unleashed-firmware/applications/dolphin_scene/state.c
its your bedtime d1f523687e
[FL-1090] Dolphin scenes (#402)
* dolphin scene draft wip
* gui/elements multiline framed text added
* zoom poc
* item callbacks
* engine tweaks
* move scenes out of services
* improve dolphin gfx selection
* glitch hints
* dialogue typewriter effect
* app loading from scenes app, small action changes, passport app(WIP)
* removed passport from main dolphin app, added statusbar
* small elements position fixes
* fix thread alloc, dolphin and dolphin_scene free functions, other minor issues
* sleep emote improvements
* Dolpin: fix memory leaks, variable namings and etc

Co-authored-by: gornekich <44112859+gornekich@users.noreply.github.com>
Co-authored-by: DrZlo13 <who.just.the.doctor@gmail.com>
Co-authored-by: あく <alleteam@gmail.com>
2021-04-13 21:06:25 +03:00

101 lines
2.9 KiB
C

#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
#include "dolphin_scene/dolphin_emotes.h"
static uint16_t roll_new(uint16_t prev, uint16_t max) {
uint16_t val = 999;
while(val != prev) {
val = random() % max;
break;
}
return val;
}
static void dolphin_actions_proceed(SceneState* state) {
furi_assert(state);
state->prev_action = state->action;
state->action = (state->prev_action != state->next_action) ?
state->next_action :
roll_new(state->next_action, ACTIONS_NUM);
state->action_timeout = default_timeout[state->action];
}
static void dolphin_go_to_poi(SceneState* state) {
furi_assert(state);
if(state->player_global.x < state->poi) {
state->player_flipped = false;
state->player_v.x = SPEED_X / 2;
} else if(state->player_global.x > state->poi) {
state->player_flipped = true;
state->player_v.x = -SPEED_X / 2;
}
}
static void action_handler(SceneState* state) {
furi_assert(state);
if(state->action == MINDCONTROL && state->player_v.x != 0) {
state->action_timeout = default_timeout[state->action];
}
if(state->action_timeout > 0) {
state->action_timeout--;
} else {
if(random() % 1000 > 500) {
state->next_action = roll_new(state->prev_action, ACTIONS_NUM);
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
}
}
}
void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, uint32_t dt) {
furi_assert(state);
action_handler(state);
switch(state->action) {
case WALK:
if(state->player_global.x == state->poi) {
state->player_v.x = 0;
dolphin_actions_proceed(state);
} else {
dolphin_go_to_poi(state);
}
break;
case EMOTE:
state->player_flipped = false;
if(state->action_timeout == 0) {
dolphin_actions_proceed(state);
state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
break;
}
case INTERACT:
if(state->action_timeout == 0) {
if(state->prev_action == MINDCONTROL) {
state->action = MINDCONTROL;
} else {
dolphin_actions_proceed(state);
}
}
break;
case SLEEP:
if(state->poi != 154) { // temp
state->poi = 154;
} else if(state->player_global.x != state->poi) {
dolphin_go_to_poi(state);
} else {
state->player_v.x = 0;
if(state->action_timeout == 0) {
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
dolphin_actions_proceed(state);
}
break;
}
default:
if(state->action_timeout == 0) {
dolphin_actions_proceed(state);
}
break;
}
UNUSED(dialogues_list);
}