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