]> git.lizzy.rs Git - nothing.git/blobdiff - src/game/level/player.c
(#1109) Introduce ACTION_TOGGLE_GOAL
[nothing.git] / src / game / level / player.c
index faab5e2fe2d225bb1d9a91885310c0a75fe51630..62d38b322d452a2a44d3f91d8cee1b3fa3035fec 100644 (file)
@@ -1,19 +1,20 @@
-#include <SDL2/SDL.h>
-#include <assert.h>
 #include <stdio.h>
 #include <stdlib.h>
 
-#include "game/level/player/dying_rect.h"
-#include "game/level/player/rigid_rect.h"
-#include "game/level/script.h"
+#include <SDL.h>
+
+#include "game/level/explosion.h"
+#include "game/level/rigid_bodies.h"
 #include "goals.h"
-#include "math/point.h"
+#include "math/vec.h"
 #include "platforms.h"
 #include "player.h"
 #include "system/line_stream.h"
 #include "system/log.h"
 #include "system/lt.h"
 #include "system/nth_alloc.h"
+#include "system/stacktrace.h"
+#include "config.h"
 
 #define PLAYER_WIDTH 25.0f
 #define PLAYER_HEIGHT 25.0f
@@ -31,81 +32,56 @@ struct Player {
     Lt *lt;
     Player_state state;
 
-    Rigid_rect *alive_body;
-    Dying_rect *dying_body;
-    Script *script;
+    RigidBodies *rigid_bodies;
+
+    RigidBodyId alive_body_id;
+    Explosion *dying_body;
 
     int jump_threshold;
-    int jump_count;
     Color color;
 
-    Vec checkpoint;
+    Vec2f checkpoint;
 
     int play_die_cue;
 };
 
-Player *create_player_from_line_stream(LineStream *line_stream, Level *level)
+Player *create_player_from_player_layer(const PlayerLayer *player_layer,
+                                        RigidBodies *rigid_bodies)
 {
-    assert(line_stream);
+    trace_assert(player_layer);
+    trace_assert(rigid_bodies);
 
     Lt *lt = create_lt();
 
-    if (lt == NULL) {
-        return NULL;
-    }
-
-    Player *player = PUSH_LT(lt, nth_alloc(sizeof(Player)), free);
+    Player *player = PUSH_LT(lt, nth_calloc(1, sizeof(Player)), free);
     if (player == NULL) {
         RETURN_LT(lt, NULL);
     }
     player->lt = lt;
 
-    float x = 0.0f, y = 0.0f;
-    char colorstr[7];
-
-    if (sscanf(
-            line_stream_next(line_stream),
-            "%f%f%6s",
-            &x, &y, colorstr) == EOF) {
-        log_fail("Could not read player\n");
-        RETURN_LT(lt, NULL);
-    }
-
-    player->script = PUSH_LT(
-        lt,
-        create_script_from_line_stream(line_stream, level),
-        destroy_script);
-    if (player->script == NULL) {
-        RETURN_LT(lt, NULL);
-    }
-
-    const Color color = hexstr(colorstr);
+    player->rigid_bodies = rigid_bodies;
 
-    player->alive_body = PUSH_LT(
-        lt,
-        create_rigid_rect(
-            rect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT),
-            color,
-            "player"),
-        destroy_rigid_rect);
-    if (player->alive_body == NULL) {
-        RETURN_LT(lt, NULL);
-    }
+    player->alive_body_id = rigid_bodies_add(
+        rigid_bodies,
+        rect(
+            player_layer->position.x,
+            player_layer->position.y,
+            PLAYER_WIDTH,
+            PLAYER_HEIGHT));
 
     player->dying_body = PUSH_LT(
         lt,
-        create_dying_rect(
-            color,
+        create_explosion(
+            color_picker_rgba(&player_layer->color_picker),
             PLAYER_DEATH_DURATION),
-        destroy_dying_rect);
+        destroy_explosion);
     if (player->dying_body == NULL) {
         RETURN_LT(lt, NULL);
     }
 
     player->jump_threshold = 0;
-    player->jump_count = 0;
-    player->color = color;
-    player->checkpoint = vec(x, y);
+    player->color = color_picker_rgba(&player_layer->color_picker);
+    player->checkpoint = player_layer->position;
     player->play_die_cue = 0;
     player->state = PLAYER_STATE_ALIVE;
 
@@ -114,31 +90,36 @@ Player *create_player_from_line_stream(LineStream *line_stream, Level *level)
 
 void destroy_player(Player * player)
 {
+    rigid_bodies_remove(player->rigid_bodies, player->alive_body_id);
     RETURN_LT0(player->lt);
 }
 
-Solid_ref player_as_solid(Player *player)
-{
-    Solid_ref ref = {
-        .tag = SOLID_PLAYER,
-        .ptr = (void*) player
-    };
-
-    return ref;
-}
-
 int player_render(const Player * player,
-                  Camera *camera)
+                  const Camera *camera)
 {
-    assert(player);
-    assert(camera);
+    trace_assert(player);
+    trace_assert(camera);
+
+    char debug_text[256];
 
     switch (player->state) {
-    case PLAYER_STATE_ALIVE:
-        return rigid_rect_render(player->alive_body, camera);
+    case PLAYER_STATE_ALIVE: {
+        snprintf(debug_text, 256, "Jump: %d", player->jump_threshold);
+        Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
+
+        if (camera_render_debug_text(camera, debug_text, vec(hitbox.x, hitbox.y - 20.0f)) < 0) {
+            return -1;
+        }
+
+        return rigid_bodies_render(
+            player->rigid_bodies,
+            player->alive_body_id,
+            player->color,
+            camera);
+    }
 
     case PLAYER_STATE_DYING:
-        return dying_rect_render(player->dying_body, camera);
+        return explosion_render(player->dying_body, camera);
 
     default: {}
     }
@@ -149,29 +130,35 @@ int player_render(const Player * player,
 void player_update(Player *player,
                    float delta_time)
 {
-    assert(player);
+    trace_assert(player);
 
     switch (player->state) {
     case PLAYER_STATE_ALIVE: {
-        rigid_rect_update(player->alive_body, delta_time);
+        rigid_bodies_update(player->rigid_bodies, player->alive_body_id, delta_time);
 
-        const Rect hitbox = rigid_rect_hitbox(player->alive_body);
+        const Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
 
-        if (hitbox.y > 1000.0f) {
+
+        if (hitbox.y > PLAYER_DEATH_LEVEL) {
             player_die(player);
         }
     } break;
 
     case PLAYER_STATE_DYING: {
-        dying_rect_update(player->dying_body, delta_time);
+        explosion_update(player->dying_body, delta_time);
 
-        if (dying_rect_is_dead(player->dying_body)) {
-            rigid_rect_transform_velocity(
-                player->alive_body,
+        if (explosion_is_done(player->dying_body)) {
+            rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, false);
+            rigid_bodies_transform_velocity(
+                player->rigid_bodies,
+                player->alive_body_id,
                 make_mat3x3(0.0f, 0.0f, 0.0f,
                             0.0f, 0.0f, 0.0f,
                             0.0f, 0.0f, 1.0f));
-            rigid_rect_teleport_to(player->alive_body, player->checkpoint);
+            rigid_bodies_teleport_to(
+                player->rigid_bodies,
+                player->alive_body_id,
+                player->checkpoint);
             player->state = PLAYER_STATE_ALIVE;
         }
     } break;
@@ -180,78 +167,75 @@ void player_update(Player *player,
     }
 }
 
-void player_collide_with_solid(Player *player, Solid_ref solid)
-{
-    if (player->state == PLAYER_STATE_ALIVE) {
-        rigid_rect_collide_with_solid(player->alive_body, solid);
-
-        if (rigid_rect_touches_ground(player->alive_body)) {
-            player->jump_threshold = 0;
-        }
-    }
-}
-
 void player_move_left(Player *player)
 {
-    assert(player);
-    rigid_rect_move(player->alive_body, vec(-PLAYER_SPEED, 0.0f));
+    trace_assert(player);
+    rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(-PLAYER_SPEED, 0.0f));
 }
 
 void player_move_right(Player *player)
 {
-    assert(player);
+    trace_assert(player);
 
-    rigid_rect_move(player->alive_body, vec(PLAYER_SPEED, 0.0f));
+    rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(PLAYER_SPEED, 0.0f));
 }
 
 void player_stop(Player *player)
 {
-    assert(player);
+    trace_assert(player);
 
-    rigid_rect_move(player->alive_body, vec(0.0f, 0.0f));
+    rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(0.0f, 0.0f));
 }
 
 void player_jump(Player *player)
 {
-    assert(player);
-    if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) {
-        rigid_rect_transform_velocity(player->alive_body,
-                                      make_mat3x3(1.0f, 0.0f, 0.0f,
-                                                  0.0f, 0.0f, 0.0f,
-                                                  0.0f, 0.0f, 1.0f));
-        rigid_rect_apply_force(player->alive_body,
-                               vec(0.0f, -PLAYER_JUMP));
-        player->jump_threshold++;
+    trace_assert(player);
 
-        if (script_has_scope_value(player->script, "on-jump")) {
-            script_eval(player->script, "(on-jump)");
-        }
+    if (rigid_bodies_touches_ground(player->rigid_bodies, player->alive_body_id)) {
+        player->jump_threshold = 0;
+    }
 
-        player->jump_count++;
+    if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) {
+        rigid_bodies_transform_velocity(
+            player->rigid_bodies,
+            player->alive_body_id,
+            make_mat3x3(1.0f, 0.0f, 0.0f,
+                        0.0f, 0.0f, 0.0f,
+                        0.0f, 0.0f, 1.0f));
+        rigid_bodies_apply_force(
+            player->rigid_bodies,
+            player->alive_body_id,
+            vec(0.0f, -PLAYER_JUMP));
+        player->jump_threshold++;
     }
 }
 
 void player_die(Player *player)
 {
-    assert(player);
+    trace_assert(player);
 
     if (player->state == PLAYER_STATE_ALIVE) {
         const Rect hitbox =
-            rigid_rect_hitbox(player->alive_body);
+            rigid_bodies_hitbox(
+                player->rigid_bodies,
+                player->alive_body_id);
 
         player->play_die_cue = 1;
-        dying_rect_start_dying(player->dying_body, vec(hitbox.x, hitbox.y));
+        explosion_start(player->dying_body, vec(hitbox.x, hitbox.y));
         player->state = PLAYER_STATE_DYING;
+        rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, true);
     }
 }
 
 void player_focus_camera(Player *player,
                          Camera *camera)
 {
-    assert(player);
-    assert(camera);
+    trace_assert(player);
+    trace_assert(camera);
 
-    const Rect player_hitbox = rigid_rect_hitbox(player->alive_body);
+    const Rect player_hitbox = rigid_bodies_hitbox(
+        player->rigid_bodies,
+        player->alive_body_id);
 
     camera_center_at(
         camera,
@@ -260,23 +244,19 @@ void player_focus_camera(Player *player,
             vec(0.0f, -player_hitbox.h * 0.5f)));
 }
 
-void player_hide_goals(const Player *player,
-                       Goals *goals)
-{
-    assert(player);
-    assert(goals);
-    goals_hide_from_player(goals, rigid_rect_hitbox(player->alive_body));
-}
-
 void player_die_from_lava(Player *player,
                           const Lava *lava)
 {
-    if (lava_overlaps_rect(lava, rigid_rect_hitbox(player->alive_body))) {
+    if (lava_overlaps_rect(
+            lava,
+            rigid_bodies_hitbox(
+                player->rigid_bodies,
+                player->alive_body_id))) {
         player_die(player);
     }
 }
 
-void player_checkpoint(Player *player, Vec checkpoint)
+void player_checkpoint(Player *player, Vec2f checkpoint)
 {
     player->checkpoint = checkpoint;
 }
@@ -287,7 +267,7 @@ int player_sound(Player *player,
     if (player->play_die_cue) {
         player->play_die_cue = 0;
 
-        if (sound_samples_play_sound(sound_samples, 0, 0) < 0) {
+        if (sound_samples_play_sound(sound_samples, 0) < 0) {
             return -1;
         }
     }
@@ -295,49 +275,21 @@ int player_sound(Player *player,
     return 0;
 }
 
-void player_touches_rect_sides(Player *player,
-                               Rect object,
-                               int sides[RECT_SIDE_N])
-{
-    if (player->state == PLAYER_STATE_ALIVE) {
-        rigid_rect_touches_rect_sides(player->alive_body, object, sides);
-    }
-}
-
-void player_apply_force(Player *player, Vec force)
-{
-    if (player->state == PLAYER_STATE_ALIVE) {
-        rigid_rect_apply_force(player->alive_body, force);
-    }
-}
-
-Rigid_rect *player_rigid_rect(Player *player, const char *id)
-{
-    assert(player);
-    assert(id);
-
-    if (player->state == PLAYER_STATE_ALIVE) {
-        if (rigid_rect_has_id(player->alive_body, id)) {
-            return player->alive_body;
-        }
-    }
-
-    return NULL;
-}
-
 bool player_overlaps_rect(const Player *player,
                           Rect rect)
 {
-    assert(player);
+    trace_assert(player);
 
     return player->state == PLAYER_STATE_ALIVE
         && rects_overlap(
-            rect, rigid_rect_hitbox(
-                player->alive_body));
+            rect, rigid_bodies_hitbox(
+                player->rigid_bodies,
+                player->alive_body_id));
 }
 
-long int player_jump_count(const Player *player)
+Rect player_hitbox(const Player *player)
 {
-    assert(player);
-    return player->jump_count;
+    return rigid_bodies_hitbox(
+        player->rigid_bodies,
+        player->alive_body_id);
 }