#include "actor.h"
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#include <stddef.h>
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#include "game.h"
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#include "player.h"
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#include "sdk/oam.h"
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#include "util.h"
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#define MAX_UNIQUE_MOBS 3
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#define MAX_ACTORS 5
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#define NUM_OAM_ENTRIES 40
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#define TILE_WIDTH 8
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#define FRAMES_PER_ANIM_FRAME 20
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#define PLAYER_ACTOR_IDX 0
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static actor_anim_state_t ANIM_TOTAL_FRAMES[] = {2, 1};
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static uint8_t ANIM_OFFSETS[] = {0, 2 * 4};
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static uint8_t mob_ids[MAX_UNIQUE_MOBS];
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static uint8_t *mob_anim_data[MAX_UNIQUE_MOBS];
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static actor_t all_actors[MAX_ACTORS];
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static uint8_t actor_load_mob_anim_data(uint8_t mob_id);
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actor_t *PLAYER_ACTOR = &all_actors[PLAYER_ACTOR_IDX];
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void actor_init(void) {
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actor_reset();
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PLAYER_ACTOR->active = 1;
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PLAYER_ACTOR->flip = 0;
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PLAYER_ACTOR->anim = ANIM_STAND;
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PLAYER_ACTOR->frame_idx = 0;
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PLAYER_ACTOR->frame_counter = 0;
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PLAYER_ACTOR->x = PLAYER.x;
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PLAYER_ACTOR->y = PLAYER.y_hi;
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}
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void actor_reset(void) {
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for (uint8_t i = 0; i < ARRSIZE(mob_ids); ++i) {
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mob_ids[i] = 0xff;
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}
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for (uint8_t i = 0; i < ARRSIZE(all_actors); ++i) {
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all_actors[i].active = 0;
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}
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}
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actor_t *actor_create_mob(uint8_t id) {
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uint8_t mob_anim_idx = actor_load_mob_anim_data(id);
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if (mob_anim_idx == 0xff) {
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return NULL;
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}
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actor_t *a = NULL;
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for (uint8_t i = 0; i < ARRSIZE(all_actors); ++i) {
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if (all_actors[i].active) {
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continue;
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}
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a = &all_actors[i];
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a->active = 1;
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a->flip = 0;
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a->mob_anim_idx = mob_anim_idx;
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a->anim = ANIM_STAND;
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a->frame_idx = 0;
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a->frame_counter = 0;
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break;
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}
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return a;
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}
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void actor_remove(actor_t *a) { a->active = 0; }
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void actor_update(void) {
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struct oam_entry *oam_ptr = &shadow_oam[0];
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actor_t *a = &all_actors[0];
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for (uint8_t i = 0; i < ARRSIZE(all_actors); ++i) {
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if (!a->active) {
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a++;
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continue;
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}
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a->frame_counter++;
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if (a->frame_counter == FRAMES_PER_ANIM_FRAME) {
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a->frame_counter = 0;
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a->frame_idx = (a->frame_idx + 1) % ANIM_TOTAL_FRAMES[a->anim];
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}
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const uint8_t *anim_ptr;
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if (i == 0) {
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anim_ptr = &player_map[ANIM_OFFSETS[a->anim]];
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} else {
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anim_ptr = mob_anim_data[a->mob_anim_idx];
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}
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anim_ptr += a->frame_idx * 4;
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oam_ptr->y = a->y + 16;
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oam_ptr->x = a->x + 8;
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oam_ptr->tile = anim_ptr[a->flip] + TILE_INDEX_PLAYER;
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oam_ptr->attr = a->flip ? (1 << 5) : 0;
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oam_ptr++;
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oam_ptr->y = a->y + 16;
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oam_ptr->x = a->x + TILE_WIDTH + 8;
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oam_ptr->tile = anim_ptr[1 - a->flip] + TILE_INDEX_PLAYER;
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oam_ptr->attr = a->flip ? (1 << 5) : 0;
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oam_ptr++;
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oam_ptr->y = a->y + TILE_WIDTH + 16;
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oam_ptr->x = a->x + 8;
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oam_ptr->tile = anim_ptr[a->flip + 2] + TILE_INDEX_PLAYER;
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oam_ptr->attr = a->flip ? (1 << 5) : 0;
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oam_ptr++;
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oam_ptr->y = a->y + TILE_WIDTH + 16;
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oam_ptr->x = a->x + TILE_WIDTH + 8;
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oam_ptr->tile = anim_ptr[1 - a->flip + 2] + TILE_INDEX_PLAYER;
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oam_ptr->attr = a->flip ? (1 << 5) : 0;
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oam_ptr++;
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a++;
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}
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}
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static uint8_t actor_load_mob_anim_data(uint8_t mob_id) {
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uint8_t mob_anim_idx = 0xff;
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for (uint8_t i = 0; i < ARRSIZE(mob_ids); ++i) {
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if (mob_ids[i] == mob_id) {
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mob_anim_idx = i;
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break;
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}
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}
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if (mob_anim_idx == 0xff) {
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for (uint8_t i = 0; i < ARRSIZE(mob_ids); ++i) {
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if (mob_ids[i] == 0xff) {
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mob_ids[i] = mob_id;
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// TODO: Load data into mob_anim_data[i]
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mob_anim_idx = i;
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break;
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}
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}
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}
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return mob_anim_idx;
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}
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