Rewrite on simdjson with a flat src and smack-style build

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shweet committed 2026-11-12 21:43:49 -05:00
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#include "play.h"
#include "renderer.h"
#include <imgui.h>
#include <utility>
constexpr Rect WORLD_BOUNDS = {96, 54, 1728, 972};
constexpr ImGuiKey CHEAT_CODE[] = {ImGuiKey_UpArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_DownArrow,
ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_RightArrow,
ImGuiKey_B, ImGuiKey_A};
constexpr const char* AUTOFEED_TYPE = "Rub";
constexpr float AUTOSAVE_TIME = 30;
constexpr float CHEAT_TIME = 5;
constexpr float FOCUS_MENU_WIDTH = 0.3f;
constexpr float FOCUS_PADDING = 100;
constexpr float FOCUS_TOOLS_WIDTH = 0.1f;
constexpr float SHAKE_DECAY = 0.97f;
constexpr float SHAKE_EPSILON = 0.1f;
constexpr float SHAKE_LERP = 0.72f;
constexpr float SHAKE_MAGNITUDE = 0.1f;
constexpr float TALK_STEP = 0.5f;
constexpr int OVERRIDE_TALK = 0;
constexpr int OVERRIDE_BLINK = 1;
constexpr int OVERRIDE_EXPAND = 2;
// Keeps a value within a range given either way round, putting what isn't a number at its low end.
static float value_clamp(float value, float low, float high)
{
if (low > high)
std::swap(low, high);
return std::isfinite(value) ? std::clamp(value, low, high) : low;
}
static int zoom_index_get(float zoom)
{
int index = 0;
for (int i = 1; i < (int)std::size(ZOOM_LADDER); i++)
if (std::abs(zoom - ZOOM_LADDER[i]) < std::abs(zoom - ZOOM_LADDER[index]))
index = i;
return index;
}
void Play::set(Character& played, Game game, Renderer& renderer, Audio& sound)
{
played.load(renderer, sound);
*this = Play();
character = &played;
audio = &sound;
if (game == GAME_CONTINUE)
progress.load(played.save_path_get());
if (!progress.isValid)
{
progress.weight = played.weight;
progress.capacity = played.capacity;
progress.digestionRate = played.digestionRate;
}
actor = Actor(played.anm2);
actor.overrides.resize(OVERRIDE_EXPAND);
actor.overrides[OVERRIDE_TALK].id = played.talkDestination;
actor.overrides[OVERRIDE_BLINK].id = played.blinkDestination;
for (ExpandArea& expandArea : played.expandAreas)
{
actor.overrides.push_back({.id = expandArea.layer});
actor.overrides.push_back({.id = expandArea.null, .target = TARGET_NULL});
}
values_clamp();
stage = stage_get(progress.weight);
bool isRolled = game == GAME_NEW && played.alternateTexture && is_chance(played.alternateChance);
progress.isAlternate |= isRolled;
if (isRolled)
audio->play(played.alternateSound);
if (progress.isAlternate && played.alternateSheet < (int)actor.sheets.size())
actor.sheets[played.alternateSheet] = played.alternateTexture;
cursorType = played.interactTypes.empty() ? -1 : 0;
if (played.cursor)
{
cursor = Actor(played.cursor);
autoCursor = Actor(played.cursor);
autoCursor.isVisible = false;
}
spawnDelay = progress.spawnDelay;
discovered.assign(played.items.size(), false);
auto item_get = [&](const std::string& name) {
for (int i = 0; i < (int)played.items.size(); i++)
if (played.items[i].name == name)
return i;
return -1;
};
for (const std::string& name : progress.discovered)
if (int id = item_get(name); id >= 0)
discovered[id] = true;
for (SavedItem& saved : progress.items)
if (int id = item_get(saved.name); id >= 0)
item_add(id, saved.position, saved.velocity, saved.rotation);
isPostgame = progress.isPostgame || stage >= (int)played.stages.size();
#ifdef DEBUG
isCheats = true;
#endif
isCheats |= isPostgame;
int areaIndex = played.area_get(stage);
if (areaIndex >= 0)
area = Actor(played.areas[areaIndex].anm2);
bounds = areaIndex >= 0 && is_rect_valid(played.areas[areaIndex].bounds) ? played.areas[areaIndex].bounds
: WORLD_BOUNDS;
idle_play();
actor.update(*audio);
isFocusPending = true;
if (game == GAME_NEW)
text.set(*this, played.dialogue.hook_get("Start"), TEXT_UNINTERRUPTIBLE);
}
void Play::save()
{
if (!character)
return;
progress.pan = pan;
progress.zoom = zoom;
progress.spawnDelay = spawnDelay;
progress.isPostgame = isPostgame;
progress.items.clear();
for (ItemEntity& entity : items)
progress.items.push_back(
{character->items[entity.id].name, entity.actor.position, entity.velocity, entity.rotation_get()});
progress.discovered.clear();
for (int i = 0; i < (int)discovered.size(); i++)
if (discovered[i])
progress.discovered.push_back(character->items[i].name);
progress.save(character->save_path_get());
toast_add(STRING_ToastSaving);
}
void Play::toast_add(StringId message)
{
toasts.push_back({character->strings[message], TOAST_LIFE});
}
void Play::shake_add(float magnitude, int time)
{
shakeTimeMax = std::max(1, time);
shakeTime = shakeTimeMax;
shake = {random_get(-magnitude, magnitude), random_get(-magnitude, magnitude)};
}
Vec2 Play::world_get(Vec2 screen)
{
return pan + screen / (zoom / PERCENT);
}
Focus Play::focus_get()
{
if (text.isScene)
return FOCUS_CENTER;
return isMenuOpen && isToolsOpen ? FOCUS_BOTH : isMenuOpen ? FOCUS_MENU : isToolsOpen ? FOCUS_TOOLS : FOCUS_CENTER;
}
// Zooms and pans so the character fills the view, leaving room for the open panels.
void Play::focus(Vec2 screenSize)
{
Rect rect = actor.bounds_get();
if (!is_rect_valid(rect))
return;
rect = rect_center(rect, FOCUS_PADDING);
float factor = std::min(screenSize.x / rect.w, screenSize.y / rect.h);
zoom = ZOOM_LADDER[zoom_index_get(std::clamp(factor * PERCENT, ZOOM_LADDER[0], std::end(ZOOM_LADDER)[-1]))];
factor = zoom / PERCENT;
pan = rect_middle(rect) - screenSize / factor / 2;
Focus panels = focus_get();
if (panels == FOCUS_MENU || panels == FOCUS_BOTH)
pan.x += screenSize.x * FOCUS_MENU_WIDTH / factor / 2;
if (panels == FOCUS_TOOLS || panels == FOCUS_BOTH)
pan.x -= screenSize.x * FOCUS_TOOLS_WIDTH / factor / 2;
}
float Play::capacity_max_get()
{
return progress.capacity * character->overstuffedMultiplier;
}
float Play::capacity_percent_get()
{
float capacityMax = capacity_max_get();
return capacityMax > 0 ? progress.calories / capacityMax : 0;
}
bool Play::is_over_capacity()
{
return progress.calories > progress.capacity;
}
int Play::stage_get(float weight)
{
std::vector<Stage>& stages = character->stages;
if (stages.empty() || weight <= character->weight)
return 0;
for (int i = 0; i < (int)stages.size(); i++)
if (weight < stages[i].weight)
return i;
return (int)stages.size();
}
float Play::stage_threshold_get(int index)
{
std::vector<Stage>& stages = character->stages;
if (index <= 0 || stages.empty())
return character->weight;
return stages[std::min(index, (int)stages.size()) - 1].weight;
}
float Play::stage_progress_get()
{
float low = stage_threshold_get(stage);
float high = stage_threshold_get(stage + 1);
if (stage >= (int)character->stages.size() || high <= low)
return 1;
return (progress.weight - low) / (high - low);
}
std::string Play::suffix_get()
{
return stage > 0 && stage <= (int)character->stages.size() ? character->stages[stage - 1].animationSuffix : "";
}
std::string Play::idle_get()
{
if (isStageUp)
return "";
if (!idleOverride.empty())
return idleOverride;
return is_over_capacity() && !character->animationIdleFull.empty() ? character->animationIdleFull
: character->animationIdle;
}
// Plays one of the character's animations, as its current stage draws it.
void Play::body_play(const std::string& animation, Transition transition, Interrupt interrupt)
{
if (!animation.empty())
actor.play(animation + suffix_get(), transition, interrupt);
}
void Play::idle_play()
{
body_play(idle_get());
}
void Play::idle_override_set(const std::string& animation)
{
if (!animation.empty())
idleOverride = animation == character->animationIdle ? "" : animation;
}
void Play::values_clamp()
{
Character& data = *character;
progress.weight = value_clamp(progress.weight, data.weight, data.weightMax);
progress.capacity = value_clamp(progress.capacity, data.capacityMin, data.capacityMax);
progress.digestionRate = value_clamp(progress.digestionRate, data.digestionRateMin, data.digestionRateMax);
progress.calories = value_clamp(progress.calories, 0, std::max(0.0f, capacity_max_get()));
progress.digestionProgress = value_clamp(progress.digestionProgress, 0, DIGESTION_MAX);
progress.digestionTimer = std::clamp(progress.digestionTimer, 0, std::max(0, data.digestionTime));
progress.totalCalories = std::max(0.0f, progress.totalCalories);
progress.playtime = std::max(0.0f, progress.playtime);
}
// Swaps a layer's region for the one a source layer shows at a time, while active. Turns itself off (and returns
// false) when the animation lacks the source or the time runs past it.
static bool region_swap(Actor& actor, int source, float& time, Override& swap, bool isActive)
{
Anm2Animation* animation = actor.animation_get();
swap.isRegion = false;
if (!isActive || !animation)
return false;
for (Anm2Item& layer : animation->layers)
{
if (layer.id != source || layer.frames.empty())
continue;
Anm2Frame frame = actor.frame_get(layer.frames, time, TARGET_LAYER, source);
swap = {.crop = frame.crop, .pivot = frame.pivot, .size = frame.size, .id = swap.id, .isRegion = true};
time += TALK_STEP;
return true;
}
time = 0;
return false;
}
static int source_length_get(Actor& actor, int source)
{
Anm2Animation* animation = actor.animation_get();
if (!animation)
return -1;
for (Anm2Item& layer : animation->layers)
if (layer.id == source)
return track_length_get(layer.frames);
return -1;
}
void Play::body_update()
{
Character& data = *character;
values_clamp();
isJustStageUp = false;
isJustStageFinal = false;
isJustDigested = false;
if (!actor.isPlaying)
{
if (isStageUp)
{
(stage >= (int)data.stages.size() ? isJustStageFinal : isJustStageUp) = true;
isStageUp = false;
actor.isLocked = false;
}
if (!isTalking)
idle_play();
}
actor.update(*audio);
if (progress.isDigesting && --progress.digestionTimer <= 0)
{
float nextWeight = value_clamp(progress.weight + progress.calories * data.caloriesToKilogram, data.weight,
data.weightMax);
if (is_over_capacity())
{
float over = progress.calories - progress.capacity;
float overPercent = over / (capacity_max_get() - progress.capacity);
progress.capacity = value_clamp(progress.capacity + overPercent * data.overstuffedDigestBonus * over,
data.capacityMin, data.capacityMax);
}
progress.calories = 0;
if (int nextStage = stage_get(nextWeight); nextStage > stage_get(progress.weight))
{
actor.interrupt = INTERRUPT_IF_ALLOWED;
body_play(data.animationStageUp, TRANSITION_NORMAL, INTERRUPT_NEVER);
stage = nextStage;
isStageUp = true;
actor.isLocked = true;
}
else
isJustDigested = true;
progress.weight = nextWeight;
progress.isDigesting = false;
progress.digestionTimer = data.digestionTime;
progress.digestionProgress = 0;
}
else if (!progress.isDigesting)
{
if (progress.calories > 0)
progress.digestionProgress += progress.digestionRate;
if (progress.digestionProgress >= DIGESTION_MAX)
{
progress.isDigesting = true;
progress.digestionTimer = data.digestionTime;
audio->play(data.sounds[SOUND_DIGEST]);
}
}
values_clamp();
if (is_chance(data.gurgleChance * capacity_percent_get() * data.gurgleCapacityMultiplier * PERCENT))
audio->play(data.sounds[SOUND_GURGLE]);
stage = stage_get(progress.weight);
float stageProgress = stage_progress_get();
float capacityProgress = capacity_percent_get();
if (progress.isDigesting)
capacityProgress *= (float)progress.digestionTimer / std::max(1, data.digestionTime);
for (int i = 0; i < (int)data.expandAreas.size(); i++)
{
float scaleMax = data.expandAreas[i].scaleMax;
float add = std::clamp((stageProgress + capacityProgress) * scaleMax / 2, 0.0f, scaleMax);
actor.overrides[OVERRIDE_EXPAND + i * 2].scale = {add, add};
actor.overrides[OVERRIDE_EXPAND + i * 2 + 1].scale = {add, add};
}
isTalking = region_swap(actor, data.talkSource, talkTime, actor.overrides[OVERRIDE_TALK], isTalking);
if (talkTime > source_length_get(actor, data.talkSource))
talkTime = 0;
int blinkLength = source_length_get(actor, data.blinkSource);
if (blinkLength != 1)
{
isBlinking |= is_chance(data.blinkChance);
isBlinking = region_swap(actor, data.blinkSource, blinkTime, actor.overrides[OVERRIDE_BLINK], isBlinking);
if (blinkTime >= blinkLength)
{
isBlinking = false;
blinkTime = 0;
actor.overrides[OVERRIDE_BLINK].isRegion = false;
}
}
}
void Play::camera_update(Vec2 screenSize)
{
ImGuiIO& io = ImGui::GetIO();
if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !ImGui::IsAnyItemActive())
{
if (ImGui::IsMouseDown(ImGuiMouseButton_Middle) ||
(ImGui::IsMouseDown(ImGuiMouseButton_Left) && ImGui::IsKeyDown(ImGuiMod_Ctrl)))
{
cursor.play(character->cursorPan);
pan = pan - Vec2{io.MouseDelta.x, io.MouseDelta.y} / (zoom / PERCENT);
}
if (io.MouseWheel != 0)
{
Vec2 mouse = {io.MousePos.x, io.MousePos.y};
Vec2 world = world_get(mouse);
cursor.play(character->cursorZoom);
int index = std::clamp(zoom_index_get(zoom) + (io.MouseWheel > 0 ? 1 : -1), 0,
(int)std::size(ZOOM_LADDER) - 1);
zoom = ZOOM_LADDER[index];
pan = world - mouse / (zoom / PERCENT);
}
}
if (ImGui::IsKeyPressed(ImGuiKey_Home))
focus(screenSize);
if (shakeTime > 0)
{
shakeTime--;
float factor = (float)shakeTime / std::max(1, shakeTimeMax);
float magnitude = std::max(vec2_length(shake) * SHAKE_DECAY, SHAKE_MAGNITUDE * factor);
Vec2 target = Vec2{random_get(-magnitude, magnitude), random_get(-magnitude, magnitude)} * factor;
shake = vec2_lerp(shake, target, SHAKE_LERP);
}
else
{
shake = vec2_lerp(shake, {}, SHAKE_LERP);
if (vec2_length(shake) < SHAKE_EPSILON)
shake = {};
}
}
// The Konami code unlocks the cheats menu, keyed within a few seconds of each press.
void Play::cheats_update()
{
if (isCheats)
return;
for (ImGuiKey key : {ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_B,
ImGuiKey_A})
{
if (!ImGui::IsKeyPressed(key, false))
continue;
cheatIndex = key == CHEAT_CODE[cheatIndex] ? cheatIndex + 1 : key == CHEAT_CODE[0] ? 1 : 0;
cheatTime = (float)ImGui::GetTime();
if (cheatIndex < (int)std::size(CHEAT_CODE))
continue;
isCheats = true;
cheatIndex = 0;
toast_add(STRING_ToastCheatsUnlocked);
audio->play(character->sounds[SOUND_CHEATS]);
}
if (cheatIndex > 0 && ImGui::GetTime() - cheatTime > CHEAT_TIME)
cheatIndex = 0;
}
void Play::particles_spawn(const std::vector<std::string>& names, Vec2 position)
{
for (const std::string& name : names)
{
auto found = character->particles.find(name);
if (found == character->particles.end() || !found->second.anm2)
SDL_Log("Particle not found: %s", name.c_str());
else
particles.emplace_back(found->second.anm2, position, found->second.animation);
}
}
void Play::update(Vec2 screenSize)
{
ImGuiIO& io = ImGui::GetIO();
if (std::exchange(isFocusPending, false))
{
focus(screenSize);
pan = progress.zoom >= ZOOM_LADDER[0] ? progress.pan : pan;
zoom = progress.zoom >= ZOOM_LADDER[0] ? ZOOM_LADDER[zoom_index_get(progress.zoom)] : zoom;
}
progress.playtime += io.DeltaTime;
cheats_update();
text.update(*this, screenSize);
if (isJustStageFinal && !isPostgame && !isPostgamePending)
{
Entry* end = character->dialogue.hook_get("End");
isPostgame = isCheats = !end;
if (end)
{
text.set(*this, end, TEXT_UNINTERRUPTIBLE);
isMenuOpen = isToolsOpen = false;
progress.calories = 0;
progress.digestionProgress = 0;
item_drop();
isPostgamePending = true;
focus(screenSize);
}
}
if (isPostgamePending && (!text.entry || (text.entry->isTerminal && text.isFinished)) && !text.isScene)
{
isMenuOpen = isPostgame = isCheats = true;
isPostgamePending = false;
focus(screenSize);
}
if (isAutofeed)
for (int i = 0; i < (int)character->interactTypes.size(); i++)
if (character->interactTypes[i].name == AUTOFEED_TYPE)
cursorType = i;
Pointer pointer;
pointer.position = world_get({io.MousePos.x, io.MousePos.y});
pointer.type = cursorType;
pointer.isCaptured = io.WantCaptureMouse;
pointer.isClicked = ImGui::IsMouseClicked(ImGuiMouseButton_Left);
pointer.isDown = ImGui::IsMouseDown(ImGuiMouseButton_Left);
pointer.isReleased = ImGui::IsMouseReleased(ImGuiMouseButton_Left);
pointer.isRightClicked = ImGui::IsMouseClicked(ImGuiMouseButton_Right);
Pointer itemPointer = pointer;
Pointer interactPointer = pointer;
if (text.isScene)
{
itemPointer = interactPointer = {.position = pointer.position, .isCaptured = true};
isAutofeedActive = false;
}
else
autofeed_update(itemPointer, interactPointer);
items_update(itemPointer);
interact_update(interactPointer);
if (character->cursor && !isAutofeedActive && pointer.isClicked && !isItemHovered && !isHovering &&
cursorState == CURSOR_DEFAULT)
cursor.play(character->cursorClick, TRANSITION_FORCE, INTERRUPT_ALWAYS);
body_update();
int areaIndex = character->area_get(stage);
if (areaIndex >= 0 && area.anm2 != character->areas[areaIndex].anm2)
area = Actor(character->areas[areaIndex].anm2);
if (areaIndex >= 0 && is_rect_valid(character->areas[areaIndex].bounds))
bounds = character->areas[areaIndex].bounds;
area.update(*audio);
for (int i = 0; i < (int)particles.size(); i++)
{
particles[i].update(*audio);
if (!particles[i].isPlaying)
particles.erase(particles.begin() + i--);
}
for (Actor* each : {&cursor, &autoCursor})
{
bool isActive = (each == &autoCursor) == isAutofeedActive;
if ((!isActive || cursorState == CURSOR_DEFAULT) && !each->pending)
each->play(character->cursorIdle, TRANSITION_IF_IDLE);
each->update(*audio);
}
cursorState = CURSOR_DEFAULT;
cursor.position = {io.MousePos.x, io.MousePos.y};
cursor.isVisible = true;
camera_update(screenSize);
for (int i = 0; i < (int)toasts.size(); i++)
if (--toasts[i].life <= 0)
toasts.erase(toasts.begin() + i--);
if ((autosaveTime += io.DeltaTime) > AUTOSAVE_TIME)
{
save();
autosaveTime = 0;
}
}
void Play::render(Renderer& renderer, Vec2 screenSize)
{
float scale = zoom / PERCENT;
Affine view = {scale, 0, 0, scale, -pan.x * scale + shake.x * screenSize.x, -pan.y * scale + shake.y * screenSize.y};
area.render(renderer, view);
actor.render(renderer, view);
if (!text.isScene)
for (ItemEntity& entity : items)
entity.actor.render(renderer, view);
if (isAutofeedActive)
autoCursor.render(renderer, view);
for (Actor& particle : particles)
particle.render(renderer, view);
}