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#pragma once
#include "../EventType.h"
#include "../LightEmitter.h"
#include "../Resources.h"
#include "../Tiles/TileCollisionParams.h"
#include "../../nCine/Base/Task.h"
#include "../../nCine/Primitives/AABB.h"
#include "../../nCine/Audio/AudioBufferPlayer.h"
#include "../../nCine/Graphics/BaseSprite.h"
#include "../../nCine/Graphics/SceneNode.h"
#include <Base/TypeInfo.h>
#include <Containers/Function.h>
#include <Containers/StringView.h>
#include <IO/MemoryStream.h>
#ifndef DOXYGEN_GENERATING_OUTPUT
// If coroutines are not supported, load resources synchronously
#if defined(WITH_COROUTINES)
# define async_return co_return
# define async_await co_await
#else
# define async_return return
# define async_await
#endif
#endif
using namespace Death::Containers::Literals;
using namespace Jazz2::Resources;
namespace Jazz2
{
class ILevelHandler;
class LevelHandler;
}
namespace Jazz2::Rendering
{
class LightingRenderer;
}
#if defined(WITH_MULTIPLAYER)
namespace Jazz2::Multiplayer
{
class MpLevelHandler;
}
namespace Jazz2::UI::Multiplayer
{
class MpInGameCanvasLayer;
}
#endif
namespace Jazz2::Actors
{
class Player;
/** @brief Flags that modify behaviour of @ref ActorBase, supports a bitwise combination of its member values */
enum class ActorState {
None = 0x00,
/** @brief Actor is created from event map, this flag is used automatically by event system */
IsCreatedFromEventMap = 0x01,
/** @brief Actor is created by generator, this flag is used automatically by event system */
IsFromGenerator = 0x02,
/** @brief Actor should be illuminated */
Illuminated = 0x04,
/** @brief Actor should be created asynchronously, not to block main thread */
Async = 0x08,
/** @brief Mask of all instantiation flags that can be used in @ref ActorActivationDetails */
InstantiationFlags = IsCreatedFromEventMap | IsFromGenerator | Illuminated | Async,
/** @brief This flag is set automatically after call to @ref ActorBase::OnActivatedAsync() */
Initialized = 0x0100,
// Actor instance flags
/** @brief Actor is invulnerable */
IsInvulnerable = 0x0200,
/** @brief Actor is standing on the ground and can jump */
CanJump = 0x0400,
/** @brief Actor can be frozen */
CanBeFrozen = 0x0800,
/** @brief Actor is facing left */
IsFacingLeft = 0x1000,
//Reserved = 0x2000,
/** @brief Actor should be preserved when state is rolled back to checkpoint */
PreserveOnRollback = 0x4000,
// Collision flags
/** @brief Collide with tiles */
CollideWithTileset = 0x10000,
/** @brief Collide with other non-solid actors, @ref ActorBase::OnHandleCollision() will be called for each collision */
CollideWithOtherActors = 0x20000,
/** @brief Collide with solid objects */
CollideWithSolidObjects = 0x40000,
/** @brief Don't add object to collision tree at all (cannot be changed during object lifetime) */
ForceDisableCollisions = 0x80000,
/** @brief Check collisions at the end of current frame, should be used if position or size changed */
IsDirty = 0x100000,
/** @brief Remove object at the end of current frame */
IsDestroyed = 0x200000,
/** @brief Apply gravitation */
ApplyGravitation = 0x400000,
/** @brief Marks object as solid, so other objects with @ref CollideWithSolidObjects will collide with it */
IsSolidObject = 0x800000,
/** @brief Check collisions only with hitbox */
SkipPerPixelCollisions = 0x1000000,
/** @brief Don't use full hitbox for collisions with tiles, also exclude upper part of hitbox when falling down */
CollideWithTilesetReduced = 0x2000000,
/** @brief Collide with other solid object only if it's above center of the other hitbox */
CollideWithSolidObjectsBelow = 0x4000000,
/** @brief Ignore solid collisions agains similar objects that have this flag */
ExcludeSimilar = 0x8000000,
};
DEATH_ENUM_FLAGS(ActorState);
/** @brief Description how to initialize an actor */
struct ActorActivationDetails {
/** @brief Current level handler */
ILevelHandler* LevelHandler;
/** @brief Position */
Vector3i Pos;
/** @brief Actor state */
ActorState State;
/** @brief Event type */
EventType Type;
/** @brief Event activation parameters */
const std::uint8_t* Params;
ActorActivationDetails(ILevelHandler* levelHandler, const Vector3i& pos, const std::uint8_t* params = nullptr)
: LevelHandler(levelHandler), Pos(pos), State(ActorState::None), Type(EventType::Empty), Params(params)
{
}
};
/** @brief Move type, supports a bitwise combination of its member values */
enum class MoveType {
Absolute = 0x00, /**< Move to absolute position */
Relative = 0x01, /**< Move to relative position */
Force = 0x02 /**< Ignore all collision checks */
};
DEATH_ENUM_FLAGS(MoveType);
/** @brief Actor renderer type */
enum class ActorRendererType {
Default, /**< Default rendering */
Outline, /**< Draw outline around the sprite */
WhiteMask, /**< Draw all non-transparent pixels as white */
PartialWhiteMask, /**< Draw all non-transparent pixels as boosted shades of gray */
FrozenMask /**< Apply frozen effect to the sprite */
};
/** @brief Effect type of @ref ActorBase::CreateParticleDebrisOnPerish() */
enum class ParticleDebrisEffect {
Unknown, /**< Unspecified */
Standard, /**< Standard */
StandardInWater, /**< Standard (in water) */
Dissolve, /**< Dissolve (for ghosts) */
Frozen, /**< Frozen (for breaking the ice) */
Fire, /**< Fire (for toasting) */
Lightning /**< Lightning (for electrocuting) */
};
/** @brief Base class of an object */
class ActorBase : public std::enable_shared_from_this<ActorBase>
{
DEATH_RUNTIME_OBJECT();
friend class Player;
friend class Jazz2::LevelHandler;
friend class Jazz2::Rendering::LightingRenderer;
#if defined(WITH_MULTIPLAYER)
friend class Jazz2::Multiplayer::MpLevelHandler;
friend class Jazz2::UI::Multiplayer::MpInGameCanvasLayer;
#endif
public:
ActorBase();
virtual ~ActorBase();
/** @brief Outer AABB hitbox */
AABBf AABB;
/** @brief Inner AABB hitbox */
AABBf AABBInner;
/** @brief Returns `true` if the object is currently facing left */
bool IsFacingLeft() const;
/** @brief Called after the object is created */
Task<bool> OnActivated(const ActorActivationDetails& details);
/** @brief Called when the object collides with another object */
virtual bool OnHandleCollision(std::shared_ptr<ActorBase> other);
/** @brief Called to check whether @p collider can cause damage to the object */
virtual bool CanCauseDamage(ActorBase* collider);
/** @brief Returns `true` if the object is invulnerable */
bool IsInvulnerable();
/** @brief Returns current health */
std::int32_t GetHealth();
/** @brief Sets current health */
void SetHealth(std::int32_t value);
/** @brief Returns maximum health */
std::int32_t GetMaxHealth();
/** @brief Decreases health by specified amount */
void DecreaseHealth(std::int32_t amount = 1, ActorBase* collider = nullptr);
/** @brief Moves the object */
bool MoveInstantly(Vector2f pos, MoveType type, Tiles::TileCollisionParams& params);
/** @overload */
bool MoveInstantly(Vector2f pos, MoveType type)
{
Tiles::TileCollisionParams params = { Tiles::TileDestructType::None, _speed.Y >= 0.0f };
return MoveInstantly(pos, type, params);
}
/** @brief Adds external force */
void AddExternalForce(float x, float y);
/** @brief Returns `true` if this object is colliding with a given object */
bool IsCollidingWith(ActorBase* other);
/** @brief Returns `true` if this object is colliding with a given AABB */
bool IsCollidingWith(const AABBf& aabb);
/** @brief Updates AABB for current position, rotation and animation frame */
void UpdateAABB();
/** @brief Returns current position */
Vector2f GetPos() {
return _pos;
}
/** @brief Returns current speed */
Vector2f GetSpeed() {
return _speed;
}
/** @brief Returns actor state */
constexpr ActorState GetState() const noexcept {
return _state;
}
/** @overload */
constexpr bool GetState(ActorState flag) const noexcept {
return (_state & flag) == flag;
}
protected:
/** @brief Actor renderer */
class ActorRenderer : public BaseSprite
{
friend class ActorBase;
public:
ActorRenderer(ActorBase* owner);
/** @brief Whether the animation is paused */
bool AnimPaused;
/** @brief Frame configuration */
Vector2i FrameConfiguration;
/** @brief Frame dimensions */
Vector2i FrameDimensions;
/** @brief Animation loop mode */
AnimationLoopMode LoopMode;
/** @brief Frame offset */
std::int32_t FirstFrame;
/** @brief Frame count */
std::int32_t FrameCount;
/** @brief Animation duration (in normalized frames) */
float AnimDuration;
/** @brief Current animation progress */
float AnimTime;
/** @brief Current animation frame */
std::int32_t CurrentFrame;
/** @brief Hotspot */
Vector2f Hotspot;
/** @brief Initializes the renderer to the specified renderer type */
void Initialize(ActorRendererType type);
void OnUpdate(float timeMult) override;
bool OnDraw(RenderQueue& renderQueue) override;
/** @brief Returns `true` if animation is running */
bool IsAnimationRunning();
/** @brief Returns active renderer type */
ActorRendererType GetRendererType() const;
protected:
void textureHasChanged(Texture* newTexture) override;
private:
ActorBase* _owner;
ActorRendererType _rendererType;
float _rendererTransition;
void UpdateVisibleFrames();
static std::int32_t NormalizeFrame(std::int32_t frame, std::int32_t min, std::int32_t max);
};
/** @{ @name Constants */
/** @brief Alpha transparency threshold */
static constexpr std::uint8_t AlphaThreshold = 40;
/** @brief Step for collision checking */
static constexpr float CollisionCheckStep = 0.5f;
/** @brief Step for per-pixel collisions */
static constexpr std::int32_t PerPixelCollisionStep = 3;
/** @brief Maximum number of animation candidates */
static constexpr std::int32_t AnimationCandidatesCount = 5;
/** @} */
#ifndef DOXYGEN_GENERATING_OUTPUT
// Hide these members from documentation before refactoring
ILevelHandler* _levelHandler;
Vector2f _pos;
Vector2f _speed;
Vector2f _externalForce;
float _internalForceY;
float _elasticity;
float _friction;
float _unstuckCooldown;
float _frozenTimeLeft;
std::int32_t _maxHealth;
std::int32_t _health;
Vector2i _originTile;
float _spawnFrames;
Metadata* _metadata;
ActorRenderer _renderer;
GraphicResource* _currentAnimation;
GraphicResource* _currentTransition;
bool _currentTransitionCancellable;
#endif
/** @brief Sets internal parent node */
void SetParent(SceneNode* parent);
/** @brief Sets whether the object is facing left */
void SetFacingLeft(bool value);
/** @brief Called when the object is created and activated */
virtual Task<bool> OnActivatedAsync(const ActorActivationDetails& details);
/** @brief Called when corresponding tile should be deactivated */
virtual bool OnTileDeactivated();
/** @brief Called when the object is attached to an another object */
virtual void OnAttach(ActorBase* parent);
/** @brief Called when the object is detached from the previously attached object */
virtual void OnDetach(ActorBase* parent);
/** @brief Called when health of the object changed */
virtual void OnHealthChanged(ActorBase* collider);
/** @brief Called when the object has no health left and should perish */
virtual bool OnPerish(ActorBase* collider);
/** @brief Called every frame to update the object state */
virtual void OnUpdate(float timeMult);
/** @brief Called when the hitbox needs to be updated */
virtual void OnUpdateHitbox();
/** @brief Called when the object needs to be drawn */
virtual bool OnDraw(RenderQueue& renderQueue);
/** @brief Called when emitting lights */
virtual void OnEmitLights(SmallVectorImpl<LightEmitter>& lights) { }
/** @brief Called when the object hits a floor */
virtual void OnHitFloor(float timeMult);
/** @brief Called when the object hits a ceiling */
virtual void OnHitCeiling(float timeMult);
/** @brief Called when the object hits a wall */
virtual void OnHitWall(float timeMult);
/** @brief Called when an event is triggered */
virtual void OnTriggeredEvent(EventType eventType, std::uint8_t* eventParams);
/** @brief Performs standard movement behavior */
void TryStandardMovement(float timeMult, Tiles::TileCollisionParams& params);
/** @brief Updates hitbox to a given size */
void UpdateHitbox(std::int32_t w, std::int32_t h);
/** @brief Updates frozen state of the object */
void UpdateFrozenState(float timeMult);
/** @brief Handles change of frozen state after collision with other object */
void HandleFrozenStateChange(ActorBase* shot);
/** @brief Creates a particle debris from a sprite when the object is going to perish */
void CreateParticleDebrisOnPerish(ActorBase* collider);
/** @overload */
void CreateParticleDebrisOnPerish(ParticleDebrisEffect effect, Vector2f speed);
/** @brief Creates a sprite debris */
void CreateSpriteDebris(AnimState state, std::int32_t count);
/** @brief Returns scale of ice shrapnels */
virtual float GetIceShrapnelScale() const;
/** @brief Plays a sound effect for the object */
std::shared_ptr<AudioBufferPlayer> PlaySfx(StringView identifier, float gain = 1.0f, float pitch = 1.0f);
/** @brief Sets an animation of the object */
bool SetAnimation(AnimState state, bool skipAnimation = false);
/** @brief Sets a transition animation of the object */
bool SetTransition(AnimState state, bool cancellable, Function<void()>&& callback = {});
/** @brief Cancels a cancellable transition */
void CancelTransition();
/** @brief Cancels any transition */
void ForceCancelTransition();
/** @brief Called when an animation started */
virtual void OnAnimationStarted();
/** @brief Called when an animation finished */
virtual void OnAnimationFinished();
/** @brief Called when the object receives a network packet */
virtual void OnPacketReceived(MemoryStream& packet);
/** @brief Sends a packet to the other side of a non-local session */
void SendPacket(ArrayView<const std::uint8_t> data);
/** @brief Preloads specified metadata and its linked assets to cache */
static void PreloadMetadataAsync(StringView path);
/** @brief Loads specified metadata and its linked assets */
void RequestMetadata(StringView path);
/** @brief Loads specified metadata and its linked assets asynchronously if supported */
#if defined(WITH_COROUTINES)
auto RequestMetadataAsync(StringView path)
{
struct awaitable {
ActorBase* actor;
const StringView& path;
bool await_ready() {
return false;
}
void await_suspend(std::coroutine_handle<> handle) {
// TODO: implement async
auto metadata = ContentResolver::Get().RequestMetadata(path);
actor->_metadata = metadata;
handle();
}
void await_resume() { }
};
return awaitable{this, path};
}
#else
void RequestMetadataAsync(StringView path);
#endif
/** @brief Sets actor state */
constexpr void SetState(ActorState flags) noexcept {
_state = flags;
}
/** @overload */
constexpr void SetState(ActorState flag, bool value) noexcept {
if (value) {
_state = _state | flag;
} else {
_state = _state & (~flag);
}
}
private:
ActorBase(const ActorBase&) = delete;
ActorBase& operator=(const ActorBase&) = delete;
std::int32_t _collisionProxyID;
ActorState _state;
Function<void()> _currentTransitionCallback;
bool IsCollidingWithAngled(ActorBase* other);
bool IsCollidingWithAngled(const AABBf& aabb);
void RefreshAnimation(bool skipAnimation = false);
};
}
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