JacksEscape/mapper_misc.c

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2024-03-30 21:25:39 +08:00
#include "mapper_misc.h"
#include "app.h"
#include "entity.h"
#include "types.h"
#include "util/assert.h"
#include <stdio.h>
void misc_DeleteComponent(Component_Misc *misc) {
if (misc) {
if (misc->textbox) {
if (misc->textbox->text)
free(misc->textbox->text);
free(misc->textbox);
}
if (misc->respawn)
free(misc->respawn);
if (misc->hazard)
free(misc->hazard);
free(misc);
}
}
void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime) {
if (!e->misc || !e->misc->respawn) {
WARN("called on an entity without misc or misc.respawn", 0);
return;
}
if (app->player->player == NULL) // No player
return;
Component_Player *p = app->player->player;
Box2 worldbox; // Offset if position component exists
Vec2 worldspawn;
if (e->position) {
worldbox = box2_Offset(e->misc->respawn->trigger_box, e->position->position);
worldspawn = vec2_Add(e->misc->respawn->respawn_pos, e->position->position);
} else {
worldbox = e->misc->respawn->trigger_box;
worldspawn = e->misc->respawn->respawn_pos;
}
if (box2_Contains(worldbox, p->super->position->position))
p->hazardRespawn = worldspawn;
}
void misc_thinker_Textbox(App *app, Entity *e, Duration deltaTime) {
if (!e->misc || !e->misc->textbox) {
WARN("called on an entity without misc or misc.textbox", 0);
return;
}
misc_Textbox *t = e->misc->textbox;
if (app->player->player == NULL) { // No player, fade out
t->progress = fmaxf(0.0f, t->progress - duration_Seconds(deltaTime) * MISC_TEXTBOX_FADEIN_SPEED);
return;
}
Component_Player *p = app->player->player;
Box2 worldbox; // Offset if position component exists
ASSERT(e->position && "Textboxes must have a position component");
worldbox = box2_Offset(t->trigger_box, e->position->position);
if (box2_Contains(worldbox, p->super->position->position))
// Fade in
t->progress = fminf(1.0f, t->progress + duration_Seconds(deltaTime) * MISC_TEXTBOX_FADEIN_SPEED);
else
// Fade out
t->progress = fmaxf(0.0f, t->progress - duration_Seconds(deltaTime) * MISC_TEXTBOX_FADEIN_SPEED);
}
// Utility functions for creating misc entities
void misc_InstantiateTextbox(App *app, Entity *e, const char *text, Box2 trigger_box, float offset) {
ASSERT(e->misc == NULL && "Instantiate must be called with e.misc not set yet");
ASSERT(e->render == NULL && "Instantiate must be called with e.render not set yet");
e->misc = zero_malloc(sizeof(Component_Misc));
e->misc->textbox = zero_malloc(sizeof(misc_Textbox));
e->misc->textbox->text = copy_malloc(text);
e->misc->textbox->trigger_box = trigger_box;
e->misc->textbox->offset = offset;
e->render = render_NewComponentFunc(app, &misc_render_Textbox, NULL);
e->thinker = &misc_thinker_Textbox;
}