}
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for ( i = 0; i < SS_HAZARD_COUNT; i++ ) {
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if ( ss_game.hazards[i] == NULL ) {
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continue;
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}
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PASS(errctx, hitbox(ss_game.hazards[i], 6.0f, &other));
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PASS(errctx, akgl_collide_rectangles(&player, &other, &hit));
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if ( hit == true ) {
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PASS(errctx, respawn(obj));
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SUCCEED_RETURN(errctx);
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}
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}
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SUCCEED_RETURN(errctx);
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}
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/*
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* Workaround 2, the release half.
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*
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* akgl_actor_cmhf_left_off and _right_off clear the movement bit, zero `ax`
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* *and* zero `tx`. That last one is the "stops dead" behaviour; these two do
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* everything else it does and leave `tx` for ss_player_movement to decay.
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*/
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static akerr_ErrorContext *ss_control_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, "obj");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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obj->ax = 0.0f;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *ss_control_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, "obj");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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obj->ax = 0.0f;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
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SUCCEED_RETURN(errctx);
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}
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/** @brief Ask for a jump. Whether one is allowed is ss_player_movement's call. */
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static akerr_ErrorContext *ss_control_jump_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, "obj");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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ss_game.jump_requested = true;
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Cut a rising jump short when the button is let go.
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*
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* Variable jump height for four lines, and it works because `ey` is an ordinary
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* field that nothing else owns between steps.
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*/
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static akerr_ErrorContext *ss_control_jump_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, "obj");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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if ( obj->ey < 0.0f ) {
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obj->ey *= 0.4f;
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *ss_player_bind(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, "obj");
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ss_game.player = obj;
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/* Lift the spawn point clear of the step it overlaps *before* recording it,
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* so a respawn does not put the player back inside the geometry. */
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PASS(errctx, ss_collide_settle(obj, &ss_player_body));
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ss_player_data.home_x = obj->x;
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ss_player_data.home_y = obj->y;
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obj->actorData = (void *)&ss_player_data;
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/*
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* The default `facefunc` clears every facing bit and then sets one from the
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* movement bits -- so an actor that stops moving is left facing nowhere, its
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* state drops to bare ALIVE, and character_ss_player.json has no sprite for
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* that. The actor becomes invisible while standing still.
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*
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* Clearing this is the documented way out: akgl_actor_automatic_face leaves
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* an actor alone entirely when it is clear, and the facing bits stay
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* wherever the control handlers last put them.
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*/
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obj->movement_controls_face = false;
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/* Replace the hooks after akgl_actor_initialize, never before -- it
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* overwrites all six. The tilemap loader has already run it here. */
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obj->movementlogicfunc = &ss_player_movement;
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obj->updatefunc = &ss_player_update;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *ss_player_controls(int controlmapid, char *actorname)
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{
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akgl_ControlMap *controlmap = NULL;
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akgl_Control control;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, actorname, AKERR_NULLPOINTER, "actorname");
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/* akgl_controller_pushmap checks the upper bound and not the lower one, so
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* a negative id indexes before the start of akgl_controlmaps. TODO.md,
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* "Known and still open" item 11. */
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FAIL_NONZERO_RETURN(
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errctx,
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((controlmapid < 0) || (controlmapid >= AKGL_MAX_CONTROL_MAPS)),
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AKERR_OUTOFBOUNDS,
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"Control map id %d is outside 0..%d",
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controlmapid,
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(AKGL_MAX_CONTROL_MAPS - 1)
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);
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PASS(errctx, aksl_memset((void *)&control, 0x00, sizeof(akgl_Control)));
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controlmap = &akgl_controlmaps[controlmapid];
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controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
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FAIL_ZERO_RETURN(
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errctx,
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controlmap->target,
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AKGL_ERR_REGISTRY,
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"Actor %s is not in AKGL_REGISTRY_ACTOR; bind controls after the map is loaded",
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actorname
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);
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/*
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* A control map listens to one keyboard and one gamepad, matched by id, and
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* 0 means "any". That is what a one-player game wants, and it is the only
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* thing that works: SDL_GetKeyboards() reports what is attached, but the id
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* a key event carries is chosen by the video backend, and on X11 it is
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* SDL_GLOBAL_KEYBOARD_ID (0) without XInput2 and the physical device's
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* sourceid with it -- never the SDL_DEFAULT_KEYBOARD_ID of 1 that SDL
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* registers when XInput2 is missing. This function used to bind
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* SDL_GetKeyboards()[0] and the arrow keys did nothing at all.
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*
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* Bind a specific id when two players share a machine on two keyboards.
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*/
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controlmap->kbid = 0;
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controlmap->jsid = 0;
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/* ---- keyboard ---- */
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.event_off = SDL_EVENT_KEY_UP;
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control.key = SDLK_LEFT;
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control.handler_on = &akgl_actor_cmhf_left_on;
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control.handler_off = &ss_control_left_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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control.key = SDLK_RIGHT;
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control.handler_on = &akgl_actor_cmhf_right_on;
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control.handler_off = &ss_control_right_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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control.key = SDLK_SPACE;
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control.handler_on = &ss_control_jump_on;
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control.handler_off = &ss_control_jump_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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/* ---- gamepad ---- */
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/* Clear the keycode first: a keyboard event is matched on `key` whatever
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* else the binding carries, and 0 is a keycode like any other. */
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control.key = 0;
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control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
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control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
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control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
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control.handler_on = &akgl_actor_cmhf_left_on;
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control.handler_off = &ss_control_left_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
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control.handler_on = &akgl_actor_cmhf_right_on;
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control.handler_off = &ss_control_right_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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control.button = SDL_GAMEPAD_BUTTON_SOUTH;
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control.handler_on = &ss_control_jump_on;
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control.handler_off = &ss_control_jump_off;
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PASS(errctx, akgl_controller_pushmap(controlmapid, &control));
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SDL_Log("Bound %s to keyboard %d and gamepad %d", actorname, controlmap->kbid, controlmap->jsid);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *ss_player_autoplay(int frame)
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{
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SDL_Event synthetic;
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PREPARE_ERROR(errctx);
|
|
|
|
FAIL_ZERO_RETURN(errctx, ss_game.player, AKERR_NULLPOINTER, "ss_game.player");
|
|
PASS(errctx, aksl_memset((void *)&synthetic, 0x00, sizeof(SDL_Event)));
|
|
/*
|
|
* Dispatch through akgl_controller_handle_event rather than calling the
|
|
* handlers directly, so a scripted run exercises the binding table the way a
|
|
* player does. The first version of this called the handlers, which meant
|
|
* the smoke test passed while the control map matched nothing at all and the
|
|
* arrow keys did nothing -- a test that cannot fail is not a test.
|
|
*
|
|
* SS_AUTOPLAY_KBID is deliberately not 0: the map binds keyboard 0 meaning
|
|
* "any", and driving it from a non-zero device id is what proves that.
|
|
*/
|
|
if ( frame == 1 ) {
|
|
synthetic.type = SDL_EVENT_KEY_DOWN;
|
|
synthetic.key.which = SS_AUTOPLAY_KBID;
|
|
synthetic.key.key = SDLK_RIGHT;
|
|
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &synthetic));
|
|
FAIL_ZERO_RETURN(
|
|
errctx,
|
|
AKGL_BITMASK_HAS(ss_game.player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
|
|
AKGL_ERR_BEHAVIOR,
|
|
"the right arrow did not reach the player; the control map matched nothing"
|
|
);
|
|
}
|
|
|
|
if ( (frame % SS_AUTOPLAY_JUMP_PERIOD) == 0 ) {
|
|
synthetic.type = SDL_EVENT_KEY_DOWN;
|
|
synthetic.key.which = SS_AUTOPLAY_KBID;
|
|
synthetic.key.key = SDLK_SPACE;
|
|
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &synthetic));
|
|
} else if ( (frame % SS_AUTOPLAY_JUMP_PERIOD) == SS_AUTOPLAY_JUMP_HOLD ) {
|
|
synthetic.type = SDL_EVENT_KEY_UP;
|
|
synthetic.key.which = SS_AUTOPLAY_KBID;
|
|
synthetic.key.key = SDLK_SPACE;
|
|
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &synthetic));
|
|
}
|
|
SUCCEED_RETURN(errctx);
|
|
}
|