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dusk/src/rpg/entity/entity.c
Dominic Masters 6f33522c1c
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Begin adding entities to editor
2025-11-22 10:38:16 -06:00

200 lines
5.7 KiB
C

/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entity.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "time/time.h"
#include "util/math.h"
#include "rpg/cutscene/cutscenemode.h"
#include "rpg/world/map.h"
entity_t ENTITIES[ENTITY_COUNT];
void entityInit(entity_t *entity, const entitytype_t type) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
assertTrue(
entity >= ENTITIES && entity < ENTITIES + ENTITY_COUNT,
"Entity pointer is out of bounds"
);
memoryZero(entity, sizeof(entity_t));
entity->id = (uint8_t)(entity - ENTITIES);
entity->type = type;
if(ENTITY_CALLBACKS[type].init != NULL) ENTITY_CALLBACKS[type].init(entity);
}
void entityUpdate(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
// What state is the entity in?
if(entity->animation != ENTITY_ANIM_IDLE) {
// Entity is mid animation, tick it (down).
entity->animTime -= TIME.delta;
if(entity->animTime <= 0) {
entity->animation = ENTITY_ANIM_IDLE;
entity->animTime = 0;
}
return;
}
// Movement code.
if(
cutsceneModeIsInputAllowed() &&
ENTITY_CALLBACKS[entity->type].movement != NULL
) {
ENTITY_CALLBACKS[entity->type].movement(entity);
}
}
void entityTurn(entity_t *entity, const entitydir_t direction) {
entity->direction = direction;
entity->animation = ENTITY_ANIM_TURN;
entity->animTime = ENTITY_ANIM_TURN_DURATION;
}
void entityWalk(entity_t *entity, const entitydir_t direction) {
// TODO: Animation, delay, etc.
entity->direction = direction;
// Where are we moving?
worldpos_t newPos = entity->position;
{
worldunits_t relX, relY;
entityDirGetRelative(direction, &relX, &relY);
newPos.x += relX;
newPos.y += relY;
}
// Get tile under foot
tile_t tileCurrent = mapGetTile(entity->position);
tile_t tileNew = mapGetTile(newPos);
bool_t fall = false;
bool_t raise = false;
// Are we walking up a ramp?
if(
tileIsRamp(tileCurrent) &&
(
// Can only walk UP the direction the ramp faces.
(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent ||
// If diagonal ramp, can go up one of two ways only.
(
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_NORTHEAST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_NORTHWEST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
)
)
// Must be able to walk up.
) && newPos.z < (MAP_CHUNK_DEPTH - 1)
) {
tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
worldpos_t abovePos = newPos;
abovePos.z += 1;
tile_t tileAbove = mapGetTile(abovePos);
if(tileAbove != TILE_SHAPE_NULL && tileIsWalkable(tileAbove)) {
// We can go up the ramp.
raise = true;
}
} else if(tileNew == TILE_SHAPE_NULL && newPos.z > 0) {
// Falling down?
worldpos_t belowPos = newPos;
belowPos.z -= 1;
tile_t tileBelow = mapGetTile(belowPos);
if(
tileBelow != TILE_SHAPE_NULL &&
tileIsRamp(tileBelow) &&
(
// This handles regular cardinal ramps
(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow ||
// This handles diagonal ramps
(
(
tileBelow == TILE_SHAPE_RAMP_SOUTHEAST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_SOUTHWEST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_NORTHEAST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_NORTHWEST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
)
)
)
) {
// We will fall to this tile.
fall = true;
}
}
// Can we walk here?
if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked
// Entity in way?
entity_t *other = ENTITIES;
do {
if(other == entity) continue;
if(other->type == ENTITY_TYPE_NULL) continue;
if(!worldPosIsEqual(other->position, newPos)) continue;
return;// Blocked
} while(++other, other < &ENTITIES[ENTITY_COUNT]);
entity->lastPosition = entity->position;
entity->position = newPos;
entity->animation = ENTITY_ANIM_WALK;
entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
if(raise) {
entity->position.z += 1;
} else if(fall) {
entity->position.z -= 1;
}
}
entity_t * entityGetAt(const worldpos_t position) {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
if(!worldPosIsEqual(ent->position, position)) continue;
return ent;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return NULL;
}
uint8_t entityGetAvailable() {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) return ent - ENTITIES;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return 0xFF;
}