/* * pop_ctrl.c — управление Kid (Фаза K2b). Порт SDLPoP: * вход — read_user_control/user_control/rest_ctrl_1/save_ctrl_1 * (seg006.c) поверх held-state ; * диспетчер — control() + control_standing/turning/startrun/running/ * crouched (seg005.c), Kid-only ветки (без меча/стражи); * действия — forward/back/up/down_pressed, crouch, standing_jump, * run_jump, safe_step (seg005.c). * * Map-запросы (стена/край/захват) ЗАСТАБЛЕНЫ «открытый пол» (map_* ниже) — * реальная коллизия в K3/K4. Поэтому: forward -> всегда бег, down -> присед, * back -> разворот, up+forward -> прыжок с места; osторожный шаг и climb * помечены TODO(K3/K4). * * Значения CONTROL_* (types.h): RELEASED=0, IGNORE=1, HELD=-1; * X: LEFT/FORWARD=-1, RIGHT/BACKWARD=+1; Y: UP=-1, DOWN=+1. */ #include #include #include "pop_kid.h" #include "pop_map.h" /* ---- CONTROL_* и seq/frame id (подмножество types.h) --------------- */ #define CONTROL_RELEASED 0 #define CONTROL_IGNORE 1 #define CONTROL_HELD (-1) #define CONTROL_HELD_LEFT (-1) #define CONTROL_HELD_RIGHT 1 #define CONTROL_HELD_FORWARD (-1) #define CONTROL_HELD_BACKWARD 1 #define CONTROL_HELD_UP (-1) #define CONTROL_HELD_DOWN 1 #define DIR_RIGHT 0 /* dir_0_right */ #define SEQ_1_START_RUN 1 #define SEQ_2_STAND 2 #define SEQ_3_STANDING_JUMP 3 #define SEQ_4_RUN_JUMP 4 #define SEQ_5_TURN 5 #define SEQ_6_RUN_TURN 6 #define SEQ_13_STOP_RUN 13 #define SEQ_26_CROUCH_WHILE_RUNNING 26 #define SEQ_43_START_RUN_AFTER_TURN 43 #define SEQ_49_STAND_UP_FROM_CROUCH 49 #define SEQ_50_CROUCH 50 #define SEQ_79_CROUCH_HOP 79 #define SEQ_STEP_BASE 28 /* +distance(1..14) = seq 29..42 шаг-N */ #define SEQ_39_UNSAFE_STEP 39 /* шаг за кромку (distance 11) */ #define SEQ_44_STEP_ON_EDGE 44 #define SEQ_14_JUMP_INTO_CEILING 14 /* прыжок вверх: сверху стена/пол */ #define SEQ_28_JUMP_NOTHING_ABOVE 28 /* прыжок вверх: сверху пусто */ #define FRAME_7_RUN 7 #define FRAME_11_RUN 11 #define FRAME_15_STAND 15 #define FRAME_48_TURN 48 #define FRAME_50_TURN 50 #define FRAME_67_JUMPUP1 67 #define FRAME_70_JUMPHANG 70 #define FRAME_87_HANG1 87 #define FRAME_109_CROUCH 109 /* ---- Состояние управления (seg006 globals) ------------------------ * * control_x/y/shift — «сырое» состояние осей ЭТОГО кадра (абсолютно: * X LEFT/-1..RIGHT/+1); *_forward/backward/up/down/shift2 — конечный * автомат held/released/ignore (авто-повтор); ctrl1_* — их память между * кадрами (rest/save). */ static int8_t control_x, control_y, control_shift; static int8_t control_forward, control_backward, control_up, control_down, control_shift2; static int8_t ctrl1_forward, ctrl1_backward, ctrl1_up, ctrl1_down, ctrl1_shift2; /* ---- seqtbl_offset_char: сменить последовательность Kid ------------ * * Обёртка над kid_set_seq (единая точка в pop_kid — kid_seq_off/kid_seqtbl * не дублируются в этот TU). */ #define seqtbl_offset_char(seq) kid_set_seq(seq) static int8_t release_arrows(void) { control_backward = control_forward = control_up = control_down = CONTROL_RELEASED; return CONTROL_IGNORE; /* seg006: return 1 */ } /* Край/стена впереди — из pop_map (get_edge_distance): pop_edge_distance() * возвращает дистанцию и ставит pop_edge_type() = EDGE_WALL/FLOOR/CLOSER. */ /* ---- Действия (seg005) -------------------------------------------- */ static void crouch(void) { seqtbl_offset_char(SEQ_50_CROUCH); control_down = release_arrows(); } static void standing_jump(void) { control_up = control_forward = CONTROL_IGNORE; seqtbl_offset_char(SEQ_3_STANDING_JUMP); } static void run_jump(void) { /* Оригинал выравнивает Kid по краю пола (нужны tile-запросы) — это * полировка K3; K2b просто запускает run-jump. */ if (Kid.frame >= FRAME_7_RUN) { control_up = release_arrows(); seqtbl_offset_char(SEQ_4_RUN_JUMP); } } static void safe_step(void); /* fwd */ static void forward_pressed(void) { int distance = pop_edge_distance(); if (pop_edge_type() == EDGE_WALL && distance < 8) { /* рядом стена — вместо бега осторожный шаг (в стену не разбежится) */ if (control_forward == CONTROL_HELD) safe_step(); } else { seqtbl_offset_char(SEQ_1_START_RUN); } } static void back_pressed(void) { control_backward = release_arrows(); /* Kid без меча -> просто разворот. */ seqtbl_offset_char(SEQ_5_TURN); } static void down_pressed(void) { control_down = CONTROL_IGNORE; /* без авто-повтора */ /* climb-down у края (seq_68) — K4 (зацеп/спуск); пока просто присед. */ crouch(); } /* Вертикальный прыжок вверх (seg005 jump_up, упрощённо): сверху сплошное * (стена/пол) → seq_14 (в потолок), иначе seq_28 (пусто сверху). Зацеп за * уступ сверху-впереди (can_grab) — K4.2, пока чистый вертикальный прыжок. */ static void jump_up(void) { control_up = release_arrows(); if (pop_above_solid()) seqtbl_offset_char(SEQ_14_JUMP_INTO_CEILING); else seqtbl_offset_char(SEQ_28_JUMP_NOTHING_ABOVE); } static void up_pressed(void) { /* (дверь уровня/телепорт — нет в тесте.) ↑+forward = прыжок с места; * иначе вертикальный прыжок вверх. */ if (control_x == CONTROL_HELD_FORWARD) standing_jump(); else jump_up(); } /* Осторожный шаг (Shift+forward): шаг РОВНО до кромки/стены. distance>0 — * шаг длины distance (seq 29..42 = step1..step14); ==0 у края — шаг на * кромку (seq_44) либо неосторожный шаг за край (seq_39). Порт seg005. */ static void safe_step(void) { int distance; control_shift2 = CONTROL_IGNORE; /* без авто-повтора */ control_forward = CONTROL_IGNORE; distance = pop_edge_distance(); if (distance) { Kid.repeat = 1; seqtbl_offset_char((uint8_t)(distance + SEQ_STEP_BASE)); } else if (pop_edge_type() == EDGE_WALL) { /* вплотную к стене: маленький шаг-1 — check_bumped отскочит назад * (шаг назад со звуком, как оригинал), НЕ seq_39 (шаг за край=падение). */ Kid.repeat = 1; seqtbl_offset_char((uint8_t)(1 + SEQ_STEP_BASE)); } else if (Kid.repeat != 0) { Kid.repeat = 0; seqtbl_offset_char(SEQ_44_STEP_ON_EDGE); } else { seqtbl_offset_char(SEQ_39_UNSAFE_STEP); /* реальный обрыв (edge=CLOSER) */ } } /* ---- control_* обработчики состояний ------------------------------ */ static void control_crouched(void) { if (control_y != CONTROL_HELD_DOWN) { seqtbl_offset_char(SEQ_49_STAND_UP_FROM_CROUCH); } else if (control_forward == CONTROL_HELD) { control_forward = CONTROL_IGNORE; seqtbl_offset_char(SEQ_79_CROUCH_HOP); } } static void control_standing(void) { /* Kid charid_0, без меча: остаётся нижняя часть control_standing. */ if (control_shift == CONTROL_HELD) { if (control_backward == CONTROL_HELD) back_pressed(); else if (control_up == CONTROL_HELD) up_pressed(); else if (control_down == CONTROL_HELD) down_pressed(); else if (control_x == CONTROL_HELD_FORWARD && control_forward == CONTROL_HELD) safe_step(); } else if (control_forward == CONTROL_HELD) { if (control_up == CONTROL_HELD) standing_jump(); /* keyboard mode */ else forward_pressed(); } else if (control_backward == CONTROL_HELD) { back_pressed(); } else if (control_up == CONTROL_HELD) { if (control_forward == CONTROL_HELD) standing_jump(); else up_pressed(); } else if (control_down == CONTROL_HELD) { down_pressed(); } else if (control_x == CONTROL_HELD_FORWARD) { forward_pressed(); } } static void control_turning(void) { if (control_shift >= CONTROL_RELEASED && control_x == CONTROL_HELD_FORWARD && control_y >= CONTROL_RELEASED) { seqtbl_offset_char(SEQ_43_START_RUN_AFTER_TURN); } } static void control_startrun(void) { if (control_y == CONTROL_HELD_UP && control_x == CONTROL_HELD_FORWARD) standing_jump(); } static void control_running(void) { /* Стену НЕ обрабатываем тут — check_bumped (pop_phys_tick) даёт отскок * seq_47 при беге в стену (как оригинал), с корректной позицией. */ if (control_x == CONTROL_RELEASED && (Kid.frame == FRAME_7_RUN || Kid.frame == FRAME_11_RUN)) { control_forward = release_arrows(); seqtbl_offset_char(SEQ_13_STOP_RUN); } else if (control_x == CONTROL_HELD_BACKWARD) { control_backward = release_arrows(); seqtbl_offset_char(SEQ_6_RUN_TURN); } else if (control_y == CONTROL_HELD_UP && control_up == CONTROL_HELD) { run_jump(); } else if (control_down == CONTROL_HELD) { control_down = CONTROL_IGNORE; seqtbl_offset_char(SEQ_26_CROUCH_WHILE_RUNNING); } } /* control() — диспетчер по кадру (seg005.c:252), Kid жив, без меча. */ static void control(void) { uint8_t f = Kid.frame; if (f == FRAME_15_STAND || (f >= FRAME_50_TURN && f < 53)) control_standing(); else if (f == FRAME_48_TURN) control_turning(); else if (f < 4) control_startrun(); else if (f >= FRAME_67_JUMPUP1 && f < FRAME_70_JUMPHANG) ; /* control_jumpup — K4 */ else if (f < FRAME_15_STAND) control_running(); else if (f >= FRAME_87_HANG1 && f < 100) ; /* control_hanging — K4 */ else if (f == FRAME_109_CROUCH) control_crouched(); } /* ---- Модель ввода (seg006) ---------------------------------------- */ static void read_input(void) { uint8_t l = kbd_raw_down(KBD_LEFT); uint8_t r = kbd_raw_down(KBD_RIGHT); uint8_t u = kbd_raw_down(KBD_UP); uint8_t d = kbd_raw_down(KBD_DOWN); control_x = r ? CONTROL_HELD_RIGHT : (l ? CONTROL_HELD_LEFT : CONTROL_RELEASED); control_y = d ? CONTROL_HELD_DOWN : (u ? CONTROL_HELD_UP : CONTROL_RELEASED); control_shift = (kbd_raw_down(KBD_LSHIFT) || kbd_raw_down(KBD_RSHIFT)) ? CONTROL_HELD : CONTROL_RELEASED; } /* read_user_control (seg006:1557): «свежее нажатие» (RELEASED->HELD) с * подавлением авто-повтора (IGNORE держится, пока клавишу не отпустят). */ static void read_user_control(void) { if (control_forward >= CONTROL_RELEASED) { if (control_x == CONTROL_HELD_FORWARD) { if (control_forward == CONTROL_RELEASED) control_forward = CONTROL_HELD; } else control_forward = CONTROL_RELEASED; } if (control_backward >= CONTROL_RELEASED) { if (control_x == CONTROL_HELD_BACKWARD) { if (control_backward == CONTROL_RELEASED) control_backward = CONTROL_HELD; } else control_backward = CONTROL_RELEASED; } if (control_up >= CONTROL_RELEASED) { if (control_y == CONTROL_HELD_UP) { if (control_up == CONTROL_RELEASED) control_up = CONTROL_HELD; } else control_up = CONTROL_RELEASED; } if (control_down >= CONTROL_RELEASED) { if (control_y == CONTROL_HELD_DOWN) { if (control_down == CONTROL_RELEASED) control_down = CONTROL_HELD; } else control_down = CONTROL_RELEASED; } if (control_shift2 >= CONTROL_RELEASED) { if (control_shift == CONTROL_HELD) { if (control_shift2 == CONTROL_RELEASED) control_shift2 = CONTROL_HELD; } else control_shift2 = CONTROL_RELEASED; } } static void flip_control_x(void) { int8_t t; control_x = (int8_t)-control_x; t = control_forward; control_forward = control_backward; control_backward = t; } /* user_control (seg006:0DC0): «вперёд» относительно направления Kid. */ static void user_control(void) { if (Kid.direction >= DIR_RIGHT) { flip_control_x(); control(); flip_control_x(); } else { control(); } } static void rest_ctrl_1(void) { control_forward = ctrl1_forward; control_backward = ctrl1_backward; control_up = ctrl1_up; control_down = ctrl1_down; control_shift2 = ctrl1_shift2; } static void save_ctrl_1(void) { ctrl1_forward = control_forward; ctrl1_backward = control_backward; ctrl1_up = control_up; ctrl1_down = control_down; ctrl1_shift2 = control_shift2; } /* ---- Публичный API ------------------------------------------------ */ int pop_ctrl_init(void) { control_forward = control_backward = control_up = control_down = CONTROL_RELEASED; control_shift2 = CONTROL_RELEASED; ctrl1_forward = ctrl1_backward = ctrl1_up = ctrl1_down = ctrl1_shift2 = CONTROL_RELEASED; return kbd_raw_open(); } void pop_ctrl_close(void) { kbd_raw_close(); } void pop_ctrl_tick(void) { rest_ctrl_1(); read_input(); read_user_control(); user_control(); /* -> control(): может сменить Kid.curr_seq */ save_ctrl_1(); }