cd8d566d82
Порт PoP на Sprinter. Текущий PoC — applications/PoP/roomtest/: комната 1 (фон-композиция тайлов) + Kid с управлением на raw-клавиатуре и коллизией с картой. - roomtest — pop_bg (фон), pop_kid (спрайты Kid, column-major флип, seqtbl-анимация), pop_ctrl (порт control() PoP на held-state kbd_raw), pop_map (коллизия seg004/005: бег/стоп у стены, падение/приземление, отскок seq_47, вертикальный прыжок K4.1). MEMORY=small (DATA сразу за CODE, ~23КБ кода не лезет в huge). - toolchain (PoP) — pop_pack_kid/pop_pack_bg/render_room/extract — распаковка res-графики MSDOS в атласы + композиция комнат. - toolchain/ (корень) — make_hdd.sh (быстрый HDD-тест вместо FDD), png_strip.py / room_compose.py (ассет-пайплайн). - docs — PORT_PLAN, KID_PLAN, форматы ресурсов (Apple II / MSDOS / DAT). - bgtest/coltest/poc — ранние PoC (фон, коллизия, первый прототип). .gitignore: build-артефакты applications/*/*/*; исключены внешние референс-репозитории (SDLPoP/mininim/PR/Apple-II — свои git-клоны) и оригинальные game-данные MSDOS/ (копирайт, только для реверса форматов). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
369 lines
14 KiB
C
369 lines
14 KiB
C
/*
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* pop_ctrl.c — управление Kid (Фаза K2b). Порт SDLPoP:
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* вход — read_user_control/user_control/rest_ctrl_1/save_ctrl_1
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* (seg006.c) поверх held-state <kbd_raw.h>;
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* диспетчер — control() + control_standing/turning/startrun/running/
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* crouched (seg005.c), Kid-only ветки (без меча/стражи);
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* действия — forward/back/up/down_pressed, crouch, standing_jump,
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* run_jump, safe_step (seg005.c).
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*
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* Map-запросы (стена/край/захват) ЗАСТАБЛЕНЫ «открытый пол» (map_* ниже) —
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* реальная коллизия в K3/K4. Поэтому: forward -> всегда бег, down -> присед,
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* back -> разворот, up+forward -> прыжок с места; osторожный шаг и climb
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* помечены TODO(K3/K4).
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*
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* Значения CONTROL_* (types.h): RELEASED=0, IGNORE=1, HELD=-1;
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* X: LEFT/FORWARD=-1, RIGHT/BACKWARD=+1; Y: UP=-1, DOWN=+1.
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*/
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#include <stdint.h>
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#include <kbd_raw.h>
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#include "pop_kid.h"
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#include "pop_map.h"
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/* ---- CONTROL_* и seq/frame id (подмножество types.h) --------------- */
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#define CONTROL_RELEASED 0
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#define CONTROL_IGNORE 1
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#define CONTROL_HELD (-1)
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#define CONTROL_HELD_LEFT (-1)
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#define CONTROL_HELD_RIGHT 1
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#define CONTROL_HELD_FORWARD (-1)
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#define CONTROL_HELD_BACKWARD 1
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#define CONTROL_HELD_UP (-1)
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#define CONTROL_HELD_DOWN 1
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#define DIR_RIGHT 0 /* dir_0_right */
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#define SEQ_1_START_RUN 1
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#define SEQ_2_STAND 2
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#define SEQ_3_STANDING_JUMP 3
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#define SEQ_4_RUN_JUMP 4
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#define SEQ_5_TURN 5
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#define SEQ_6_RUN_TURN 6
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#define SEQ_13_STOP_RUN 13
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#define SEQ_26_CROUCH_WHILE_RUNNING 26
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#define SEQ_43_START_RUN_AFTER_TURN 43
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#define SEQ_49_STAND_UP_FROM_CROUCH 49
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#define SEQ_50_CROUCH 50
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#define SEQ_79_CROUCH_HOP 79
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#define SEQ_STEP_BASE 28 /* +distance(1..14) = seq 29..42 шаг-N */
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#define SEQ_39_UNSAFE_STEP 39 /* шаг за кромку (distance 11) */
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#define SEQ_44_STEP_ON_EDGE 44
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#define SEQ_14_JUMP_INTO_CEILING 14 /* прыжок вверх: сверху стена/пол */
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#define SEQ_28_JUMP_NOTHING_ABOVE 28 /* прыжок вверх: сверху пусто */
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#define FRAME_7_RUN 7
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#define FRAME_11_RUN 11
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#define FRAME_15_STAND 15
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#define FRAME_48_TURN 48
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#define FRAME_50_TURN 50
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#define FRAME_67_JUMPUP1 67
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#define FRAME_70_JUMPHANG 70
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#define FRAME_87_HANG1 87
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#define FRAME_109_CROUCH 109
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/* ---- Состояние управления (seg006 globals) ------------------------ *
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* control_x/y/shift — «сырое» состояние осей ЭТОГО кадра (абсолютно:
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* X LEFT/-1..RIGHT/+1); *_forward/backward/up/down/shift2 — конечный
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* автомат held/released/ignore (авто-повтор); ctrl1_* — их память между
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* кадрами (rest/save). */
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static int8_t control_x, control_y, control_shift;
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static int8_t control_forward, control_backward, control_up, control_down, control_shift2;
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static int8_t ctrl1_forward, ctrl1_backward, ctrl1_up, ctrl1_down, ctrl1_shift2;
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/* ---- seqtbl_offset_char: сменить последовательность Kid ------------ *
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* Обёртка над kid_set_seq (единая точка в pop_kid — kid_seq_off/kid_seqtbl
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* не дублируются в этот TU). */
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#define seqtbl_offset_char(seq) kid_set_seq(seq)
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static int8_t release_arrows(void)
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{
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control_backward = control_forward = control_up = control_down = CONTROL_RELEASED;
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return CONTROL_IGNORE; /* seg006: return 1 */
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}
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/* Край/стена впереди — из pop_map (get_edge_distance): pop_edge_distance()
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* возвращает дистанцию и ставит pop_edge_type() = EDGE_WALL/FLOOR/CLOSER. */
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/* ---- Действия (seg005) -------------------------------------------- */
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static void crouch(void)
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{
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seqtbl_offset_char(SEQ_50_CROUCH);
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control_down = release_arrows();
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}
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static void standing_jump(void)
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{
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control_up = control_forward = CONTROL_IGNORE;
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seqtbl_offset_char(SEQ_3_STANDING_JUMP);
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}
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static void run_jump(void)
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{
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/* Оригинал выравнивает Kid по краю пола (нужны tile-запросы) — это
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* полировка K3; K2b просто запускает run-jump. */
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if (Kid.frame >= FRAME_7_RUN) {
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control_up = release_arrows();
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seqtbl_offset_char(SEQ_4_RUN_JUMP);
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}
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}
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static void safe_step(void); /* fwd */
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static void forward_pressed(void)
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{
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int distance = pop_edge_distance();
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if (pop_edge_type() == EDGE_WALL && distance < 8) {
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/* рядом стена — вместо бега осторожный шаг (в стену не разбежится) */
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if (control_forward == CONTROL_HELD)
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safe_step();
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} else {
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seqtbl_offset_char(SEQ_1_START_RUN);
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}
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}
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static void back_pressed(void)
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{
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control_backward = release_arrows();
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/* Kid без меча -> просто разворот. */
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seqtbl_offset_char(SEQ_5_TURN);
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}
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static void down_pressed(void)
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{
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control_down = CONTROL_IGNORE; /* без авто-повтора */
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/* climb-down у края (seq_68) — K4 (зацеп/спуск); пока просто присед. */
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crouch();
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}
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/* Вертикальный прыжок вверх (seg005 jump_up, упрощённо): сверху сплошное
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* (стена/пол) → seq_14 (в потолок), иначе seq_28 (пусто сверху). Зацеп за
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* уступ сверху-впереди (can_grab) — K4.2, пока чистый вертикальный прыжок. */
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static void jump_up(void)
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{
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control_up = release_arrows();
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if (pop_above_solid())
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seqtbl_offset_char(SEQ_14_JUMP_INTO_CEILING);
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else
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seqtbl_offset_char(SEQ_28_JUMP_NOTHING_ABOVE);
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}
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static void up_pressed(void)
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{
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/* (дверь уровня/телепорт — нет в тесте.) ↑+forward = прыжок с места;
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* иначе вертикальный прыжок вверх. */
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if (control_x == CONTROL_HELD_FORWARD)
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standing_jump();
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else
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jump_up();
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}
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/* Осторожный шаг (Shift+forward): шаг РОВНО до кромки/стены. distance>0 —
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* шаг длины distance (seq 29..42 = step1..step14); ==0 у края — шаг на
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* кромку (seq_44) либо неосторожный шаг за край (seq_39). Порт seg005. */
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static void safe_step(void)
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{
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int distance;
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control_shift2 = CONTROL_IGNORE; /* без авто-повтора */
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control_forward = CONTROL_IGNORE;
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distance = pop_edge_distance();
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if (distance) {
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Kid.repeat = 1;
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seqtbl_offset_char((uint8_t)(distance + SEQ_STEP_BASE));
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} else if (pop_edge_type() == EDGE_WALL) {
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/* вплотную к стене: маленький шаг-1 — check_bumped отскочит назад
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* (шаг назад со звуком, как оригинал), НЕ seq_39 (шаг за край=падение). */
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Kid.repeat = 1;
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seqtbl_offset_char((uint8_t)(1 + SEQ_STEP_BASE));
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} else if (Kid.repeat != 0) {
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Kid.repeat = 0;
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seqtbl_offset_char(SEQ_44_STEP_ON_EDGE);
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} else {
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seqtbl_offset_char(SEQ_39_UNSAFE_STEP); /* реальный обрыв (edge=CLOSER) */
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}
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}
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/* ---- control_* обработчики состояний ------------------------------ */
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static void control_crouched(void)
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{
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if (control_y != CONTROL_HELD_DOWN) {
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seqtbl_offset_char(SEQ_49_STAND_UP_FROM_CROUCH);
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} else if (control_forward == CONTROL_HELD) {
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control_forward = CONTROL_IGNORE;
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seqtbl_offset_char(SEQ_79_CROUCH_HOP);
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}
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}
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static void control_standing(void)
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{
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/* Kid charid_0, без меча: остаётся нижняя часть control_standing. */
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if (control_shift == CONTROL_HELD) {
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if (control_backward == CONTROL_HELD) back_pressed();
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else if (control_up == CONTROL_HELD) up_pressed();
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else if (control_down == CONTROL_HELD) down_pressed();
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else if (control_x == CONTROL_HELD_FORWARD && control_forward == CONTROL_HELD)
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safe_step();
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} else if (control_forward == CONTROL_HELD) {
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if (control_up == CONTROL_HELD) standing_jump(); /* keyboard mode */
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else forward_pressed();
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} else if (control_backward == CONTROL_HELD) {
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back_pressed();
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} else if (control_up == CONTROL_HELD) {
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if (control_forward == CONTROL_HELD) standing_jump();
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else up_pressed();
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} else if (control_down == CONTROL_HELD) {
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down_pressed();
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} else if (control_x == CONTROL_HELD_FORWARD) {
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forward_pressed();
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}
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}
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static void control_turning(void)
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{
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if (control_shift >= CONTROL_RELEASED &&
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control_x == CONTROL_HELD_FORWARD && control_y >= CONTROL_RELEASED) {
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seqtbl_offset_char(SEQ_43_START_RUN_AFTER_TURN);
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}
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}
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static void control_startrun(void)
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{
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if (control_y == CONTROL_HELD_UP && control_x == CONTROL_HELD_FORWARD)
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standing_jump();
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}
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static void control_running(void)
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{
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/* Стену НЕ обрабатываем тут — check_bumped (pop_phys_tick) даёт отскок
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* seq_47 при беге в стену (как оригинал), с корректной позицией. */
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if (control_x == CONTROL_RELEASED &&
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(Kid.frame == FRAME_7_RUN || Kid.frame == FRAME_11_RUN)) {
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control_forward = release_arrows();
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seqtbl_offset_char(SEQ_13_STOP_RUN);
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} else if (control_x == CONTROL_HELD_BACKWARD) {
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control_backward = release_arrows();
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seqtbl_offset_char(SEQ_6_RUN_TURN);
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} else if (control_y == CONTROL_HELD_UP && control_up == CONTROL_HELD) {
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run_jump();
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} else if (control_down == CONTROL_HELD) {
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control_down = CONTROL_IGNORE;
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seqtbl_offset_char(SEQ_26_CROUCH_WHILE_RUNNING);
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}
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}
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/* control() — диспетчер по кадру (seg005.c:252), Kid жив, без меча. */
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static void control(void)
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{
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uint8_t f = Kid.frame;
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if (f == FRAME_15_STAND || (f >= FRAME_50_TURN && f < 53))
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control_standing();
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else if (f == FRAME_48_TURN)
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control_turning();
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else if (f < 4)
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control_startrun();
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else if (f >= FRAME_67_JUMPUP1 && f < FRAME_70_JUMPHANG)
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; /* control_jumpup — K4 */
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else if (f < FRAME_15_STAND)
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control_running();
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else if (f >= FRAME_87_HANG1 && f < 100)
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; /* control_hanging — K4 */
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else if (f == FRAME_109_CROUCH)
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control_crouched();
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}
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/* ---- Модель ввода (seg006) ---------------------------------------- */
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static void read_input(void)
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{
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uint8_t l = kbd_raw_down(KBD_LEFT);
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uint8_t r = kbd_raw_down(KBD_RIGHT);
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uint8_t u = kbd_raw_down(KBD_UP);
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uint8_t d = kbd_raw_down(KBD_DOWN);
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control_x = r ? CONTROL_HELD_RIGHT : (l ? CONTROL_HELD_LEFT : CONTROL_RELEASED);
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control_y = d ? CONTROL_HELD_DOWN : (u ? CONTROL_HELD_UP : CONTROL_RELEASED);
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control_shift = (kbd_raw_down(KBD_LSHIFT) || kbd_raw_down(KBD_RSHIFT))
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? CONTROL_HELD : CONTROL_RELEASED;
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}
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/* read_user_control (seg006:1557): «свежее нажатие» (RELEASED->HELD) с
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* подавлением авто-повтора (IGNORE держится, пока клавишу не отпустят). */
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static void read_user_control(void)
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{
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if (control_forward >= CONTROL_RELEASED) {
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if (control_x == CONTROL_HELD_FORWARD) {
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if (control_forward == CONTROL_RELEASED) control_forward = CONTROL_HELD;
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} else control_forward = CONTROL_RELEASED;
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}
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if (control_backward >= CONTROL_RELEASED) {
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if (control_x == CONTROL_HELD_BACKWARD) {
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if (control_backward == CONTROL_RELEASED) control_backward = CONTROL_HELD;
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} else control_backward = CONTROL_RELEASED;
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}
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if (control_up >= CONTROL_RELEASED) {
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if (control_y == CONTROL_HELD_UP) {
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if (control_up == CONTROL_RELEASED) control_up = CONTROL_HELD;
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} else control_up = CONTROL_RELEASED;
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}
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if (control_down >= CONTROL_RELEASED) {
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if (control_y == CONTROL_HELD_DOWN) {
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if (control_down == CONTROL_RELEASED) control_down = CONTROL_HELD;
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} else control_down = CONTROL_RELEASED;
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}
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if (control_shift2 >= CONTROL_RELEASED) {
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if (control_shift == CONTROL_HELD) {
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if (control_shift2 == CONTROL_RELEASED) control_shift2 = CONTROL_HELD;
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} else control_shift2 = CONTROL_RELEASED;
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}
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}
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static void flip_control_x(void)
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{
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int8_t t;
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control_x = (int8_t)-control_x;
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t = control_forward; control_forward = control_backward; control_backward = t;
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}
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/* user_control (seg006:0DC0): «вперёд» относительно направления Kid. */
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static void user_control(void)
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{
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if (Kid.direction >= DIR_RIGHT) {
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flip_control_x();
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control();
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flip_control_x();
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} else {
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control();
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}
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}
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static void rest_ctrl_1(void)
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{
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control_forward = ctrl1_forward; control_backward = ctrl1_backward;
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control_up = ctrl1_up; control_down = ctrl1_down; control_shift2 = ctrl1_shift2;
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}
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static void save_ctrl_1(void)
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{
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ctrl1_forward = control_forward; ctrl1_backward = control_backward;
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ctrl1_up = control_up; ctrl1_down = control_down; ctrl1_shift2 = control_shift2;
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}
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/* ---- Публичный API ------------------------------------------------ */
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int pop_ctrl_init(void)
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{
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control_forward = control_backward = control_up = control_down = CONTROL_RELEASED;
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control_shift2 = CONTROL_RELEASED;
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ctrl1_forward = ctrl1_backward = ctrl1_up = ctrl1_down = ctrl1_shift2 = CONTROL_RELEASED;
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return kbd_raw_open();
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}
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void pop_ctrl_close(void)
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{
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kbd_raw_close();
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}
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void pop_ctrl_tick(void)
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{
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rest_ctrl_1();
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read_input();
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read_user_control();
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user_control(); /* -> control(): может сменить Kid.curr_seq */
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save_ctrl_1();
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}
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