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authorStar Rauchenberger <fefferburbia@gmail.com>2025-09-12 22:52:13 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2025-09-12 22:52:13 -0400
commita97b9f33eed3df800ef74972823223b67f050c09 (patch)
tree3265becb898d64675c6cd3ce3cc391f38005633d /data/maps/four_rooms
parent802f4f5e093fd20373ae50caad2f706231031896 (diff)
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Mention Anti-Collectable door in README
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#include "character_system.h"
#include "consts.h"
#include "mixer.h"
#include "sprite.h"
#include "game.h"
#include "transform_system.h"
#include "animation_system.h"

void CharacterSystem::initSprite(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.orientable = true;
}

void CharacterSystem::addSpriteToParty(int leaderId, int followerId) {
  Sprite& leader = game_.getSprite(leaderId);
  Sprite& follower = game_.getSprite(followerId);

  int index = leader.followers.size() + 1;
  follower.trail = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = follower.loc, .dir = follower.dir});

  leader.followers.push_back(followerId);

  game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still");
}

void CharacterSystem::moveInDirection(int spriteId, Direction dir) {
  Sprite& sprite = game_.getSprite(spriteId);

  game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir);

  if (sprite.characterState == CharacterState::Still) {
    setPartyState(spriteId, CharacterState::Walking);
  } else if (sprite.characterState == CharacterState::Crouching) {
    for (int followerId : sprite.followers) {
      game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir);
    }
  }
}

void CharacterSystem::stopDirecting(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  if (sprite.characterState == CharacterState::Walking) {
    setPartyState(spriteId, CharacterState::Still);
  }
}

void CharacterSystem::tick(double dt) {
  inputTimer_.accumulate(dt);
  while (inputTimer_.step()) {
    for (int spriteId : game_.getSprites()) {
      Sprite& sprite = game_.getSprite(spriteId);

      if (sprite.orientable) {
        vec2i pLoc = sprite.loc;

        if (sprite.characterState == CharacterState::Still ||
            sprite.characterState == CharacterState::Crouching) {
          continue;
        }

        int speed = MOVEMENT_SPEED;
        if (sprite.characterState == CharacterState::Running) {
          speed *= 2;
        }

        pLoc += (unitVecInDirection(sprite.dir) * speed);

        // Check collision.
        CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.dir);
        bool blocked = collision.horiz.blocked || collision.vert.blocked;

        if (collision.horiz.blocked) {
          pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
        }

        if (collision.vert.blocked) {
          pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
        }

        if (blocked && sprite.characterState == CharacterState::Running) {
          stopRunning(spriteId);
          game_.getMixer().playSound("../res/sfx/bump.wav");
        }

        // Move everything
        if (pLoc != sprite.loc) {
          game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc);

          if (sprite.characterState == CharacterState::Running) {
            const Map& map = game_.getMap();

            vec2i newMapTileLoc = pLoc / map.getTileSize();
            StepType newTileStep = map.getStepType(newMapTileLoc.x(), newMapTileLoc.y());
            if (sprite.stepType != newTileStep) {
              stopRunningSound(sprite);

              sprite.stepType = newTileStep;

              if (newTileStep != StepType::none) {
                sprite.runningSfxChannel = game_.getMixer().loopSound(runningSfxForStepType(newTileStep));
              }
            }
          }

          for (int followerId : sprite.followers) {
            Sprite& pNext = game_.getSprite(followerId);
            const Movement& posdir = pNext.trail.front();
            game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos);
            game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir);

            pNext.trail.pop_front();
            pNext.trail.push_back({.pos = pLoc, .dir = sprite.dir});
          }
        }
      }
    }
  }
}

void CharacterSystem::beginCrouch(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  if (sprite.characterState == CharacterState::Running) {
    stopRunning(spriteId);
  } else {
    setPartyState(spriteId, CharacterState::Crouching);
  }
}

void CharacterSystem::endCrouch(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  if (sprite.characterState == CharacterState::Crouching) {
    setPartyState(spriteId, CharacterState::Running);

    for (int followerId : sprite.followers) {
      // Halve the movement buffer for the followers.
      Sprite& follower = game_.getSprite(followerId);
      std::deque<Movement> newMove;

      while (!follower.trail.empty()) {
        newMove.push_back(follower.trail.front());
        follower.trail.pop_front();
        follower.trail.pop_front();
      }

      follower.trail = std::move(newMove);
    }
  }
}

void CharacterSystem::stopRunning(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);
  setPartyState(spriteId, CharacterState::Still);
  stopRunningSound(sprite);

  // Double the movement buffer for the followers.
  for (int followerId : sprite.followers) {
    Sprite& follower = game_.getSprite(followerId);

    std::deque<Movement> newMove;
    vec2i lastPos = follower.loc;

    while (!follower.trail.empty()) {
      Movement m1 = follower.trail.front();
      Movement m2 = m1;
      m1.pos = (m1.pos + lastPos) / 2;
      lastPos = m2.pos;

      newMove.push_back(m1);
      newMove.push_back(m2);
      follower.trail.pop_front();
    }

    follower.trail = std::move(newMove);
  }
}

void CharacterSystem::setPartyState(int spriteId, CharacterState state) {
  std::string animName;
  switch (state) {
    case CharacterState::Still: {
      animName = "still";
      break;
    }
    case CharacterState::Walking: {
      animName = "walk";
      break;
    }
    case CharacterState::Crouching: {
      animName = "crouch";
      break;
    }
    case CharacterState::Running: {
      animName = "run";
      break;
    }
  }

  Sprite& sprite = game_.getSprite(spriteId);
  sprite.characterState = state;

  game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName);
  for (int followerId : sprite.followers) {
    game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, animName);
  }
}

void CharacterSystem::stopRunningSound(Sprite& sprite) {
  sprite.stepType = StepType::none;
  if (sprite.runningSfxChannel != -1) {
    game_.getMixer().stopChannel(sprite.runningSfxChannel);
    sprite.runningSfxChannel = -1;
  }
}