12 Commits

Author SHA1 Message Date
874b2b59f7 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-07 14:14:51 +01:00
dbff261805 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-07 14:09:59 +01:00
8363560fd2 fix: make it compile 2025-10-06 23:13:46 +01:00
31863b0d31 fix: import 2025-10-06 23:09:53 +01:00
7f77d7ad52 npc and bandit dressup, bits of UI added, WIP NPC interaction 2025-10-06 23:08:15 +01:00
df2c02a6a9 VERY hacky positional audio 2025-10-06 22:17:41 +01:00
f18d9d2b0e feat: made hitboxes area dependent 2025-10-06 21:57:06 +01:00
59f643b72c Added audio playback
Playing music
2025-10-06 21:54:48 +01:00
c01a6be4e5 feat: Initial prop placement 2025-10-06 21:35:32 +01:00
f93b543924 chore: fix \n 2025-10-06 21:30:13 +01:00
72a86ddb41 Merge remote-tracking branch 'origin' 2025-10-06 21:19:44 +01:00
680d375b8c feat: Added portals 2025-10-06 21:07:55 +01:00
22 changed files with 593 additions and 139 deletions

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assets/heart.png Normal file

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assets/poster.png Normal file

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assets/saloon_outside.wav Normal file

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@@ -47,6 +47,11 @@ V3f V3f_Sub(V3f a, V3f b) {
return result; return result;
} }
F32 V2f_Dot(V2f a, V2f b) {
F32 result = (a.x * b.x) + (a.y * b.y);
return result;
}
F32 V3f_Dot(V3f a, V3f b) { F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z); F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result; return result;

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@@ -118,6 +118,7 @@ function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s); function V3f V3f_Scale(V3f x, F32 s);
function V3f V3f_Sub(V3f a, V3f b); function V3f V3f_Sub(V3f a, V3f b);
function F32 V2f_Dot(V2f a, V2f b);
function F32 V3f_Dot(V3f a, V3f b); function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b); function F32 V4f_Dot(V4f a, V4f b);

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@@ -24,6 +24,7 @@
#include "game/impl/world.c" #include "game/impl/world.c"
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/impl/bandit.c" #include "game/impl/bandit.c"
#include "game/impl/outfit.c"
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
@@ -43,30 +44,6 @@ int main(int argc, char **argv)
return 1; return 1;
} }
SDL_AudioStream *austream;
Str8 audio_data;
M_TempScope(0, 0) {
SDL_AudioSpec spec;
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
if (!austream) {
printf("Failed to open audio stream (%s)\n", SDL_GetError());
}
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
SDL_AudioSpec wav_spec;
U32 count;
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
audio_data.count = count;
}
Vk_Setup(window); Vk_Setup(window);
G_State *game = 0; G_State *game = 0;
@@ -83,12 +60,20 @@ int main(int argc, char **argv)
G_PipelinesLoad(game); G_PipelinesLoad(game);
G_AudioLoad(game); G_AudioLoad(game);
Audio_Context *audio = M_ArenaPush(game->arena, Audio_Context);
Audio_Init(game->arena, audio, 0.0f); // disabled audio
U32 bgm = Audio_Play(audio, 0);
U32 saloon_music = Audio_Play(audio, 1);
SDL_ResumeAudioStreamDevice(audio->stream);
G_Camera *camera = &game->camera; G_Camera *camera = &game->camera;
camera->x = V3F(1, 0, 0); camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0); camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1); camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 16); camera->p = V3F(0, 0, 48);
camera->fov = 60.0f; camera->fov = 60.0f;
@@ -99,9 +84,14 @@ int main(int argc, char **argv)
World *world = M_ArenaPush(arena, World); World *world = M_ArenaPush(arena, World);
LoadWorld(arena, world); LoadWorld(arena, world);
game->world = world; game->world = world;
world->audio = audio;
world->audio_handles[0] = bgm;
world->audio_handles[1] = saloon_music;
world->arena = arena; world->arena = arena;
world->random = Random_Seed(29237489723847); world->random = Random_Seed(29237489723847);
world->npcCount = 127; world->npcCount = 12;
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i]; NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 0; npc1->collision.pos.x = 0;
@@ -112,8 +102,9 @@ int main(int argc, char **argv)
npc1->mode = NPC_ACTION_WAITING; npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = WORLD_AREA_OUTSIDE; npc1->currentArea = WORLD_AREA_OUTSIDE;
npc1->waitTime = 0; npc1->waitTime = 0;
npc1->maxWaitTime = 5; npc1->maxWaitTime = 1;
npc1->currentNavNode = 0; npc1->currentNavNode = 0;
GenOutfit(&npc1->outfit,world,game);
} }
Bandit *badman = &world->bandit; Bandit *badman = &world->bandit;
@@ -127,7 +118,7 @@ int main(int argc, char **argv)
badman->maxWaitTime = 2; badman->maxWaitTime = 2;
badman->poiCount = 2; badman->poiCount = 2;
badman->shootoutTimer = 1.5; badman->shootoutTimer = 1.5;
badman->agroRadius = 600.0; badman->agroRadius = 6.0;
badman->bullets = 6; badman->bullets = 6;
badman->shootDelay = 1; badman->shootDelay = 1;
badman->accuracyRange = 0.25; badman->accuracyRange = 0.25;
@@ -135,6 +126,8 @@ int main(int argc, char **argv)
badman->reloadTimer = 0; badman->reloadTimer = 0;
badman->pointsOfInterest[0] = 937; badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12; badman->pointsOfInterest[1] = 12;
badman->outfitChoices = GenOutfit(&badman->outfit, world, game);
badman->currentArea = WORLD_AREA_OUTSIDE;
world->npcPOI[0] = 100; world->npcPOI[0] = 100;
@@ -174,9 +167,9 @@ int main(int argc, char **argv)
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX); world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
world->propTypes[0].tag=S("rug0"); world->propTypes[0].tag=S("rug0");
world->propTypes[0].scale=1; world->propTypes[0].scale=3;
world->propTypes[1].tag=S("rug1"); world->propTypes[1].tag=S("rug1");
world->propTypes[1].scale=1; world->propTypes[1].scale=3;
world->propTypes[2].tag=S("skull"); world->propTypes[2].tag=S("skull");
world->propTypes[2].scale=1; world->propTypes[2].scale=1;
world->propTypes[3].tag = S("table"); world->propTypes[3].tag = S("table");
@@ -184,17 +177,17 @@ int main(int argc, char **argv)
world->propTypes[4].tag = S("barrel"); world->propTypes[4].tag = S("barrel");
world->propTypes[4].scale=1; world->propTypes[4].scale=1;
world->propTypes[5].tag = S("can"); world->propTypes[5].tag = S("can");
world->propTypes[5].scale=1; world->propTypes[5].scale=0.5;
world->propTypes[6].tag = S("candle"); world->propTypes[6].tag = S("candle");
world->propTypes[6].scale=1; world->propTypes[6].scale=0.5;
world->propTypes[7].tag = S("clock"); world->propTypes[7].tag = S("clock");
world->propTypes[7].scale=1; world->propTypes[7].scale=1.5;
world->propTypes[8].tag = S("log_pile"); world->propTypes[8].tag = S("log_pile");
world->propTypes[8].scale=1; world->propTypes[8].scale=1;
world->propTypes[9].tag = S("nightstand"); world->propTypes[9].tag = S("nightstand");
world->propTypes[9].scale=1; world->propTypes[9].scale=1;
world->propTypes[10].tag = S("pool_table"); world->propTypes[10].tag = S("pool_table");
world->propTypes[10].scale=2; world->propTypes[10].scale=3;
world->propTypes[11].tag = S("saloon_ext"); world->propTypes[11].tag = S("saloon_ext");
world->propTypes[11].scale=6.875f; world->propTypes[11].scale=6.875f;
world->propTypes[12].tag = S("saloon_int"); world->propTypes[12].tag = S("saloon_int");
@@ -202,7 +195,7 @@ int main(int argc, char **argv)
world->propTypes[13].tag = S("house"); world->propTypes[13].tag = S("house");
world->propTypes[13].scale=6.875f; world->propTypes[13].scale=6.875f;
world->propTypes[14].tag = S("house_int"); world->propTypes[14].tag = S("house_int");
world->propTypes[14].scale=6.875f; world->propTypes[14].scale=12.875f;
world->propTypes[15].tag=S("tile_detail_0"); world->propTypes[15].tag=S("tile_detail_0");
world->propTypes[15].scale=1; world->propTypes[15].scale=1;
world->propTypes[16].tag = S("tile_detail_1"); world->propTypes[16].tag = S("tile_detail_1");
@@ -219,12 +212,15 @@ int main(int argc, char **argv)
world->propTypes[21].scale=1; world->propTypes[21].scale=1;
world->propCount = 0; world->propCount = 0;
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX); world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX); world->hitboxes = M_ArenaPush(arena, World_Hitbox, .count=WORLD_HITBOX_MAX);
world->portals = M_ArenaPush(arena, World_Portal, .count=64);
world->portalCount=0;
GenerateNavMesh(arena, world); GenerateNavMesh(arena, world);
} }
game->editor.enabled = false; game->editor.enabled = true;
game->editor.mode = G_EDITOR_MODE_TILE; game->editor.mode = G_EDITOR_MODE_TILE;
game->editor.currentLevel = WORLD_AREA_OUTSIDE; game->editor.currentLevel = WORLD_AREA_OUTSIDE;
game->editor.selectedNode = 0;
bool running = true; bool running = true;
@@ -244,6 +240,7 @@ int main(int argc, char **argv)
Player *player = &game->world->player; Player *player = &game->world->player;
switch (e.key.key) { switch (e.key.key) {
case SDLK_R: { PlayerInit(game, player); } break; case SDLK_R: { PlayerInit(game, player); } break;
case SDLK_F: {game->world->showPoster=!game->world->showPoster;}break;
} }
} }
@@ -274,20 +271,33 @@ int main(int argc, char **argv)
break; break;
} }
case G_EDITOR_MODE_HITBOX: { case G_EDITOR_MODE_HITBOX: {
case G_EDITOR_MODE_PORTAL: {
game->editor.dragStart = game->editor.cursor; game->editor.dragStart = game->editor.cursor;
break; break;
} }
} }
} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) { }} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
// Add hitbox // Add hitbox
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y)); V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->hitboxes[game->world->hitboxCount].pos = topLeft; game->world->hitboxes[game->world->hitboxCount].box.pos = topLeft;
game->world->hitboxes[game->world->hitboxCount].size = V2F( game->world->hitboxes[game->world->hitboxCount].box.size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x), Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y) Abs(game->editor.cursor.y-game->editor.dragStart.y)
); );
game->world->hitboxes[game->world->hitboxCount].area = game->editor.currentAsset;
game->world->hitboxCount++; game->world->hitboxCount++;
GenerateNavMesh(game->arena, game->world); GenerateNavMesh(game->arena, game->world);
} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_PORTAL) {
// Add portal
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->portals[game->world->portalCount].box.pos = topLeft;
game->world->portals[game->world->portalCount].box.size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->portals[game->world->portalCount].area = game->editor.currentAsset;
game->world->portalCount++;
GenerateNavMesh(game->arena, game->world);
} }
} }
@@ -299,10 +309,12 @@ int main(int argc, char **argv)
} }
case SDLK_RIGHT: { case SDLK_RIGHT: {
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64); game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
printf("editing with %d\n", game->editor.currentAsset);
break; break;
} }
case SDLK_LEFT: { case SDLK_LEFT: {
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0); game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
printf("editing with %d\n", game->editor.currentAsset);
break; break;
} }
case SDLK_A: { case SDLK_A: {
@@ -331,6 +343,16 @@ int main(int argc, char **argv)
game->world->player.currentArea--; game->world->player.currentArea--;
break; break;
} }
case SDLK_E: {
game->editor.selectedNode++;
printf("selected %d\n", game->editor.selectedNode);
break;
}
case SDLK_Q: {
game->editor.selectedNode--;
printf("selected %d\n", game->editor.selectedNode);
break;
}
case SDLK_SPACE: { case SDLK_SPACE: {
game->editor.mode = (game->editor.mode + 1) % 4; game->editor.mode = (game->editor.mode + 1) % 4;
printf("EDITOR MODE %d\n", game->editor.mode); printf("EDITOR MODE %d\n", game->editor.mode);
@@ -340,6 +362,7 @@ int main(int argc, char **argv)
switch(game->editor.mode) { switch(game->editor.mode) {
case G_EDITOR_MODE_PROP: {game->world->propCount--;} case G_EDITOR_MODE_PROP: {game->world->propCount--;}
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;} case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
case G_EDITOR_MODE_PORTAL: {game->world->portalCount--;}
} }
break; break;
} }
@@ -348,7 +371,7 @@ int main(int argc, char **argv)
} }
if(!game->editor.enabled) { if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world); UpdateWorld(1.0f / 250.0f, game->world);
game->camera.p.x = game->world->player.collision.pos.x; game->camera.p.x = game->world->player.collision.pos.x;
game->camera.p.y = game->world->player.collision.pos.y; game->camera.p.y = game->world->player.collision.pos.y;
@@ -390,15 +413,58 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS); D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw); RenderWorld(game->world, &game->draw);
R3f bounds = G_CameraBounds(&game->camera);
if (game->world->showPoster) {
D_Rect(&game->draw, bounds.min.x + 4.8f, bounds.min.y + 6.4f, .texture = D_ImageHandle(&game->draw, S("poster")), .scale = 12.0f);
}
for (U32 i = 0; i < game->world->player.health; i++) {
D_Rect(&game->draw, (bounds.max.x - 3) + i, bounds.min.y + 1, .texture = D_ImageHandle(&game->draw, S("heart")));
}
//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0); //D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
if(game->editor.enabled) { if(game->editor.enabled) {
G_Editor editor = game->editor; G_Editor editor = game->editor;
F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2); F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2); F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2);
for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i];
D_Rect(
&game->draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
);
}
for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i];
if(i == editor.selectedNode) {
D_Rect(
&game->draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
.c = V4F(100, 255, 0, 100),
);
for(int j = 0; j < n.connectionCount; j++) {
D_Rect(
&game->draw,
game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.x,
game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.y,
.texture = 0,
.scale = 0.2f,
.c = V4F(0, 100, 0, 100),
);
}
}
}
switch(game->editor.mode) { switch(game->editor.mode) {
case G_EDITOR_MODE_TILE: { case G_EDITOR_MODE_TILE: {
World_Tile asset = game->world->tileTypes[editor.currentAsset]; World_Tile asset = game->world->tileTypes[editor.currentAsset];
@@ -412,22 +478,36 @@ int main(int argc, char **argv)
} }
case G_EDITOR_MODE_HITBOX: { case G_EDITOR_MODE_HITBOX: {
for(U32 i = 0; i < game->world->hitboxCount; i++) { for(U32 i = 0; i < game->world->hitboxCount; i++) {
V2f centre = AABB_Centre(game->world->hitboxes[i]); if(game->world->player.currentArea == game->world->hitboxes[i].area) {
V2f centre = AABB_Centre(game->world->hitboxes[i].box);
D_Rect(
&game->draw,
centre.x,
centre.y,
.texture=0,
.dim=game->world->hitboxes[i].box.size,
.flags=D_RECT_IGNORE_ASPECT,
.c=V4F(100,0,0,0.7f),
);
}
}
break;
}
case G_EDITOR_MODE_PORTAL: {
for(U32 i = 0; i < game->world->portalCount; i++) {
V2f centre = AABB_Centre(game->world->portals[i].box);
D_Rect( D_Rect(
&game->draw, &game->draw,
centre.x, centre.x,
centre.y, centre.y,
.texture=0, .texture=0,
.dim=game->world->hitboxes[i].size, .dim=game->world->portals[i].box.size,
.flags=D_RECT_IGNORE_ASPECT, .flags=D_RECT_IGNORE_ASPECT,
.c=V4F(100,0,0,0.7f), .c=V4F(0,0,100,0.7f),
); );
} }
break; break;
} }
case G_EDITOR_MODE_POI: {
break;
}
} }
} }
D_End(&game->draw, frame); D_End(&game->draw, frame);

View File

@@ -1,5 +1,6 @@
#if !defined(LD_GAME_BANDIT_H_) #if !defined(LD_GAME_BANDIT_H_)
#define LD_GAME_BANDIT_H_ #define LD_GAME_BANDIT_H_
#include "outfit.h"
typedef enum BANDIT_ACTION BANDIT_ACTION; typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION enum BANDIT_ACTION
@@ -62,8 +63,12 @@ struct Bandit {
F32 accuracyRange; F32 accuracyRange;
// A the circle around the bandit where they will trigger the quicktime reaction scene // A the circle around the bandit where they will trigger the quicktime reaction scene
F32 agroRadius; F32 agroRadius;
// What the bandit is wearing
G_Outfit outfit;
// What the bandit's outfit id's are
U32 *outfitChoices;
}; };
function V2f shootTowards(Bandit* bandit, V2f target, Random* r); function V2f ShootTowards(Bandit* bandit, V2f target, Random* r);
function void BanditDraw(D_Context *draw, Bandit *bandit);
#endif // LD_GAME_BANDIT_H_ #endif // LD_GAME_BANDIT_H_

View File

@@ -21,7 +21,7 @@ enum G_EDITOR_MODE {
G_EDITOR_MODE_TILE, G_EDITOR_MODE_TILE,
G_EDITOR_MODE_PROP, G_EDITOR_MODE_PROP,
G_EDITOR_MODE_HITBOX, G_EDITOR_MODE_HITBOX,
G_EDITOR_MODE_POI, G_EDITOR_MODE_PORTAL,
}; };
typedef struct G_Editor G_Editor; typedef struct G_Editor G_Editor;
@@ -32,6 +32,7 @@ struct G_Editor {
G_EDITOR_MODE mode; G_EDITOR_MODE mode;
V2f cursor; V2f cursor;
V2f dragStart; V2f dragStart;
U32 selectedNode;
}; };
typedef struct G_State G_State; typedef struct G_State G_State;

View File

@@ -11,7 +11,7 @@ bool AABB_Collide(AABB a, AABB b)
bool AABB_Point(AABB a, V2f v) bool AABB_Point(AABB a, V2f v)
{ {
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x; bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y; bool collision_y = a.pos.y + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y; return collision_x && collision_y;
} }
@@ -45,4 +45,4 @@ bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x)); F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y)); F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
return SDL_sqrt(xSq + ySq) < rad; return SDL_sqrt(xSq + ySq) < rad;
} }

View File

@@ -1,7 +1,7 @@
#include "game/world.h" #include "game/world.h"
#include "game/bandit.h" #include "game/bandit.h"
V2f shootTowards(Bandit *bandit, V2f target, Random* r) V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
{ {
V2f shooterV2 = bandit->collision.pos; V2f shooterV2 = bandit->collision.pos;
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange); F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
@@ -10,15 +10,18 @@ V2f shootTowards(Bandit *bandit, V2f target, Random* r)
} }
void UpdateBandit(F32 delta, Bandit *bandit, World *world) { void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
for(U32 i = 0; i < world->portalCount; i++) {
if(AABB_Collide(world->portals[0].box, bandit->collision)) {
bandit->currentArea = world->portals[0].area;
}
}
if ( if (
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea) world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{ {
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--; bandit->health--;
} }
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT)) if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
{ {
printf("begin shootout");
// shootout time o.o // shootout time o.o
bandit->mode = BANDIT_SHOOTOUT; bandit->mode = BANDIT_SHOOTOUT;
} }
@@ -56,7 +59,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED; bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
break; break;
case BANDIT_SHOOTOUT: case BANDIT_SHOOTOUT:
bandit->shootoutTimer-=delta; bandit->shootoutTimer-=delta;
if(bandit->shootoutTimer < 0){ if(bandit->shootoutTimer < 0){
bandit->mode=BANDIT_SHOOTING; bandit->mode=BANDIT_SHOOTING;
} }
@@ -66,17 +69,14 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->reloadTimer -= delta; bandit->reloadTimer -= delta;
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0) if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
{ {
printf("shoot at player");
bandit->bullets--; bandit->bullets--;
bandit->shootCooldownTimer = bandit->shootDelay; bandit->shootCooldownTimer = bandit->shootDelay;
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random); V2f banditShot = ShootTowards(bandit, world->player.collision.pos, &world->random);
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){ if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
// gets shot lmao // gets shot lmao
printf("hit");
world->player.health--; world->player.health--;
} }
if(bandit->bullets == 0){ if(bandit->bullets == 0){
printf("enemy reload");
bandit->bullets = 6; bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime; bandit->reloadTimer = bandit->reloadTime;
} }
@@ -85,3 +85,23 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
// TODO Running away // TODO Running away
} }
} }
void BanditDraw(D_Context *draw, Bandit *bandit)
{
G_Outfit *outfit = &bandit->outfit;
R2f pframe = D_AnimationFrame(&outfit->state);
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
{
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
U32 tid = outfit->e[dir].e[it];
if (tid != 0)
{
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
D_Rect(draw, bandit->collision.pos.x, bandit->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
}
}
}

View File

@@ -4,6 +4,11 @@
#include "core/math.h" #include "core/math.h"
void UpdateNPC(F32 delta, NPC *npc, World *world) { void UpdateNPC(F32 delta, NPC *npc, World *world) {
for(U32 i = 0; i < world->portalCount; i++) {
if(AABB_Collide(world->portals[0].box, npc->collision)) {
npc->currentArea = world->portals[0].area;
}
}
switch (npc->mode) { switch (npc->mode) {
case NPC_ACTION_WAITING: case NPC_ACTION_WAITING:
npc->waitTime+=delta; npc->waitTime+=delta;
@@ -41,3 +46,23 @@ void UpdateNPC(F32 delta, NPC *npc, World *world) {
break; break;
} }
} }
void NPCDraw(D_Context *draw, NPC *npc)
{
G_Outfit *outfit = &npc->outfit;
R2f pframe = D_AnimationFrame(&outfit->state);
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
{
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
U32 tid = outfit->e[dir].e[it];
if (tid != 0)
{
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
D_Rect(draw, npc->collision.pos.x, npc->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
}
}
}

31
code/game/impl/outfit.c Normal file
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@@ -0,0 +1,31 @@
U32* GenOutfit(G_Outfit *o, World *world, G_State *game)
{
U32 *outfitChoices = M_ArenaPush(world->arena, U32, .count = 8);
G_Outfit *outfit = o;
D_AnimationInit(&outfit->state, 0, 1, 4, 1.0f / 6.0f);
M_TempScope(0, 0)
{
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
{
U32 idx = Random_Next(&world->random) % __outfit_counts[it];
// We just allow face, hair and hat to default to 0 meaning the player doesn't have one
if (idx != 0 || it < 2 || it > 4)
{
outfit->front.e[it] = OUTFIT_IMG(front, idx);
outfit->side.e[it] = OUTFIT_IMG(side, idx);
if ((idx + 1) <= __outfit_counts[it])
{
outfit->back.e[it] = OUTFIT_IMG(back, idx);
}
}
outfitChoices[it] = idx;
}
}
return outfitChoices;
}

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@@ -2,47 +2,9 @@
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h> #include <SDL3/SDL_keycode.h>
#include <stdio.h> #include <stdio.h>
#include "../outfit.h"
#include "../npc.h"
// @Todo: move/extern these so the npc/bandit can use them
//
#define G_OUTFIT_COMPONENT_COUNT 8
global_var Str8 __outfit_names[] = {
Sl("npc_%s_base_%d"),
Sl("npc_%s_eyes_%d"),
Sl("npc_%s_face_%d"),
Sl("npc_%s_hair_%d"),
Sl("npc_%s_hat_%d"),
Sl("npc_%s_shirt_%d"),
Sl("npc_%s_shoes_%d"),
Sl("npc_%s_trousers_%d")
};
global_var U32 __outfit_counts[] = {
2, // base
3, // eyes
5, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
global_var U32 __outfit_back_counts[] = {
2, // base
0, // eyes
3, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
void PlayerInit(G_State *game, Player *player) { void PlayerInit(G_State *game, Player *player) {
World *world = game->world; World *world = game->world;
@@ -105,6 +67,16 @@ void PlayerInput(SDL_Event *event, Player *player)
player->controls.downDown = val; player->controls.downDown = val;
break; break;
} }
case SDLK_E:
{
for(int i = 0; player->world->npcCount; i++){
NPC *npc = &player->world->npcs[i];
if(AABB_Circle(npc->interationRadius, npc->collision.pos, player->collision) && !npc->infoGiven){
npc->infoGiven=true;
player->knownDetails[player->detailCount] = player->world->bandit.outfitChoices[player->detailCount];
}
}
}
} }
} }
if ( if (
@@ -128,7 +100,6 @@ void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false; player->controls.shot = false;
V2f dir = V2F(0, 0); V2f dir = V2F(0, 0);
if(player->health == 0){ if(player->health == 0){
printf("dead :(");
player->health = 3; player->health = 3;
} }
if(player->controls.upDown) { if(player->controls.upDown) {
@@ -165,6 +136,23 @@ void PlayerUpdate(F32 delta, Player *player) {
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta); dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->collision.pos.x += dir.x; player->collision.pos.x += dir.x;
player->collision.pos.y += dir.y; player->collision.pos.y += dir.y;
for(U32 i = 0; i < player->world->portalCount; i++) {
if(AABB_Collide(player->world->portals[i].box, player->collision)) {
player->currentArea = player->world->portals[i].area;
}
}
V2f test;
test.x = player->collision.pos.x - 14;
test.y = player->collision.pos.y - 14;
F32 len = V2f_Dot(test, test);
F32 vol = Max(0.0f, 1.0f - (len / 25.0f));
Audio_ChangeVolume(player->world->audio, player->world->audio_handles[1], vol);
Audio_ChangeVolume(player->world->audio, player->world->audio_handles[0], 1.0f - vol);
} }
void PlayerDraw(D_Context *draw, Player *player) { void PlayerDraw(D_Context *draw, Player *player) {

View File

@@ -64,28 +64,14 @@ void RenderWorld(World *world, D_Context *draw) {
); );
} }
} }
for (U32 i = 0; i < world->navMesh->nodeCount; i++) {
NavNode n = world->navMesh->nodes[i];
D_Rect(
draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
);
}
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i]; NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) { if(npc.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(npc.collision); NPCDraw(draw, &world->npcs[i]);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
} }
} }
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
}
BanditDraw(draw, &world->bandit);
PlayerDraw(draw, &world->player); PlayerDraw(draw, &world->player);
} }
@@ -124,6 +110,8 @@ void SaveWorld(World *world) {
WRITEN(world->map, WORLD_MAP_MAX); WRITEN(world->map, WORLD_MAP_MAX);
WRITE(world->portalCount);
WRITEN(world->portals, WORLD_PORTAL_MAX);
FS_FileClose(file); FS_FileClose(file);
printf("--- World Saved ---\n"); printf("--- World Saved ---\n");
@@ -197,14 +185,14 @@ void LoadWorld(M_Arena *arena, World *world) {
// //
{ {
U32 n_hitbox = *(U32 *) base; base += 4; U32 n_hitbox = *(U32 *) base; base += 4;
AABB *boxes = (AABB *) base; World_Hitbox *boxes = (World_Hitbox *) base;
world->hitboxCount = n_hitbox; world->hitboxCount = n_hitbox;
world->hitboxes = M_ArenaPush(arena, AABB, .count = WORLD_HITBOX_MAX); world->hitboxes = M_ArenaPush(arena, World_Hitbox, .count = WORLD_HITBOX_MAX);
M_CopySize(world->hitboxes, boxes, n_hitbox * sizeof(AABB)); M_CopySize(world->hitboxes, boxes, n_hitbox * sizeof(World_Hitbox));
base += (WORLD_HITBOX_MAX * sizeof(AABB)); base += (WORLD_HITBOX_MAX * sizeof(World_Hitbox));
} }
// Map // Map
@@ -217,11 +205,24 @@ void LoadWorld(M_Arena *arena, World *world) {
base += (WORLD_MAP_MAX * sizeof(U32)); base += (WORLD_MAP_MAX * sizeof(U32));
} }
{
U32 n_portals = *(U32 *) base; base += 4;
World_Portal *portals = (World_Portal *) base;
world->portalCount = n_portals;
world->portals = M_ArenaPush(arena, World_Portal, .count = WORLD_PORTAL_MAX);
M_CopySize(world->portals, portals, n_portals * sizeof(World_Portal));
base += (WORLD_PORTAL_MAX * sizeof(World_Portal));
}
if (base != (data.data + data.count)) { if (base != (data.data + data.count)) {
printf("--- OFFSET MISMATCH ---\n"); printf("--- OFFSET MISMATCH ---\n");
} }
printf("loaded world\n");
printf(" - %d props\n", world->propCount); printf(" - %d props\n", world->propCount);
printf(" - %d hitboxes\n", world->hitboxCount); printf(" - %d hitboxes\n", world->hitboxCount);
@@ -237,7 +238,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
U32 y = (i / 96); U32 y = (i / 96);
bool skip = false; bool skip = false;
for(U32 hi = 0; hi < world->hitboxCount; hi++) { for(U32 hi = 0; hi < world->hitboxCount; hi++) {
if(AABB_Point(world->hitboxes[hi], V2F((F32) x, (F32) y))) { if(AABB_Point(world->hitboxes[hi].box, V2F((F32) x, (F32) y))) {
skip = true; skip = true;
break; break;
} }
@@ -245,14 +246,10 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
if(skip) {continue;} if(skip) {continue;}
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = cast(F32) x; world->navMesh->nodes[world->navMesh->nodeCount].pos.x = cast(F32) x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = cast(F32) y; world->navMesh->nodes[world->navMesh->nodeCount].pos.y = cast(F32) y;
U32 cost = 20;
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
cost = 10;
}
world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0; world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
for(int nx = -1; nx < 2; nx++){ for(int nx = -1; nx < 2; nx++){
for(int ny = -1; ny < 2; ny++){ for(int ny = -1; ny < 2; ny++){
if((nx==ny) && nx==0) {continue;} if(nx==0 && ny==0) {continue;}
if(x+nx < 0 || x+nx > 95) { if(x+nx < 0 || x+nx > 95) {
continue; continue;
} }
@@ -261,19 +258,47 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
} }
// It's quad for loop time :D // It's quad for loop time :D
for(U32 hi = 0; hi < world->hitboxCount; hi++) { for(U32 hi = 0; hi < world->hitboxCount; hi++) {
if(AABB_Point(world->hitboxes[hi], V2F((F32) (x + nx), (F32) (y + ny)))) { if(AABB_Point(world->hitboxes[hi].box, V2F((F32) (x + nx), (F32) (y + ny)))) {
skip = true; skip = true;
break; break;
} }
} }
if(skip) {continue;}
U32 index = x+nx + (y+ny)*96;
U32 nCount = world->navMesh->nodeCount; U32 nCount = world->navMesh->nodeCount;
S32 index = -1;
for (U32 ohgod = 0; ohgod < nCount; ohgod++) {
if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) {
index=ohgod;
break;
}
}
F32 cost = 20;
if(ny+nx == 2) {
cost = 40;
};
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
cost = 1;
if(Abs(ny+nx) == 2) {
cost = 4;
};
}
if(index < 0) {continue;}
skip |= (index > (S32) nCount);
if(skip) {continue;}
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index; world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cast(F32) cost; world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].NodeIndex = nCount;
world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].Cost = cost;
world->navMesh->nodes[nCount].connectionCount++; world->navMesh->nodes[nCount].connectionCount++;
world->navMesh->nodes[index].connectionCount++;
} }
} }
world->navMesh->nodeCount++; world->navMesh->nodeCount++;
} }
for(U32 i = 0; i < world->npcCount; i++) {
world->npcs[i].mode = NPC_ACTION_WAITING;
world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140);
world->npcs[i].waitTime = 0;
world->npcs[i].currentNavNode=0;
world->npcs[i].pathIndex = 0;
}
} }

View File

@@ -46,10 +46,15 @@ struct NPC {
U32 targetNavNode; U32 targetNavNode;
// How long the npc has been walking to the next index // How long the npc has been walking to the next index
F32 walkTimer; F32 walkTimer;
// Space within you can interact with the NPC.
F32 interationRadius;
//// Knowledge //// Knowledge
// What the NPC knows about the bandit. // What the NPC knows about the bandit.
NPC_LOOK banditKnowledge; NPC_LOOK banditKnowledge;
// NPC clothes
G_Outfit outfit;
// if the NPC has given info
bool infoGiven;
}; };
function void NPCDraw(D_Context *draw, NPC *npc);
#endif // LD_GAME_NPC_H_ #endif // LD_GAME_NPC_H_

45
code/game/outfit.h Normal file
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@@ -0,0 +1,45 @@
#if !defined(LD_GAME_OUTFIT_H)
#define LD_GAME_OUTFIT_H
#define G_OUTFIT_COMPONENT_COUNT 8
global_var Str8 __outfit_names[] = {
Sl("npc_%s_base_%d"),
Sl("npc_%s_eyes_%d"),
Sl("npc_%s_face_%d"),
Sl("npc_%s_hair_%d"),
Sl("npc_%s_hat_%d"),
Sl("npc_%s_shirt_%d"),
Sl("npc_%s_shoes_%d"),
Sl("npc_%s_trousers_%d")};
global_var U32 __outfit_counts[] = {
2, // base
3, // eyes
5, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
global_var U32 __outfit_back_counts[] = {
2, // base
0, // eyes
3, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *)__outfit_names[it].data, #dir, n))
function U32* GenOutfit(G_Outfit *o, World *world, G_State *game);
#endif // LD_GAME_OUTFIT_H

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@@ -34,6 +34,9 @@ struct Player
U32 health; U32 health;
F32 reloadTimer; F32 reloadTimer;
U32 *knownDetails;
U32 detailCount;
}; };
function void PlayerInit(G_State *game, Player *player); function void PlayerInit(G_State *game, Player *player);

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@@ -2,19 +2,21 @@
#define LD_GAME_WORLD_H_ #define LD_GAME_WORLD_H_
#include "../core/math.h" #include "../core/math.h"
#include "./aabb.h"
#define WORLD_HITBOX_MAX 4096 #define WORLD_HITBOX_MAX 4096
#define WORLD_PROP_MAX 2048 #define WORLD_PROP_MAX 2048
#define WORLD_PROP_TYPE_MAX 64 #define WORLD_PROP_TYPE_MAX 64
#define WORLD_TILE_TYPE_MAX 64 #define WORLD_TILE_TYPE_MAX 64
#define WORLD_MAP_MAX 4800 #define WORLD_MAP_MAX 4800
#define WORLD_PORTAL_MAX 64
// Areas are which // Areas are which
typedef U32 World_Area; typedef U32 World_Area;
enum World_Area enum World_Area
{ {
WORLD_AREA_OUTSIDE = (1 << 0), WORLD_AREA_OUTSIDE = 1,
WORLD_AREA_SALOON = (1 << 1), WORLD_AREA_SALOON = 2,
}; };
typedef struct World_Tile World_Tile; typedef struct World_Tile World_Tile;
@@ -37,6 +39,15 @@ struct World_Prop
V2f pos; V2f pos;
}; };
typedef struct World_Portal World_Portal;
struct World_Portal
{
AABB box;
World_Area area;
};
typedef World_Portal World_Hitbox;
typedef struct World World; typedef struct World World;
#include "player.h" #include "player.h"
#include "npc.h" #include "npc.h"
@@ -53,12 +64,17 @@ struct World {
World_Tile *tileTypes; World_Tile *tileTypes;
World_PropType *propTypes; World_PropType *propTypes;
World_Prop *props; World_Prop *props;
AABB *hitboxes; World_Hitbox *hitboxes;
World_Portal *portals;
U32 *map; U32 *map;
bool showPoster;
U32 propCount; U32 propCount;
U32 portalCount;
U32 hitboxCount; U32 hitboxCount;
Audio_Context *audio;
U32 audio_handles[2];
//// Player //// Player
Player player; Player player;

43
code/os/audio.h Normal file
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@@ -0,0 +1,43 @@
#if !defined(LD_OS_AUDIO_H_)
#define LD_OS_AUDIO_H_
typedef struct Audio_Data Audio_Data;
struct Audio_Data {
S16 *samples;
U32 n_frames;
};
typedef struct Audio_Track Audio_Track;
struct Audio_Track {
B32 playing;
Audio_Data *data;
F32 volume;
U32 n_played;
U32 next; // to play if playing, free otherwise
};
typedef struct Audio_Context Audio_Context;
struct Audio_Context {
SDL_AudioStream *stream;
U32 n_tracks;
Audio_Track tracks[16];
U32 head;
U32 free;
F32 volume;
U32 n_sounds;
Audio_Data *sounds;
};
function void Audio_Init(M_Arena *arena, Audio_Context *audio, F32 volume);
function U32 Audio_Play(Audio_Context *audio, U32 index);
function void Audio_ChangeVolume(Audio_Context *audio, U32 handle, F32 volume);
#endif // LD_OS_AUDIO_H_

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@@ -4,7 +4,6 @@
#include "impl/linux/core.c" #include "impl/linux/core.c"
#endif #endif
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) { Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
Str8 result = { 0 }; Str8 result = { 0 };
@@ -19,3 +18,164 @@ Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
return result; return result;
} }
internal void SDL_SubmitAudio(void *user, SDL_AudioStream *stream, int needed, int total) {
Audio_Context *audio = cast(Audio_Context *) user;
(void) total;
M_TempScope(0, 0) {
U32 prev = 0;
U32 it = audio->head;
U32 n_samples = needed >> 1;
U32 n_frames = n_samples >> 1;
F32 *left_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
F32 *right_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
while (it != 0) {
Audio_Track *track = &audio->tracks[it];
U32 next = track->next;
F32 *l0 = left_f32;
F32 *r0 = right_f32;
Assert(track->playing);
U32 remain = track->data->n_frames - track->n_played;
U32 play = Min(n_frames, remain);
U32 off = track->n_played << 1; // played n frames, thus double to n samples
for (U32 f = 0; f < play; ++f) {
*l0++ += cast(F32) (track->data->samples[off + (2 * f) + 0]) * track->volume * audio->volume;
*r0++ += cast(F32) (track->data->samples[off + (2 * f) + 1]) * track->volume * audio->volume;
}
track->n_played += play;
if (track->n_played == track->data->n_frames) {
if (prev == 0) {
// Head has finished playing
//
audio->head = track->next;
track->next = audio->free;
audio->free = it;
}
else {
// We're in the middle somewhere so prev->next == it->next
//
audio->tracks[prev].next = track->next;
track->next = audio->free;
audio->free = it;
}
track->playing = false;
}
it = next;
}
F32 *l0 = left_f32;
F32 *r0 = right_f32;
S16 *interleaved = M_ArenaPush(temp.arena, S16, .count = n_samples);
S16 *i0 = interleaved;
for (U32 n = 0; n < n_frames; ++n) {
*i0++ = cast(S16) (l0[n] + 0.5f);
*i0++ = cast(S16) (r0[n] + 0.5f);
}
SDL_PutAudioStreamData(stream, interleaved, needed);
}
}
void Audio_Init(M_Arena *arena, Audio_Context *audio, F32 volume) {
SDL_AudioSpec spec = { 0 };
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
audio->stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, SDL_SubmitAudio, audio);
if (audio->stream) {
M_TempScope(0, 0) {
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exec));
FS_List files = FS_PathList(temp.arena, path);
U32 n_audio = 0;
for (FS_Entry *it = files.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("wav"))) {
n_audio += 1;
}
}
audio->n_sounds = 0;
audio->sounds = M_ArenaPush(arena, Audio_Data, .count = n_audio);
for (FS_Entry *it = files.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("wav"))) {
Audio_Data *sound = &audio->sounds[audio->n_sounds];
U8 *data;
U32 count;
SDL_AudioSpec wav;
SDL_LoadWAV((const char *) it->path.data, &wav, &data, &count);
Assert(wav.freq == 44100);
sound->samples = (S16 *) data;
sound->n_frames = (count >> 2);
audio->n_sounds += 1;
}
}
audio->n_tracks = 16;
for (U32 it = 1; it < audio->n_tracks; ++it) {
audio->tracks[it].next = it + 1;
}
audio->tracks[audio->n_tracks - 1].next = 0;
audio->volume = volume;
audio->head = 0;
audio->free = 1;
printf("--- Loaded %d sounds ---\n", audio->n_sounds);
}
}
}
U32 Audio_Play(Audio_Context *audio, U32 index) {
U32 result = 0;
if (audio->free != 0 && SDL_LockAudioStream(audio->stream)) {
result = audio->free;
Audio_Track *track = &audio->tracks[result];
audio->free = track->next;
track->playing = true;
track->data = &audio->sounds[index];
track->n_played = 0;
track->volume = 1.0f;
track->next = audio->head;
audio->head = result;
SDL_UnlockAudioStream(audio->stream);
}
return result;
}
void Audio_ChangeVolume(Audio_Context *audio, U32 handle, F32 volume) {
if (SDL_LockAudioStream(audio->stream)) {
audio->tracks[handle].volume = volume;
SDL_UnlockAudioStream(audio->stream);
}
}

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@@ -17,5 +17,6 @@ function void VM_Decommit(void *base, U64 size);
function void VM_Release(void *base, U64 size); function void VM_Release(void *base, U64 size);
#include "filesystem.h" #include "filesystem.h"
#include "audio.h"
#endif // LD_OS_CORE_H_ #endif // LD_OS_CORE_H_

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