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BIN
assets/barrel.png
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After Width: | Height: | Size: 590 B |
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assets/can.png
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After Width: | Height: | Size: 168 B |
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assets/candle.png
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assets/clock.png
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assets/heart.png
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BIN
assets/house.png
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After Width: | Height: | Size: 3.3 KiB |
BIN
assets/house_int.png
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After Width: | Height: | Size: 3.7 KiB |
BIN
assets/log_pile.png
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After Width: | Height: | Size: 519 B |
BIN
assets/nightstand.png
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After Width: | Height: | Size: 244 B |
BIN
assets/npc_back_base_0.png
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After Width: | Height: | Size: 650 B |
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assets/npc_back_base_1.png
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After Width: | Height: | Size: 677 B |
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assets/npc_back_face_1.png
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After Width: | Height: | Size: 232 B |
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assets/npc_back_face_2.png
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After Width: | Height: | Size: 204 B |
BIN
assets/npc_back_hair_1.png
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After Width: | Height: | Size: 483 B |
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assets/npc_back_hair_2.png
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After Width: | Height: | Size: 395 B |
BIN
assets/npc_back_hair_3.png
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BIN
assets/npc_back_hat_1.png
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After Width: | Height: | Size: 319 B |
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assets/npc_back_hat_2.png
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After Width: | Height: | Size: 298 B |
BIN
assets/npc_back_shirt_0.png
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After Width: | Height: | Size: 560 B |
BIN
assets/npc_back_shirt_1.png
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After Width: | Height: | Size: 521 B |
BIN
assets/npc_back_shoes_0.png
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After Width: | Height: | Size: 274 B |
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assets/npc_back_trousers_0.png
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After Width: | Height: | Size: 337 B |
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assets/npc_back_trousers_1.png
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After Width: | Height: | Size: 325 B |
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assets/npc_front_base_0.png
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After Width: | Height: | Size: 732 B |
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assets/npc_front_base_1.png
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After Width: | Height: | Size: 737 B |
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assets/npc_front_eyes_0.png
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After Width: | Height: | Size: 232 B |
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assets/npc_front_eyes_1.png
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After Width: | Height: | Size: 207 B |
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assets/npc_front_eyes_2.png
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After Width: | Height: | Size: 217 B |
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assets/npc_front_eyes_closed.png
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After Width: | Height: | Size: 127 B |
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assets/npc_front_face_1.png
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assets/npc_front_face_2.png
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assets/npc_front_face_3.png
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assets/npc_front_face_4.png
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assets/npc_front_hair_1.png
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assets/npc_front_hair_2.png
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After Width: | Height: | Size: 334 B |
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assets/npc_front_hair_3.png
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assets/npc_front_hat_1.png
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assets/npc_front_hat_2.png
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assets/npc_front_shirt_0.png
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assets/npc_front_shirt_1.png
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assets/npc_front_shoes_0.png
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assets/npc_front_trousers_0.png
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After Width: | Height: | Size: 361 B |
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assets/npc_front_trousers_1.png
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After Width: | Height: | Size: 354 B |
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assets/npc_side_base_0.png
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assets/npc_side_base_1.png
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assets/npc_side_eyes_0.png
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assets/npc_side_eyes_1.png
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assets/npc_side_eyes_2.png
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assets/npc_side_eyes_closed.png
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assets/npc_side_face_1.png
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assets/npc_side_face_2.png
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After Width: | Height: | Size: 242 B |
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assets/npc_side_face_3.png
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After Width: | Height: | Size: 135 B |
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assets/npc_side_face_4.png
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After Width: | Height: | Size: 133 B |
BIN
assets/npc_side_hair_1.png
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After Width: | Height: | Size: 346 B |
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assets/npc_side_hair_2.png
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After Width: | Height: | Size: 329 B |
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assets/npc_side_hair_3.png
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After Width: | Height: | Size: 235 B |
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assets/npc_side_hat_1.png
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After Width: | Height: | Size: 321 B |
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assets/npc_side_hat_2.png
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After Width: | Height: | Size: 328 B |
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assets/npc_side_shirt_0.png
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After Width: | Height: | Size: 448 B |
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assets/npc_side_shirt_1.png
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After Width: | Height: | Size: 403 B |
BIN
assets/npc_side_shoes_0.png
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After Width: | Height: | Size: 259 B |
BIN
assets/npc_side_trousers_0.png
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After Width: | Height: | Size: 421 B |
BIN
assets/npc_side_trousers_1.png
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After Width: | Height: | Size: 393 B |
BIN
assets/outside_ambience.wav
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assets/pool_table.png
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After Width: | Height: | Size: 846 B |
BIN
assets/poster.png
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After Width: | Height: | Size: 14 KiB |
BIN
assets/rug0.png
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After Width: | Height: | Size: 634 B |
BIN
assets/rug1.png
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After Width: | Height: | Size: 1.1 KiB |
BIN
assets/saloon_int.png
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After Width: | Height: | Size: 8.2 KiB |
BIN
assets/saloon_outside.wav
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BIN
assets/skull.png
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assets/table.png
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After Width: | Height: | Size: 1012 B |
@@ -1,8 +1,22 @@
|
||||
#include <math.h>
|
||||
V2f V2F(F32 x, F32 y) {
|
||||
V2f result = { x, y };
|
||||
return result;
|
||||
}
|
||||
|
||||
function V2f V2f_Scale(V2f x, F32 scale) {
|
||||
return V2F(x.x * scale, x.y * scale);
|
||||
}
|
||||
|
||||
V2f NormaliseV2F(V2f x) {
|
||||
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
|
||||
if(magnitude > 0.0){
|
||||
F32 inverse = 1.0f/magnitude;
|
||||
return V2F(x.x*inverse, x.y*inverse);
|
||||
}
|
||||
return x;
|
||||
}
|
||||
|
||||
V3f V3F(F32 x, F32 y, F32 z) {
|
||||
V3f result = { x, y, z };
|
||||
return result;
|
||||
@@ -28,6 +42,16 @@ V3f V3f_Scale(V3f x, F32 s) {
|
||||
return result;
|
||||
}
|
||||
|
||||
V3f V3f_Sub(V3f a, V3f b) {
|
||||
V3f result = { a.x - b.x, a.y - b.y, a.z - b.z };
|
||||
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 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
|
||||
return result;
|
||||
@@ -140,7 +164,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
||||
//
|
||||
V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
|
||||
V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
|
||||
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
|
||||
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
|
||||
|
||||
// Calculate inverse position
|
||||
//
|
||||
@@ -160,4 +184,55 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
||||
return result;
|
||||
}
|
||||
|
||||
// Random
|
||||
|
||||
Random Random_Seed(U64 seed) {
|
||||
Random result = { seed };
|
||||
return result;
|
||||
}
|
||||
|
||||
U64 Random_Next(Random *rnd) {
|
||||
U64 result = rnd->state;
|
||||
|
||||
result ^= (result << 13);
|
||||
result ^= (result >> 7);
|
||||
result ^= (result << 17);
|
||||
|
||||
rnd->state = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_F32(Random *rnd, F32 min, F32 max) {
|
||||
F32 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F64 Random_F64(Random *rnd, F64 min, F64 max) {
|
||||
F64 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
U32 Random_U32(Random *rnd, U32 min, U32 max) {
|
||||
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Unilateral(Random *rnd) {
|
||||
F32 result = Random_Next(rnd) / (F32) U64_MAX;
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Bilateral(Random *rnd) {
|
||||
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
||||
return result;
|
||||
}
|
||||
|
||||
V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
|
||||
V2f result;
|
||||
result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
|
||||
result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
|
||||
return result;
|
||||
}
|
||||
|
||||
#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
|
||||
#define FNV_PRIME ((U64) 0x100000001B3)
|
||||
|
||||
U64 Str8_Hash(Str8 v) {
|
||||
U64 result = FNV_OFFSET_BIAS;
|
||||
|
||||
for (S64 it = 0; it < v.count; ++it) {
|
||||
result ^= v.data[it];
|
||||
result *= FNV_PRIME;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Str8 Str8_Copy(M_Arena *arena, Str8 s) {
|
||||
Str8 result;
|
||||
result.count = s.count;
|
||||
|
||||
@@ -36,6 +36,11 @@
|
||||
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
|
||||
|
||||
#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
|
||||
#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
|
||||
#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
|
||||
|
||||
#define SLL_Push(h, n) SLL_PushN(h, n, next)
|
||||
#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
|
||||
|
||||
#define function static
|
||||
#define internal static
|
||||
|
||||
@@ -4,6 +4,13 @@
|
||||
#define PI_F32 (3.14159265358979323846264338f)
|
||||
#define TAU_F32 (2.0f * PI_F32)
|
||||
|
||||
#define Abs(x) (((x) < 0 ? -(x) : (x)))
|
||||
|
||||
typedef struct Random Random;
|
||||
struct Random {
|
||||
U64 state;
|
||||
};
|
||||
|
||||
typedef union V2f V2f;
|
||||
union V2f {
|
||||
struct {
|
||||
@@ -93,15 +100,25 @@ struct R2f {
|
||||
V2f max;
|
||||
};
|
||||
|
||||
typedef struct R3f R3f;
|
||||
struct R3f {
|
||||
V3f min;
|
||||
V3f max;
|
||||
};
|
||||
|
||||
function V2f V2F(F32 x, F32 y);
|
||||
function V3f V3F(F32 x, F32 y, F32 z);
|
||||
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
|
||||
|
||||
function R2f R2F(V2f min, V2f max);
|
||||
|
||||
function V2f V2f_Scale(V2f x, F32 s);
|
||||
|
||||
function V3f V3f_Neg(V3f x);
|
||||
function V3f V3f_Scale(V3f x, F32 s);
|
||||
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 V4f_Dot(V4f a, V4f b);
|
||||
|
||||
@@ -114,4 +131,23 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
|
||||
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
|
||||
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
||||
|
||||
function V2f NormaliseV2F(V2f x);
|
||||
function V2f V2f_Scale(V2f x, F32 scale);
|
||||
|
||||
// Random
|
||||
|
||||
function Random Random_Seed(U64 seed);
|
||||
|
||||
function U64 Random_Next(Random *rnd);
|
||||
|
||||
function F32 Random_F32(Random *rnd, F32 min, F32 max);
|
||||
function F64 Random_F64(Random *rnd, F64 min, F64 max);
|
||||
|
||||
function U32 Random_U32(Random *rnd, U32 min, U32 max);
|
||||
|
||||
function F32 Random_Unilateral(Random *rnd);
|
||||
function F32 Random_Bilateral(Random *rnd);
|
||||
|
||||
V2f V2f_Clip(V2f screen_xy, V2f screen_size);
|
||||
|
||||
#endif // LD_CORE_MATH_H_
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
|
||||
#define Sz(x) Str8_WrapZ((U8 *) (x))
|
||||
#define Sl(x) { sizeof(x) - sizeof(*(x)), (U8 *) (x) }
|
||||
|
||||
#define Sv(x) (int) (x).count, (x).data
|
||||
#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)
|
||||
@@ -11,6 +12,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
|
||||
function Str8 Str8_WrapRange(U8 *start, U8 *end);
|
||||
function Str8 Str8_WrapZ(U8 *data);
|
||||
|
||||
function U64 Str8_Hash(Str8 v);
|
||||
|
||||
function Str8 Str8_Copy(M_Arena *arena, Str8 s);
|
||||
|
||||
function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
|
||||
|
||||
@@ -34,4 +34,7 @@ struct Str8 {
|
||||
#define U32_MAX ((U32) -1)
|
||||
#define U64_MAX ((U64) -1)
|
||||
|
||||
#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
|
||||
#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
|
||||
|
||||
#endif // LD_CORE_TYPES_H_
|
||||
|
||||
271
code/draw/core.c
@@ -1,3 +1,59 @@
|
||||
|
||||
U32 D_ImageHandle(D_Context *draw, Str8 name) {
|
||||
U32 result = 0;
|
||||
|
||||
U64 hash = Str8_Hash(name);
|
||||
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
|
||||
|
||||
D_AssetHash *lookup = draw->lookup[index];
|
||||
while (lookup != 0) {
|
||||
if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
|
||||
result = lookup->id;
|
||||
break;
|
||||
}
|
||||
|
||||
lookup = lookup->next;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
|
||||
a->id = id;
|
||||
|
||||
a->rows = rows;
|
||||
a->cols = cols;
|
||||
|
||||
a->time = 0;
|
||||
a->frame_time = time;
|
||||
|
||||
a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
|
||||
|
||||
a->index = 0;
|
||||
}
|
||||
|
||||
R2f D_AnimationFrame(D_Animation *a) {
|
||||
R2f result = { 0 };
|
||||
|
||||
U32 row = a->index / a->cols;
|
||||
U32 col = a->index % a->cols;
|
||||
|
||||
result.min = V2F(a->frame.w * col, a->frame.h * row);
|
||||
result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
|
||||
return result;
|
||||
}
|
||||
|
||||
void D_AnimationUpdate(D_Animation *a, F32 dt) {
|
||||
a->time += dt;
|
||||
if (a->time >= a->frame_time) {
|
||||
a->time = 0;
|
||||
a->index += 1;
|
||||
|
||||
if (a->index >= (a->rows * a->cols)) { a->index = 0; }
|
||||
}
|
||||
}
|
||||
|
||||
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
|
||||
Vk_Buffer *rbo = &frame->rbo;
|
||||
|
||||
@@ -30,7 +86,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
||||
rbo_info.offset = 0;
|
||||
rbo_info.range = VK_WHOLE_SIZE;
|
||||
|
||||
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
|
||||
U32 total = draw->n_images + draw->n_fonts;
|
||||
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
|
||||
|
||||
for (U32 it = 0; it < draw->n_images; ++it) {
|
||||
image_info[it].imageView = draw->images[it].image.view;
|
||||
@@ -38,6 +95,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
||||
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
}
|
||||
|
||||
U32 idx = draw->n_images;
|
||||
for (D_Font *it = draw->fonts; it != 0; it = it->next) {
|
||||
image_info[idx].imageView = it->image.view;
|
||||
image_info[idx].sampler = vk.sampler; // @Todo: probably want linear filtering on fonts
|
||||
image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
||||
idx += 1;
|
||||
}
|
||||
|
||||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[0].dstSet = set;
|
||||
writes[0].dstBinding = 0;
|
||||
@@ -48,7 +114,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
||||
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[1].dstSet = set;
|
||||
writes[1].dstBinding = 1;
|
||||
writes[1].descriptorCount = draw->n_images;
|
||||
writes[1].descriptorCount = total;
|
||||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writes[1].pImageInfo = image_info;
|
||||
|
||||
@@ -85,6 +151,8 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
||||
|
||||
rect->texture = opts->texture;
|
||||
|
||||
F32 w, h;
|
||||
|
||||
rect->x = opts->p.x;
|
||||
rect->y = opts->p.y;
|
||||
|
||||
@@ -111,22 +179,201 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
||||
}
|
||||
|
||||
if (opts->flags & D_RECT_IGNORE_ASPECT) {
|
||||
rect->w = opts->w;
|
||||
rect->h = opts->h;
|
||||
w = opts->dim.w;
|
||||
h = opts->dim.h;
|
||||
}
|
||||
else {
|
||||
Vk_Image *image = &draw->images[opts->texture].image;
|
||||
Vk_Image *image = 0;
|
||||
if (opts->texture >= draw->n_images) {
|
||||
// @hack: first font texture
|
||||
//
|
||||
image = &draw->fonts->image;
|
||||
}
|
||||
else {
|
||||
image = &draw->images[opts->texture].image;
|
||||
}
|
||||
|
||||
if (image->width > image->height) {
|
||||
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
|
||||
rect->h = opts->scale;
|
||||
}
|
||||
else {
|
||||
rect->w = opts->scale;
|
||||
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
|
||||
F32 width = cast(F32) image->width;
|
||||
F32 height = cast(F32) image->height;
|
||||
|
||||
if (opts->flags & D_RECT_UV_ASPECT) {
|
||||
width *= (opts->uv.max.x - opts->uv.min.x);
|
||||
height *= (opts->uv.max.y - opts->uv.min.y);
|
||||
}
|
||||
|
||||
F32 aspect_w = (width > height) ? 1.0f : (width / height);
|
||||
F32 aspect_h = (width > height) ? (height / width) : 1.0f;
|
||||
|
||||
w = opts->scale * aspect_w;
|
||||
h = opts->scale * aspect_h;
|
||||
}
|
||||
|
||||
if (opts->flags & D_RECT_FLIP_X) { w *= -1.0f; }
|
||||
if (opts->flags & D_RECT_FLIP_Y) { h *= -1.0f; }
|
||||
|
||||
rect->w = w;
|
||||
rect->h = h;
|
||||
|
||||
draw->n_rects += 1;
|
||||
}
|
||||
}
|
||||
|
||||
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
|
||||
F32 xoff = x;
|
||||
|
||||
// @Todo: control scale
|
||||
F32 scale = 1.0f / (font->ascent - font->descent);
|
||||
|
||||
for (S64 it = 0; it < text.count; ++it) {
|
||||
if (text.data[it] >= ' ' && text.data[it] <= '~') {
|
||||
D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
|
||||
|
||||
F32 image_scale = scale * Max(glyph->dim.w, glyph->dim.h);
|
||||
F32 advance = scale * glyph->advance;
|
||||
|
||||
V2f offset = V2f_Scale(glyph->offset, scale);
|
||||
|
||||
D_Rect(draw, xoff + offset.x, y + offset.y, .texture = font->id, .uv = glyph->box, .scale = image_scale, .flags = D_RECT_UV_ASPECT);
|
||||
xoff += advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
|
||||
M_TempScope(0, 0) {
|
||||
(void) draw;
|
||||
|
||||
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||
Str8 path = Sf(temp.arena, "%.*s/assets/%.*s.ttf", Sv(exe_path), Sv(name));
|
||||
|
||||
Str8 font_data = FS_ReadEntireFile(temp.arena, path);
|
||||
|
||||
stbtt_fontinfo info = { 0 };
|
||||
stbtt_InitFont(&info, font_data.data, 0);
|
||||
|
||||
F32 scale = stbtt_ScaleForPixelHeight(&info, 256);
|
||||
|
||||
U32 w = 512;
|
||||
U32 h = 512;
|
||||
|
||||
U8 *pixels = M_ArenaPush(temp.arena, U8, .count = (w * h));
|
||||
|
||||
stbtt_pack_context pack = { 0 };
|
||||
stbtt_PackBegin(&pack, pixels, w, h, 0, 1, 0);
|
||||
|
||||
U32 count = '~' - ' ';
|
||||
stbtt_packedchar *packed = M_ArenaPush(temp.arena, stbtt_packedchar, .count = count);
|
||||
stbtt_PackFontRange(&pack, font_data.data, 0, size, ' ', count, packed);
|
||||
|
||||
D_Font *font = M_ArenaPush(draw->arena, D_Font);
|
||||
|
||||
S32 asc, desc, line;
|
||||
stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
|
||||
|
||||
font->line_advance = cast(F32) (scale * line);
|
||||
font->ascent = cast(F32) (scale * asc);
|
||||
font->descent = cast(F32) (scale * desc);
|
||||
|
||||
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
|
||||
|
||||
for (U32 it = 0; it < count; ++it) {
|
||||
D_Glyph *glyph = &font->glyphs[it];
|
||||
stbtt_packedchar *chr = &packed[it];
|
||||
|
||||
S32 left, width;
|
||||
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
|
||||
|
||||
glyph->box.min = V2F(chr->x0 / (F32) w, chr->y0 / (F32) h);
|
||||
glyph->box.max = V2F(chr->x1 / (F32) w, chr->y1 / (F32) h);
|
||||
|
||||
glyph->advance = chr->xadvance;
|
||||
glyph->dim.w = cast(F32) (chr->x1 - chr->x0);
|
||||
glyph->dim.h = cast(F32) (chr->y1 - chr->y0);
|
||||
glyph->offset.x = (0.5f * glyph->dim.w) + chr->xoff;
|
||||
glyph->offset.y = (0.5f * glyph->dim.h) + chr->yoff;
|
||||
}
|
||||
|
||||
Vk_Buffer *staging = &draw->staging;
|
||||
U32 *px = (U32 *) staging->data;
|
||||
for (U32 y = 0; y < h; ++y) {
|
||||
for (U32 x = 0; x < w; ++x) {
|
||||
*px++ = 0x0 | ((U32) pixels[(y * w) + x] << 24);
|
||||
}
|
||||
}
|
||||
|
||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||
|
||||
font->id = draw->n_images + draw->n_fonts;
|
||||
|
||||
font->image.width = w;
|
||||
font->image.height = h;
|
||||
|
||||
font->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
font->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
|
||||
Vk_ImageCreate(&font->image);
|
||||
|
||||
VkBufferImageCopy copy = { 0 };
|
||||
|
||||
copy.bufferOffset = 0;
|
||||
copy.bufferRowLength = 0;
|
||||
copy.bufferImageHeight = 0;
|
||||
|
||||
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy.imageSubresource.mipLevel = 0;
|
||||
copy.imageSubresource.baseArrayLayer = 0;
|
||||
copy.imageSubresource.layerCount = 1;
|
||||
|
||||
copy.imageExtent.width = w;
|
||||
copy.imageExtent.height = h;
|
||||
copy.imageExtent.depth = 1;
|
||||
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||
|
||||
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
|
||||
transfer.srcAccessMask = VK_ACCESS_2_NONE;
|
||||
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
transfer.image = font->image.handle;
|
||||
|
||||
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
transfer.subresourceRange.layerCount = 1;
|
||||
transfer.subresourceRange.levelCount = 1;
|
||||
|
||||
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
|
||||
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
|
||||
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
shader_read.image = font->image.handle;
|
||||
|
||||
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
shader_read.subresourceRange.layerCount = 1;
|
||||
shader_read.subresourceRange.levelCount = 1;
|
||||
|
||||
VkDependencyInfo dep = { 0 };
|
||||
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
|
||||
|
||||
dep.imageMemoryBarrierCount = 1;
|
||||
dep.pImageMemoryBarriers = &transfer;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, font->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
Vk_CommandBufferSubmit(cmds, true);
|
||||
|
||||
SLL_PushN(draw->fonts, font, next);
|
||||
draw->n_fonts += 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,33 @@
|
||||
#if !defined(LD_DRAW_CORE_H_)
|
||||
#define LD_DRAW_CORE_H_
|
||||
|
||||
#define D_MAX_RECTS 1024
|
||||
#define D_MAX_RECTS (262144)
|
||||
|
||||
typedef struct D_Glyph D_Glyph;
|
||||
struct D_Glyph {
|
||||
F32 advance;
|
||||
|
||||
V2f offset;
|
||||
V2f dim;
|
||||
|
||||
R2f box;
|
||||
};
|
||||
|
||||
typedef struct D_Font D_Font;
|
||||
struct D_Font {
|
||||
D_Font *next;
|
||||
|
||||
U32 id;
|
||||
|
||||
F32 line_advance;
|
||||
F32 ascent;
|
||||
F32 descent;
|
||||
|
||||
F32 *kerning; // @incomplete: we don't load this
|
||||
D_Glyph *glyphs;
|
||||
|
||||
Vk_Image image;
|
||||
};
|
||||
|
||||
typedef struct D_Image D_Image;
|
||||
struct D_Image {
|
||||
@@ -25,11 +51,39 @@ struct D_Rect {
|
||||
|
||||
StaticAssert(sizeof(D_Rect) == 64);
|
||||
|
||||
typedef struct D_Animation D_Animation;
|
||||
struct D_Animation {
|
||||
U32 id;
|
||||
|
||||
U32 rows;
|
||||
U32 cols;
|
||||
F32 frame_time;
|
||||
F32 time;
|
||||
|
||||
V2f frame; // size of one frame
|
||||
|
||||
U32 index;
|
||||
};
|
||||
|
||||
struct G_Camera;
|
||||
|
||||
#define D_ASSET_HASH_COUNT 128
|
||||
|
||||
typedef struct D_AssetHash D_AssetHash;
|
||||
struct D_AssetHash {
|
||||
D_AssetHash *next;
|
||||
|
||||
Str8 value;
|
||||
U64 hash;
|
||||
U32 id; // texture id
|
||||
};
|
||||
|
||||
typedef struct D_Context D_Context;
|
||||
struct D_Context {
|
||||
Vk_Buffer *rbo;
|
||||
Vk_Buffer staging;
|
||||
|
||||
M_Arena *arena;
|
||||
|
||||
U32 n_pipelines;
|
||||
Vk_Pipeline *pipelines;
|
||||
@@ -37,6 +91,9 @@ struct D_Context {
|
||||
U32 n_images;
|
||||
D_Image *images;
|
||||
|
||||
U32 n_fonts;
|
||||
D_Font *fonts;
|
||||
|
||||
U32 max_rects;
|
||||
U32 n_rects;
|
||||
D_Rect *rects;
|
||||
@@ -44,6 +101,8 @@ struct D_Context {
|
||||
U32 window_width;
|
||||
U32 window_height;
|
||||
|
||||
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
|
||||
|
||||
struct G_Camera *camera;
|
||||
};
|
||||
|
||||
@@ -51,6 +110,9 @@ typedef U32 D_RectFlags;
|
||||
enum D_RectFlags {
|
||||
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
|
||||
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
|
||||
D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
|
||||
D_RECT_FLIP_X = (1 << 3),
|
||||
D_RECT_FLIP_Y = (1 << 4)
|
||||
};
|
||||
|
||||
typedef struct D_RectOpts D_RectOpts;
|
||||
@@ -65,9 +127,15 @@ struct D_RectOpts {
|
||||
F32 angle;
|
||||
|
||||
union {
|
||||
F32 w, h;
|
||||
F32 scale, _h;
|
||||
V2f dim;
|
||||
|
||||
struct {
|
||||
F32 w, h;
|
||||
};
|
||||
|
||||
struct {
|
||||
F32 scale, _h;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
@@ -76,10 +144,20 @@ struct D_RectOpts {
|
||||
};
|
||||
};
|
||||
|
||||
function U32 D_ImageHandle(D_Context *draw, Str8 name);
|
||||
|
||||
function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
|
||||
function R2f D_AnimationFrame(D_Animation *a);
|
||||
function void D_AnimationUpdate(D_Animation *a, F32 dt);
|
||||
|
||||
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
|
||||
function void D_End(D_Context *draw, Vk_Frame *frame);
|
||||
|
||||
function void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y);
|
||||
|
||||
function void _D_Rect(D_Context *draw, D_RectOpts *opts);
|
||||
#define D_Rect(draw, x, y, ...) _D_Rect(draw, &(D_RectOpts) { .p = V2F(x, y), .uv = R2F(V2F(0, 0), V2F(1, 1)), .scale = 1, .c = V4F(1, 1, 1, 1), ##__VA_ARGS__ })
|
||||
|
||||
function void D_FontLoad(D_Context *draw, Str8 path, F32 size);
|
||||
|
||||
#endif // LD_DRAW_CORE_H_
|
||||
|
||||
432
code/first.c
@@ -1,13 +1,19 @@
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION 1
|
||||
#include <stb_image.h>
|
||||
|
||||
#define STB_RECT_PACK_IMPLEMENTATION 1
|
||||
#include <stb_rect_pack.h>
|
||||
|
||||
#define STB_TRUETYPE_IMPLEMENTATION 1
|
||||
#include <stb_truetype.h>
|
||||
|
||||
#include "core/core.h"
|
||||
#include "core/types.h"
|
||||
#include "game/npc.h"
|
||||
#include "os/core.h"
|
||||
|
||||
#include "vulkan/core.h"
|
||||
@@ -17,14 +23,15 @@
|
||||
|
||||
#include "game/impl/world.c"
|
||||
#include "game/impl/npc.c"
|
||||
#include "game/testnavmesh.h"
|
||||
#include "game/impl/bandit.c"
|
||||
#include "game/impl/outfit.c"
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
(void) argc;
|
||||
(void) argv;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
|
||||
{
|
||||
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
|
||||
return 1;
|
||||
@@ -45,9 +52,21 @@ int main(int argc, char **argv)
|
||||
game = M_ArenaPush(arena, G_State);
|
||||
|
||||
game->arena = arena;
|
||||
game->draw.arena = arena;
|
||||
|
||||
G_ImagesLoad(game);
|
||||
//D_FontLoad(&game->draw, S("ubuntu"), 60);
|
||||
|
||||
G_PipelinesLoad(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;
|
||||
|
||||
@@ -62,36 +81,151 @@ int main(int argc, char **argv)
|
||||
camera->farp = 1000.0f;
|
||||
|
||||
game->draw.camera = camera;
|
||||
World *world = M_ArenaPush(arena, World);
|
||||
LoadWorld(arena, world);
|
||||
game->world = world;
|
||||
|
||||
world->audio = audio;
|
||||
world->audio_handles[0] = bgm;
|
||||
world->audio_handles[1] = saloon_music;
|
||||
|
||||
world->arena = arena;
|
||||
world->random = Random_Seed(29237489723847);
|
||||
world->npcCount = 12;
|
||||
for(U32 i = 0; i < world->npcCount; i++) {
|
||||
NPC *npc1 = &world->npcs[i];
|
||||
npc1->collision.pos.x = 0;
|
||||
npc1->collision.pos.y = 0;
|
||||
npc1->collision.size.x = 1;
|
||||
npc1->collision.size.y = 2;
|
||||
npc1->name = S("Matt");
|
||||
npc1->mode = NPC_ACTION_WAITING;
|
||||
npc1->currentArea = WORLD_AREA_OUTSIDE;
|
||||
npc1->waitTime = 0;
|
||||
npc1->maxWaitTime = 1;
|
||||
npc1->currentNavNode = 0;
|
||||
GenOutfit(&npc1->outfit,world,game);
|
||||
}
|
||||
|
||||
Vk_Buffer rbo = {0};
|
||||
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
rbo.size = KB(4);
|
||||
rbo.host_visible = true;
|
||||
Bandit *badman = &world->bandit;
|
||||
badman->collision.pos.x = 15;
|
||||
badman->collision.pos.y = 15;
|
||||
badman->collision.size.x = 1;
|
||||
badman->collision.size.y = 2;
|
||||
badman->name = S("Leroy Brown");
|
||||
badman->mode = BANDIT_WAITING;
|
||||
badman->waitTime = 0;
|
||||
badman->maxWaitTime = 2;
|
||||
badman->poiCount = 2;
|
||||
badman->shootoutTimer = 1.5;
|
||||
badman->agroRadius = 6.0;
|
||||
badman->bullets = 6;
|
||||
badman->shootDelay = 1;
|
||||
badman->accuracyRange = 0.25;
|
||||
badman->reloadTime = 2.5;
|
||||
badman->reloadTimer = 0;
|
||||
badman->pointsOfInterest[0] = 937;
|
||||
badman->pointsOfInterest[1] = 12;
|
||||
badman->outfitChoices = GenOutfit(&badman->outfit, world, game);
|
||||
badman->currentArea = WORLD_AREA_OUTSIDE;
|
||||
|
||||
Vk_BufferCreate(&rbo);
|
||||
world->npcPOI[0] = 100;
|
||||
|
||||
PlayerInit(game, &world->player);
|
||||
|
||||
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
|
||||
world->tileTypes[0].rotation=0;
|
||||
world->tileTypes[0].tag=S("tile_dirt_0");
|
||||
world->tileTypes[1].rotation=0,
|
||||
world->tileTypes[1].tag=S("path_middle");
|
||||
world->tileTypes[2].rotation=0;
|
||||
world->tileTypes[2].tag=S("path_middle_edge");
|
||||
world->tileTypes[3].rotation=PI_F32/2;
|
||||
world->tileTypes[3].tag=S("path_middle_edge");
|
||||
world->tileTypes[4].rotation=PI_F32;
|
||||
world->tileTypes[4].tag=S("path_middle_edge");
|
||||
world->tileTypes[5].rotation=-PI_F32/2;
|
||||
world->tileTypes[5].tag=S("path_middle_edge");
|
||||
world->tileTypes[6].rotation=0;
|
||||
world->tileTypes[6].tag=S("path_middle");
|
||||
world->tileTypes[7].rotation=PI_F32/2;
|
||||
world->tileTypes[7].tag=S("path_middle");
|
||||
world->tileTypes[8].rotation=-PI_F32;
|
||||
world->tileTypes[8].tag=S("path_middle");
|
||||
world->tileTypes[9].rotation=-PI_F32/2;
|
||||
world->tileTypes[9].tag=S("path_middle");
|
||||
world->tileTypes[10].rotation=0;
|
||||
world->tileTypes[10].tag=S("path_corner");
|
||||
world->tileTypes[11].rotation=PI_F32/2;
|
||||
world->tileTypes[11].tag=S("path_corner");
|
||||
world->tileTypes[12].rotation=-PI_F32/2;
|
||||
world->tileTypes[12].tag=S("path_corner");
|
||||
world->tileTypes[13].rotation=PI_F32;
|
||||
world->tileTypes[13].tag=S("path_corner");
|
||||
world->tileTypes[14].rotation=0;
|
||||
world->tileTypes[14].tag=S("tile_dirt_1");
|
||||
|
||||
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
|
||||
world->propTypes[0].tag=S("rug0");
|
||||
world->propTypes[0].scale=3;
|
||||
world->propTypes[1].tag=S("rug1");
|
||||
world->propTypes[1].scale=3;
|
||||
world->propTypes[2].tag=S("skull");
|
||||
world->propTypes[2].scale=1;
|
||||
world->propTypes[3].tag = S("table");
|
||||
world->propTypes[3].scale=2;
|
||||
world->propTypes[4].tag = S("barrel");
|
||||
world->propTypes[4].scale=1;
|
||||
world->propTypes[5].tag = S("can");
|
||||
world->propTypes[5].scale=0.5;
|
||||
world->propTypes[6].tag = S("candle");
|
||||
world->propTypes[6].scale=0.5;
|
||||
world->propTypes[7].tag = S("clock");
|
||||
world->propTypes[7].scale=1.5;
|
||||
world->propTypes[8].tag = S("log_pile");
|
||||
world->propTypes[8].scale=1;
|
||||
world->propTypes[9].tag = S("nightstand");
|
||||
world->propTypes[9].scale=1;
|
||||
world->propTypes[10].tag = S("pool_table");
|
||||
world->propTypes[10].scale=3;
|
||||
world->propTypes[11].tag = S("saloon_ext");
|
||||
world->propTypes[11].scale=6.875f;
|
||||
world->propTypes[12].tag = S("saloon_int");
|
||||
world->propTypes[12].scale=2*6.875f;
|
||||
world->propTypes[13].tag = S("house");
|
||||
world->propTypes[13].scale=6.875f;
|
||||
world->propTypes[14].tag = S("house_int");
|
||||
world->propTypes[14].scale=12.875f;
|
||||
world->propTypes[15].tag=S("tile_detail_0");
|
||||
world->propTypes[15].scale=1;
|
||||
world->propTypes[16].tag = S("tile_detail_1");
|
||||
world->propTypes[16].scale=1;
|
||||
world->propTypes[17].tag = S("tile_detail_2");
|
||||
world->propTypes[17].scale=1;
|
||||
world->propTypes[18].tag= S("tile_detail_3");
|
||||
world->propTypes[18].scale=1;
|
||||
world->propTypes[19].tag= S("tile_detail_4");
|
||||
world->propTypes[19].scale=1;
|
||||
world->propTypes[20].tag=S("tile_detail_5");
|
||||
world->propTypes[20].scale=1;
|
||||
world->propTypes[21].tag=S("tile_detail_6");
|
||||
world->propTypes[21].scale=1;
|
||||
world->propCount = 0;
|
||||
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_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);
|
||||
}
|
||||
game->editor.enabled = true;
|
||||
game->editor.mode = G_EDITOR_MODE_TILE;
|
||||
game->editor.currentLevel = WORLD_AREA_OUTSIDE;
|
||||
game->editor.selectedNode = 0;
|
||||
|
||||
bool running = true;
|
||||
World world = {
|
||||
.npcCount = 2,
|
||||
.npcs = {
|
||||
{.collision = {{10, 10}, {10, 10}},
|
||||
.name = S("Matt"),
|
||||
.mode = NPC_ACTION_WAITING,
|
||||
.waitTime = 0,
|
||||
.maxWaitTime = 5,
|
||||
.currentNavNode = 87},
|
||||
{.collision = {{15, 15}, {10, 10}},
|
||||
.name = S("James"),
|
||||
.mode = NPC_ACTION_WAITING,
|
||||
.waitTime = 0,
|
||||
.maxWaitTime = 10,
|
||||
.currentNavNode = 0}},
|
||||
.navMesh = &TestNavMesh,
|
||||
.npcPOI = {100},
|
||||
.player = {.pos = {0, 0}}};
|
||||
|
||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||
const int width = 1280;
|
||||
const int height = 720;
|
||||
|
||||
while (running)
|
||||
{
|
||||
@@ -102,9 +236,146 @@ int main(int argc, char **argv)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
ProcessEvents(&e, &world);
|
||||
else if (e.type == SDL_EVENT_KEY_DOWN) {
|
||||
Player *player = &game->world->player;
|
||||
switch (e.key.key) {
|
||||
case SDLK_R: { PlayerInit(game, player); } break;
|
||||
case SDLK_F: {game->world->showPoster=!game->world->showPoster;}break;
|
||||
}
|
||||
}
|
||||
|
||||
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
|
||||
V2F(e.button.x, e.button.y),
|
||||
V2F((F32) width, (F32) height)
|
||||
));
|
||||
game->world->mouseProjected = V2F(projection.x, projection.y);
|
||||
if(e.type==SDL_EVENT_MOUSE_MOTION) {
|
||||
game->editor.cursor = V2F(projection.x, projection.y);
|
||||
}
|
||||
if (!game->editor.enabled) {
|
||||
ProcessEvents(&e, game->world);
|
||||
} else {
|
||||
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
|
||||
switch(game->editor.mode){
|
||||
case G_EDITOR_MODE_TILE: {
|
||||
F32 tilex = (F32) (S32)(game->editor.cursor.x+TILE_SIZE/2);
|
||||
F32 tiley = (F32) (S32)(game->editor.cursor.y+TILE_SIZE/2);
|
||||
game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_PROP: {
|
||||
game->world->props[game->world->propCount].propType = game->editor.currentAsset;
|
||||
game->world->props[game->world->propCount].area = game->editor.currentLevel;
|
||||
game->world->props[game->world->propCount].pos = game->editor.cursor;
|
||||
game->world->propCount++;
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_HITBOX: {
|
||||
case G_EDITOR_MODE_PORTAL: {
|
||||
game->editor.dragStart = game->editor.cursor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
|
||||
// Add hitbox
|
||||
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].box.pos = topLeft;
|
||||
game->world->hitboxes[game->world->hitboxCount].box.size = V2F(
|
||||
Abs(game->editor.cursor.x-game->editor.dragStart.x),
|
||||
Abs(game->editor.cursor.y-game->editor.dragStart.y)
|
||||
);
|
||||
game->world->hitboxes[game->world->hitboxCount].area = game->editor.currentAsset;
|
||||
game->world->hitboxCount++;
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
if (e.type == SDL_EVENT_KEY_DOWN) {
|
||||
switch(e.key.key) {
|
||||
case SDLK_F10: {
|
||||
game->editor.enabled = !game->editor.enabled;
|
||||
break;
|
||||
}
|
||||
case SDLK_RIGHT: {
|
||||
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
|
||||
printf("editing with %d\n", game->editor.currentAsset);
|
||||
break;
|
||||
}
|
||||
case SDLK_LEFT: {
|
||||
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
|
||||
printf("editing with %d\n", game->editor.currentAsset);
|
||||
break;
|
||||
}
|
||||
case SDLK_A: {
|
||||
game->camera.p.x -= 5;
|
||||
break;
|
||||
}
|
||||
case SDLK_D: {
|
||||
game->camera.p.x += 5;
|
||||
break;
|
||||
}
|
||||
case SDLK_W: {
|
||||
game->camera.p.y -= 5;
|
||||
break;
|
||||
}
|
||||
case SDLK_S: {
|
||||
game->camera.p.y += 5;
|
||||
break;
|
||||
}
|
||||
case SDLK_UP: {
|
||||
game->editor.currentLevel++;
|
||||
game->world->player.currentArea++;
|
||||
break;
|
||||
}
|
||||
case SDLK_DOWN: {
|
||||
game->editor.currentLevel--;
|
||||
game->world->player.currentArea--;
|
||||
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: {
|
||||
game->editor.mode = (game->editor.mode + 1) % 4;
|
||||
printf("EDITOR MODE %d\n", game->editor.mode);
|
||||
break;
|
||||
}
|
||||
case SDLK_U: {
|
||||
switch(game->editor.mode) {
|
||||
case G_EDITOR_MODE_PROP: {game->world->propCount--;}
|
||||
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
|
||||
case G_EDITOR_MODE_PORTAL: {game->world->portalCount--;}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!game->editor.enabled) {
|
||||
UpdateWorld(1.0f / 250.0f, game->world);
|
||||
|
||||
game->camera.p.x = game->world->player.collision.pos.x;
|
||||
game->camera.p.y = game->world->player.collision.pos.y;
|
||||
}
|
||||
UpdateWorld(1.0 / 60.0, &world);
|
||||
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
@@ -112,13 +383,13 @@ int main(int argc, char **argv)
|
||||
game->draw.window_width = w;
|
||||
game->draw.window_height = h;
|
||||
|
||||
G_CalulateCamera(&game->camera, (F32)w / (F32)h);
|
||||
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
||||
|
||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||
VkCommandBuffer cmd = frame->cmd;
|
||||
|
||||
VkClearValue clear_colour;
|
||||
clear_colour.color.float32[0] = 1.0f;
|
||||
clear_colour.color.float32[0] = 0.0f;
|
||||
clear_colour.color.float32[1] = 0.0f;
|
||||
clear_colour.color.float32[2] = 0.0f;
|
||||
clear_colour.color.float32[3] = 1.0f;
|
||||
@@ -142,10 +413,103 @@ int main(int argc, char **argv)
|
||||
|
||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||
|
||||
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
||||
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||
|
||||
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);
|
||||
|
||||
if(game->editor.enabled) {
|
||||
G_Editor editor = game->editor;
|
||||
F32 tilex = cast(F32) floor(editor.cursor.x+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) {
|
||||
case G_EDITOR_MODE_TILE: {
|
||||
World_Tile asset = game->world->tileTypes[editor.currentAsset];
|
||||
D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_PROP: {
|
||||
World_PropType prop = game->world->propTypes[editor.currentAsset];
|
||||
D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_HITBOX: {
|
||||
for(U32 i = 0; i < game->world->hitboxCount; 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(
|
||||
&game->draw,
|
||||
centre.x,
|
||||
centre.y,
|
||||
.texture=0,
|
||||
.dim=game->world->portals[i].box.size,
|
||||
.flags=D_RECT_IGNORE_ASPECT,
|
||||
.c=V4F(0,0,100,0.7f),
|
||||
);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
D_End(&game->draw, frame);
|
||||
|
||||
vk.CmdEndRendering(cmd);
|
||||
|
||||
@@ -13,5 +13,7 @@ struct AABB
|
||||
function bool AABB_Collide(AABB a, AABB b);
|
||||
function bool AABB_Point(AABB a, V2f v);
|
||||
function bool AABB_Slab(V2f origin, V2f point, AABB a);
|
||||
function V2f AABB_Centre(AABB a);
|
||||
function bool AABB_Circle(F32 rad, V2f radOrigin, AABB a);
|
||||
|
||||
#endif // LD_GAME_AABB_H_
|
||||
|
||||
@@ -1,11 +1,14 @@
|
||||
#if !defined(LD_GAME_BANDIT_H_)
|
||||
#define LD_GAME_BANDIT_H_
|
||||
#include "outfit.h"
|
||||
|
||||
typedef enum BANDIT_ACTION BANDIT_ACTION;
|
||||
enum BANDIT_ACTION {
|
||||
enum BANDIT_ACTION
|
||||
{
|
||||
BANDIT_WAITING,
|
||||
BANDIT_WALKING,
|
||||
BANDIT_RUNNING,
|
||||
BANDIT_SHOOTING,
|
||||
BANDIT_SHOOTOUT,
|
||||
};
|
||||
|
||||
@@ -14,6 +17,7 @@ struct Bandit {
|
||||
//// Personal
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
World_Area currentArea;
|
||||
|
||||
//// Actions
|
||||
BANDIT_ACTION mode;
|
||||
@@ -22,6 +26,7 @@ struct Bandit {
|
||||
// How long they will wait in this location.
|
||||
F32 maxWaitTime;
|
||||
|
||||
U32 poiCount;
|
||||
// Places the bandit walks to / from
|
||||
// E.g. hide outs, home, saloon
|
||||
U32 pointsOfInterest[12];
|
||||
@@ -48,12 +53,22 @@ struct Bandit {
|
||||
F32 shootDelay;
|
||||
// After each shot this is set to shootDelay;
|
||||
F32 shootCooldownTimer;
|
||||
// Countdown to shootout
|
||||
F32 shootoutTimer;
|
||||
// How long it takes them to reload.
|
||||
F32 reloadTime;
|
||||
// When gun is empty this is set to reloadTime.
|
||||
F32 reloadTimer;
|
||||
// Accuracy, their shots can vary between this angle either side (rads)
|
||||
F32 accuracyRange;
|
||||
// A the circle around the bandit where they will trigger the quicktime reaction scene
|
||||
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 void BanditDraw(D_Context *draw, Bandit *bandit);
|
||||
#endif // LD_GAME_BANDIT_H_
|
||||
|
||||
@@ -1,5 +1,18 @@
|
||||
// @Todo: These should move to draw/core.c
|
||||
//
|
||||
internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
|
||||
D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
|
||||
|
||||
U64 hash = Str8_Hash(name);
|
||||
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
|
||||
|
||||
result->value = name;
|
||||
result->hash = hash;
|
||||
result->id = id;
|
||||
|
||||
SLL_Push(draw->lookup[index], result);
|
||||
}
|
||||
|
||||
void G_ImagesLoad(G_State *game) {
|
||||
M_TempScope(0, 0) {
|
||||
D_Context *draw = &game->draw;
|
||||
@@ -9,14 +22,14 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
FS_List assets = FS_PathList(temp.arena, path);
|
||||
|
||||
Vk_Buffer staging = { 0 };
|
||||
staging.size = MB(256);
|
||||
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging.host_visible = true;
|
||||
Vk_Buffer *staging = &draw->staging;
|
||||
staging->size = MB(256);
|
||||
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging->host_visible = true;
|
||||
|
||||
Vk_BufferCreate(&staging);
|
||||
Vk_BufferCreate(staging);
|
||||
|
||||
U8 *base = staging.data;
|
||||
U8 *base = staging->data;
|
||||
U64 offset = 0;
|
||||
|
||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||
@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
white->name = S("_WHITE");
|
||||
|
||||
// This doesn't _really_ need one because its just zero and always will be zero
|
||||
G_AssetNameHash(draw, white->name, 0);
|
||||
|
||||
white->image.width = 2;
|
||||
white->image.height = 2;
|
||||
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
@@ -108,7 +124,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -145,12 +161,13 @@ void G_ImagesLoad(G_State *game) {
|
||||
base += image_sz;
|
||||
offset += image_sz;
|
||||
|
||||
Assert(offset <= staging.size);
|
||||
|
||||
draw->n_images += 1;
|
||||
Assert(offset <= staging->size);
|
||||
|
||||
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
|
||||
|
||||
G_AssetNameHash(draw, image->name, draw->n_images);
|
||||
|
||||
draw->n_images += 1;
|
||||
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
|
||||
|
||||
image->image.width = w;
|
||||
@@ -198,7 +215,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -251,7 +268,7 @@ void G_PipelinesLoad(G_State *game) {
|
||||
|
||||
bindings[1].binding = 1;
|
||||
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
bindings[1].descriptorCount = game->draw.n_images;
|
||||
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
|
||||
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
||||
@@ -290,7 +307,23 @@ void G_PipelinesLoad(G_State *game) {
|
||||
Vk_PipelineCreate(basic);
|
||||
}
|
||||
|
||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
||||
void G_AudioLoad(G_State *game) {
|
||||
(void) game;
|
||||
|
||||
M_TempScope(0, 0) {
|
||||
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
|
||||
|
||||
FS_List assets = FS_PathList(temp.arena, path);
|
||||
|
||||
// @Incomplete: finish this
|
||||
|
||||
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
||||
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||
|
||||
@@ -298,6 +331,32 @@ void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
||||
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
|
||||
}
|
||||
|
||||
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
|
||||
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
|
||||
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
|
||||
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
|
||||
|
||||
clip = V2f_Scale(clip, persp.w);
|
||||
|
||||
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
|
||||
|
||||
V3f result = world.xyz;
|
||||
return result;
|
||||
}
|
||||
|
||||
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
|
||||
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
|
||||
return result;
|
||||
}
|
||||
|
||||
R3f G_CameraBounds(G_Camera *camera) {
|
||||
R3f result;
|
||||
result.min = G_CameraUnproject(camera, V2F(-1, -1));
|
||||
result.max = G_CameraUnproject(camera, V2F( 1, 1));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#include "impl/aabb.c"
|
||||
#include "impl/nav.c"
|
||||
#include "impl/player.c"
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#if !defined(LD_GAME_CORE_H_)
|
||||
#define LD_GAME_CORE_H_
|
||||
|
||||
typedef struct World World;
|
||||
|
||||
typedef struct G_Camera G_Camera;
|
||||
struct G_Camera {
|
||||
V3f x, y, z;
|
||||
@@ -12,23 +14,96 @@ struct G_Camera {
|
||||
Mat4x4FInv proj;
|
||||
};
|
||||
|
||||
#define TILE_SIZE 1.0
|
||||
|
||||
typedef enum G_EDITOR_MODE G_EDITOR_MODE;
|
||||
enum G_EDITOR_MODE {
|
||||
G_EDITOR_MODE_TILE,
|
||||
G_EDITOR_MODE_PROP,
|
||||
G_EDITOR_MODE_HITBOX,
|
||||
G_EDITOR_MODE_PORTAL,
|
||||
};
|
||||
|
||||
typedef struct G_Editor G_Editor;
|
||||
struct G_Editor {
|
||||
bool enabled;
|
||||
U32 currentLevel;
|
||||
S32 currentAsset;
|
||||
G_EDITOR_MODE mode;
|
||||
V2f cursor;
|
||||
V2f dragStart;
|
||||
U32 selectedNode;
|
||||
};
|
||||
|
||||
typedef struct G_State G_State;
|
||||
struct G_State {
|
||||
M_Arena *arena;
|
||||
|
||||
D_Context draw;
|
||||
G_Camera camera;
|
||||
|
||||
G_Editor editor;
|
||||
World *world;
|
||||
};
|
||||
|
||||
typedef U32 G_OutfitDirection;
|
||||
enum {
|
||||
G_OUTFIT_DIR_FRONT = 0,
|
||||
G_OUTFIT_DIR_SIDE,
|
||||
G_OUTFIT_DIR_BACK,
|
||||
|
||||
G_OUTFIT_DIR_FLIPPED = (1 << 16)
|
||||
};
|
||||
|
||||
typedef union G_OutfitSet G_OutfitSet;
|
||||
union G_OutfitSet {
|
||||
struct {
|
||||
U32 base;
|
||||
U32 eyes;
|
||||
U32 face;
|
||||
U32 hair;
|
||||
U32 hat;
|
||||
U32 shirt;
|
||||
U32 shoes;
|
||||
U32 trousers;
|
||||
};
|
||||
|
||||
U32 e[8];
|
||||
};
|
||||
|
||||
typedef struct G_Outfit G_Outfit;
|
||||
struct G_Outfit {
|
||||
D_Animation state; // .id in here isn't used for drawing
|
||||
|
||||
G_OutfitDirection dir;
|
||||
|
||||
union {
|
||||
struct {
|
||||
G_OutfitSet front;
|
||||
G_OutfitSet side;
|
||||
G_OutfitSet back;
|
||||
};
|
||||
|
||||
G_OutfitSet e[3];
|
||||
};
|
||||
};
|
||||
|
||||
function void G_ImagesLoad(G_State *game);
|
||||
function void G_PipelinesLoad(G_State *game);
|
||||
function void G_AudioLoad(G_State *game);
|
||||
|
||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
||||
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||
|
||||
// Assumes 'calculate' has been called
|
||||
function V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z);
|
||||
function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
|
||||
|
||||
function R3f G_CameraBounds(G_Camera *camera);
|
||||
|
||||
#include "world.h"
|
||||
#include "aabb.h"
|
||||
#include "player.h"
|
||||
#include "nav.h"
|
||||
#include "npc.h"
|
||||
#include "world.h"
|
||||
|
||||
#endif // LD_GAME_CORE_H_
|
||||
|
||||
@@ -11,7 +11,7 @@ bool AABB_Collide(AABB a, AABB b)
|
||||
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_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;
|
||||
}
|
||||
|
||||
@@ -23,14 +23,26 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||
// x
|
||||
F32 tLow = (start.x - origin.x) * invdirection.x;
|
||||
F32 tHigh = (finish.x - origin.x) * invdirection.x;
|
||||
F32 tMin = min(tLow, tHigh);
|
||||
F32 tMax = max(tLow, tHigh);
|
||||
F32 tMin = Min(tLow, tHigh);
|
||||
F32 tMax = Max(tLow, tHigh);
|
||||
// y
|
||||
tLow = (start.y - origin.y) * invdirection.y;
|
||||
tHigh = (finish.y - origin.y) * invdirection.y;
|
||||
|
||||
tMin = max(tMin, min(tLow, tHigh));
|
||||
tMax = min(tMax, max(tLow, tHigh));
|
||||
tMin = Max(tMin, Min(tLow, tHigh));
|
||||
tMax = Min(tMax, Max(tLow, tHigh));
|
||||
|
||||
return tMax >= tMin;
|
||||
}
|
||||
|
||||
V2f AABB_Centre(AABB a) {
|
||||
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
|
||||
}
|
||||
|
||||
bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
|
||||
{
|
||||
V2f aCentre = AABB_Centre(a);
|
||||
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));
|
||||
return SDL_sqrt(xSq + ySq) < rad;
|
||||
}
|
||||
|
||||
107
code/game/impl/bandit.c
Normal file
@@ -0,0 +1,107 @@
|
||||
#include "game/world.h"
|
||||
#include "game/bandit.h"
|
||||
|
||||
V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
|
||||
{
|
||||
V2f shooterV2 = bandit->collision.pos;
|
||||
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
|
||||
F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
|
||||
return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
|
||||
}
|
||||
|
||||
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 (
|
||||
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
|
||||
{
|
||||
bandit->health--;
|
||||
}
|
||||
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
|
||||
{
|
||||
// shootout time o.o
|
||||
bandit->mode = BANDIT_SHOOTOUT;
|
||||
}
|
||||
switch (bandit->mode) {
|
||||
case BANDIT_WAITING:
|
||||
bandit->waitTime+=delta;
|
||||
if(bandit->waitTime > bandit->maxWaitTime) {
|
||||
bandit->mode = BANDIT_WALKING;
|
||||
do {
|
||||
U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
|
||||
bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
|
||||
} while(bandit->targetNavNode == bandit->currentNavNode);
|
||||
bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
|
||||
bandit->walkTimer = 0;
|
||||
}
|
||||
break;
|
||||
case BANDIT_WALKING:
|
||||
bandit->walkTimer+=delta;
|
||||
if(bandit->walkTimer >= NPC_SPEED){
|
||||
bandit->walkTimer = 0;
|
||||
if(bandit->path.nodeCount == bandit->pathIndex+1){
|
||||
bandit->mode = BANDIT_WAITING;
|
||||
bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||
bandit->waitTime = 0;
|
||||
bandit->currentNavNode = bandit->targetNavNode;
|
||||
bandit->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
|
||||
bandit->pathIndex+=1;
|
||||
}
|
||||
NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
|
||||
NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
|
||||
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
|
||||
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
|
||||
break;
|
||||
case BANDIT_SHOOTOUT:
|
||||
bandit->shootoutTimer-=delta;
|
||||
if(bandit->shootoutTimer < 0){
|
||||
bandit->mode=BANDIT_SHOOTING;
|
||||
}
|
||||
break;
|
||||
case BANDIT_SHOOTING:
|
||||
bandit->shootCooldownTimer -= delta;
|
||||
bandit->reloadTimer -= delta;
|
||||
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
|
||||
{
|
||||
bandit->bullets--;
|
||||
bandit->shootCooldownTimer = bandit->shootDelay;
|
||||
V2f banditShot = ShootTowards(bandit, world->player.collision.pos, &world->random);
|
||||
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
|
||||
// gets shot lmao
|
||||
world->player.health--;
|
||||
}
|
||||
if(bandit->bullets == 0){
|
||||
bandit->bullets = 6;
|
||||
bandit->reloadTimer = bandit->reloadTime;
|
||||
}
|
||||
}
|
||||
break;
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
|
||||
struct navSearchNodeState
|
||||
{
|
||||
bool visited;
|
||||
U64 distance;
|
||||
F64 distance;
|
||||
U32 shortest;
|
||||
bool addedToUnvisited;
|
||||
};
|
||||
@@ -27,7 +27,7 @@ navSearchState initState(U32 start, U32 meshSize)
|
||||
{
|
||||
state.nodeStates[i].visited = false;
|
||||
state.nodeStates[i].addedToUnvisited = false;
|
||||
state.nodeStates[i].distance = U64_MAX;
|
||||
state.nodeStates[i].distance = F64_MAX;
|
||||
state.nodeStates[i].shortest = 0;
|
||||
}
|
||||
state.nodeStates[start].distance = 0;
|
||||
@@ -61,8 +61,13 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
|
||||
}
|
||||
|
||||
// Generate a path to follow between the start and end node.
|
||||
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
|
||||
{
|
||||
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
||||
// This is a stupid fix, since it's easier to work backwards
|
||||
// to generate a path, I'm swapping the start / end, to generate
|
||||
// it backwards
|
||||
U32 tmp = end;
|
||||
end = start;
|
||||
start = tmp;
|
||||
navSearchState state = initState(start, mesh->nodeCount);
|
||||
U32 unfinishedCount = 1;
|
||||
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
||||
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
|
||||
U32 unfinishedOffset = 0;
|
||||
U32 lowestNodeIndex = start;
|
||||
bool found = false;
|
||||
while (!found)
|
||||
{
|
||||
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
|
||||
{
|
||||
while(!found) {
|
||||
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
|
||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||
if (testNode->visited)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
|
||||
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
|
||||
if (testNode->distance > distance)
|
||||
{
|
||||
if(testNode->visited) {continue;}
|
||||
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
|
||||
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
|
||||
if(testNode->distance > distance) {
|
||||
testNode->distance = distance;
|
||||
testNode->shortest = lowestNodeIndex;
|
||||
}
|
||||
|
||||
@@ -1,22 +1,27 @@
|
||||
#include "game/npc.h"
|
||||
#include "game/world.h"
|
||||
#include "core/types.h"
|
||||
#include "core/math.h"
|
||||
|
||||
#include <stdio.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) {
|
||||
case NPC_ACTION_WAITING:
|
||||
npc->waitTime+=delta;
|
||||
if(npc->waitTime > npc->maxWaitTime) {
|
||||
npc->mode = NPC_ACTION_WALKING;
|
||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
||||
npc->targetNavNode = next; // TODO RANDOM
|
||||
printf("Starting to nav path\n");
|
||||
// TODO change targets to poi's rather than just random nodes
|
||||
// TODO choose either global POI's or use NPC custom poi if
|
||||
// customPOI is true
|
||||
do {
|
||||
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||
} while(npc->targetNavNode == npc->currentNavNode);
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
||||
}
|
||||
break;
|
||||
case NPC_ACTION_WALKING:
|
||||
@@ -24,20 +29,40 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
if(npc->walkTimer >= NPC_SPEED){
|
||||
npc->walkTimer = 0;
|
||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||
printf("Finished! so I'm waiting\n");
|
||||
npc->mode = NPC_ACTION_WAITING;
|
||||
npc->maxWaitTime = 20; // TODO RANDOM
|
||||
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||
npc->waitTime = 0;
|
||||
npc->currentNavNode = npc->targetNavNode;
|
||||
npc->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
npc->pathIndex+=1;
|
||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||
npc->pathIndex+=1;
|
||||
}
|
||||
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
||||
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
|
||||
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
|
||||
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
||||
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||
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
@@ -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;
|
||||
}
|
||||
@@ -1,37 +1,173 @@
|
||||
#include "../player.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <stdio.h>
|
||||
#include "../outfit.h"
|
||||
#include "../npc.h"
|
||||
|
||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
||||
|
||||
void PlayerInit(G_State *game, Player *player) {
|
||||
World *world = game->world;
|
||||
player->world = world;
|
||||
|
||||
player->bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||
player->currentArea = WORLD_AREA_OUTSIDE;
|
||||
|
||||
player->health = 3;
|
||||
|
||||
player->collision.size.x = 1;
|
||||
player->collision.size.x = 2;
|
||||
|
||||
G_Outfit *outfit = &player->outfit;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput(SDL_Event *event, Player *player)
|
||||
{
|
||||
SDL_KeyboardEvent key = event->key;
|
||||
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||
bool val = event->type == SDL_EVENT_KEY_DOWN;
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->pos.y += 10;
|
||||
player->controls.upDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_A:
|
||||
{
|
||||
player->pos.x -= 10;
|
||||
player->controls.leftDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_D:
|
||||
{
|
||||
player->pos.x += 10;
|
||||
player->controls.rightDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_S:
|
||||
{
|
||||
player->pos.y -= 10;
|
||||
player->controls.downDown = val;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (mouseBtn.clicks == 1)
|
||||
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 (
|
||||
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
|
||||
&& mouseBtn.button == SDL_BUTTON_LEFT
|
||||
) {
|
||||
if(player->bulletsLoaded > 0) {
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
player->controls.shot = true;
|
||||
player->shotPos = player->world->mouseProjected;
|
||||
printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
|
||||
} else if(player->reloadTimer == 0) {
|
||||
player->reloadTimer = PLAYER_RELOAD_TIME;
|
||||
printf("reloading\n");
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerUpdate(F32 delta, Player *player) {
|
||||
player->controls.shot = false;
|
||||
V2f dir = V2F(0, 0);
|
||||
if(player->health == 0){
|
||||
player->health = 3;
|
||||
}
|
||||
if(player->controls.upDown) {
|
||||
dir.y -= 1;
|
||||
player->outfit.dir = G_OUTFIT_DIR_BACK;
|
||||
}
|
||||
if(player->controls.downDown) {
|
||||
dir.y += 1;
|
||||
player->outfit.dir = G_OUTFIT_DIR_FRONT;
|
||||
}
|
||||
if(player->controls.leftDown) {
|
||||
dir.x -= 1;
|
||||
player->outfit.dir = G_OUTFIT_DIR_SIDE | G_OUTFIT_DIR_FLIPPED;
|
||||
}
|
||||
if(player->controls.rightDown) {
|
||||
dir.x += 1;
|
||||
player->outfit.dir = G_OUTFIT_DIR_SIDE;
|
||||
}
|
||||
|
||||
if (dir.x != 0 || dir.y != 0) {
|
||||
D_AnimationUpdate(&player->outfit.state, delta);
|
||||
}
|
||||
else {
|
||||
player->outfit.state.index = 0;
|
||||
}
|
||||
|
||||
if(player->reloadTimer > 0) {
|
||||
player->reloadTimer-=delta;
|
||||
if(player->reloadTimer <= 0) {
|
||||
player->bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||
player->reloadTimer = 0;
|
||||
}
|
||||
}
|
||||
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
||||
player->collision.pos.x += dir.x;
|
||||
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) {
|
||||
G_Outfit *outfit = &player->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, player->collision.pos.x, player->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,22 +1,304 @@
|
||||
#include "../world.h"
|
||||
#include "../npc.h"
|
||||
#include "../player.h"
|
||||
#include "../aabb.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_oldnames.h>
|
||||
#include "../map.h"
|
||||
|
||||
void UpdateWorld(F32 delta, World *world)
|
||||
{
|
||||
// UpdateNPCs(delta, world);
|
||||
if(world->bandit.mode == BANDIT_SHOOTOUT){
|
||||
delta = delta/4;
|
||||
}
|
||||
UpdateBandit(delta, &world->bandit, world);
|
||||
UpdateNPCs(delta, world);
|
||||
PlayerUpdate(delta, &world->player);
|
||||
}
|
||||
|
||||
void UpdateNPCs(F32 delta, World *world)
|
||||
{
|
||||
for (int i = 0; i < world->npcCount; i++)
|
||||
for (U32 i = 0; i < world->npcCount; i++)
|
||||
{
|
||||
updateNPC(delta, &world->npcs[i], world);
|
||||
NPC *npc = &world->npcs[i];
|
||||
UpdateNPC(delta, npc, world);
|
||||
if (
|
||||
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
|
||||
{
|
||||
printf("You shot %*.s\n", Sv(world->npcs[i].name));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessEvents(SDL_Event *event, World *world)
|
||||
{
|
||||
PlayerUpdate(event, &world->player);
|
||||
PlayerInput(event, &world->player);
|
||||
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
|
||||
SaveWorld(world);
|
||||
}
|
||||
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
|
||||
LoadWorld(world->arena, world);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderWorld(World *world, D_Context *draw) {
|
||||
if(world->player.currentArea == WORLD_AREA_OUTSIDE) {
|
||||
for (int i = 0; i < 4800; i++) {
|
||||
D_Rect(
|
||||
draw,
|
||||
(F32) (i % 96), (F32) (i / 96),
|
||||
.texture = D_ImageHandle(draw,world->tileTypes[world->map[i]].tag),
|
||||
.angle = (F32) world->tileTypes[world->map[i]].rotation,
|
||||
);
|
||||
}
|
||||
}
|
||||
for (U32 i = 0; i < world->propCount; i++) {
|
||||
if(world->props[i].area == world->player.currentArea) {
|
||||
D_Rect(
|
||||
draw,
|
||||
world->props[i].pos.x,
|
||||
world->props[i].pos.y,
|
||||
.texture = D_ImageHandle(draw,world->propTypes[world->props[i].propType].tag),
|
||||
.scale = world->propTypes[world->props[i].propType].scale,
|
||||
);
|
||||
}
|
||||
}
|
||||
for(U32 i = 0; i < world->npcCount; i++) {
|
||||
NPC npc = world->npcs[i];
|
||||
if(npc.currentArea == world->player.currentArea) {
|
||||
NPCDraw(draw, &world->npcs[i]);
|
||||
}
|
||||
}
|
||||
|
||||
BanditDraw(draw, &world->bandit);
|
||||
PlayerDraw(draw, &world->player);
|
||||
}
|
||||
|
||||
#define WRITE(v) FS_FileWrite(file, &(v), sizeof(v), offset); offset += sizeof(v)
|
||||
#define WRITEN(v, n) FS_FileWrite(file, v, (n) * sizeof(*(v)), offset); offset += ((n) * sizeof(*(v)))
|
||||
|
||||
void SaveWorld(World *world) {
|
||||
printf("--- Saving World ---\n");
|
||||
printf(" - %d props\n", world->propCount);
|
||||
printf(" - %d hitboxes\n", world->hitboxCount);
|
||||
|
||||
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
|
||||
U64 offset = 0;
|
||||
|
||||
for (U32 i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
|
||||
World_Tile *tile = &world->tileTypes[i];
|
||||
|
||||
WRITE(tile->tag.count);
|
||||
WRITEN(tile->tag.data, tile->tag.count);
|
||||
WRITE(tile->rotation);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
|
||||
World_PropType *type = &world->propTypes[i];
|
||||
|
||||
WRITE(type->tag.count);
|
||||
WRITEN(type->tag.data, type->tag.count);
|
||||
WRITE(type->scale);
|
||||
}
|
||||
|
||||
WRITE(world->propCount);
|
||||
WRITEN(world->props, WORLD_PROP_MAX);
|
||||
|
||||
WRITE(world->hitboxCount);
|
||||
WRITEN(world->hitboxes, WORLD_HITBOX_MAX);
|
||||
|
||||
WRITEN(world->map, WORLD_MAP_MAX);
|
||||
|
||||
WRITE(world->portalCount);
|
||||
WRITEN(world->portals, WORLD_PORTAL_MAX);
|
||||
FS_FileClose(file);
|
||||
|
||||
printf("--- World Saved ---\n");
|
||||
}
|
||||
|
||||
void LoadWorld(M_Arena *arena, World *world) {
|
||||
printf("--- Loading World ---\n");
|
||||
|
||||
M_TempScope(0, 0) {
|
||||
Str8 data = FS_ReadEntireFile(temp.arena, S("world.sgdat"));
|
||||
|
||||
U8 *base = data.data;
|
||||
|
||||
// Load tile types
|
||||
//
|
||||
world->tileTypes = M_ArenaPush(arena, World_Tile, .count = WORLD_TILE_TYPE_MAX);
|
||||
for (U32 it = 0; it < WORLD_TILE_TYPE_MAX; ++it) {
|
||||
World_Tile *type = &world->tileTypes[it];
|
||||
|
||||
Str8 name;
|
||||
name.count = *(S64 *) base;
|
||||
name.data = base + 8;
|
||||
|
||||
base += 8;
|
||||
base += name.count;
|
||||
|
||||
if (name.count != 0) {
|
||||
// Means we likely got a vaild tag
|
||||
type->tag = Str8_Copy(arena, name);
|
||||
type->rotation = *(F32 *) base;
|
||||
}
|
||||
|
||||
base += 4;
|
||||
}
|
||||
|
||||
// Load prop types
|
||||
//
|
||||
world->propTypes = M_ArenaPush(arena, World_PropType, .count = WORLD_PROP_TYPE_MAX);
|
||||
for (U32 it = 0; it < WORLD_PROP_TYPE_MAX; ++it) {
|
||||
World_PropType *type = &world->propTypes[it];
|
||||
|
||||
Str8 name;
|
||||
name.count = *(S64 *) base;
|
||||
name.data = base + 8;
|
||||
|
||||
base += 8;
|
||||
base += name.count;
|
||||
|
||||
if (name.count != 0) {
|
||||
type->tag = Str8_Copy(arena, name);
|
||||
type->scale = *(F32 *) base;
|
||||
}
|
||||
|
||||
base += 4;
|
||||
}
|
||||
|
||||
// Prop locations
|
||||
{
|
||||
U32 n_props = *(U32 *) base; base += 4;
|
||||
World_Prop *props = (World_Prop *) base;
|
||||
|
||||
world->propCount = n_props;
|
||||
world->props = M_ArenaPush(arena, World_Prop, .count = WORLD_PROP_MAX);
|
||||
|
||||
M_CopySize(world->props, props, n_props * sizeof(World_Prop));
|
||||
|
||||
base += (WORLD_PROP_MAX * sizeof(World_Prop));
|
||||
}
|
||||
|
||||
// Hitboxes
|
||||
//
|
||||
{
|
||||
U32 n_hitbox = *(U32 *) base; base += 4;
|
||||
World_Hitbox *boxes = (World_Hitbox *) base;
|
||||
|
||||
world->hitboxCount = n_hitbox;
|
||||
world->hitboxes = M_ArenaPush(arena, World_Hitbox, .count = WORLD_HITBOX_MAX);
|
||||
|
||||
M_CopySize(world->hitboxes, boxes, n_hitbox * sizeof(World_Hitbox));
|
||||
|
||||
base += (WORLD_HITBOX_MAX * sizeof(World_Hitbox));
|
||||
}
|
||||
|
||||
// Map
|
||||
//
|
||||
{
|
||||
U32 *__map = (U32 *) base;
|
||||
|
||||
world->map = M_ArenaPush(arena, U32, .count = WORLD_MAP_MAX);
|
||||
M_CopySize(world->map, __map, 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)) {
|
||||
printf("--- OFFSET MISMATCH ---\n");
|
||||
}
|
||||
|
||||
printf("loaded world\n");
|
||||
|
||||
printf(" - %d props\n", world->propCount);
|
||||
printf(" - %d hitboxes\n", world->hitboxCount);
|
||||
|
||||
printf("--- Loaded World ---\n");
|
||||
}
|
||||
}
|
||||
|
||||
void GenerateNavMesh(M_Arena *arena, World *world) {
|
||||
world->navMesh = M_ArenaPush(arena, NavMesh);
|
||||
world->navMesh->nodeCount = 0;
|
||||
for(int i = 0; i < WORLD_MAP_MAX; i++) {
|
||||
U32 x = (i % 96);
|
||||
U32 y = (i / 96);
|
||||
bool skip = false;
|
||||
for(U32 hi = 0; hi < world->hitboxCount; hi++) {
|
||||
if(AABB_Point(world->hitboxes[hi].box, V2F((F32) x, (F32) y))) {
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(skip) {continue;}
|
||||
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].connectionCount = 0;
|
||||
for(int nx = -1; nx < 2; nx++){
|
||||
for(int ny = -1; ny < 2; ny++){
|
||||
if(nx==0 && ny==0) {continue;}
|
||||
if(x+nx < 0 || x+nx > 95) {
|
||||
continue;
|
||||
}
|
||||
if(y+ny < 0 || y+ny > 49) {
|
||||
continue;
|
||||
}
|
||||
// It's quad for loop time :D
|
||||
for(U32 hi = 0; hi < world->hitboxCount; hi++) {
|
||||
if(AABB_Point(world->hitboxes[hi].box, V2F((F32) (x + nx), (F32) (y + ny)))) {
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
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].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[index].connectionCount++;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
54
code/game/map.h
Normal file
@@ -0,0 +1,54 @@
|
||||
#include "world.h"
|
||||
|
||||
U32 map[] = {
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
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|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
};
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#define NAV_MAX_PATH 1024
|
||||
#define NAV_MAX_CONNECTIONS 8
|
||||
#define NAV_MAX_NODES 4096
|
||||
#define NAV_MAX_NODES 4800
|
||||
|
||||
typedef struct NavNode NavNode;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "npc_look.h"
|
||||
#include "../core/types.h"
|
||||
|
||||
#define NPC_SPEED 0.2f
|
||||
#define NPC_SPEED 1.0f
|
||||
|
||||
typedef enum NPC_ACTION NPC_ACTION;
|
||||
enum NPC_ACTION {
|
||||
@@ -22,6 +22,11 @@ struct NPC {
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
NPC_LOOK look;
|
||||
World_Area currentArea;
|
||||
|
||||
bool customPOI;
|
||||
U32 customPOICount;
|
||||
U32 npcPOI[16];
|
||||
|
||||
//// Actions
|
||||
NPC_ACTION mode;
|
||||
@@ -41,10 +46,15 @@ struct NPC {
|
||||
U32 targetNavNode;
|
||||
// How long the npc has been walking to the next index
|
||||
F32 walkTimer;
|
||||
|
||||
// Space within you can interact with the NPC.
|
||||
F32 interationRadius;
|
||||
//// Knowledge
|
||||
// What the NPC knows about the bandit.
|
||||
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_
|
||||
|
||||
45
code/game/outfit.h
Normal file
@@ -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
|
||||
@@ -5,14 +5,44 @@
|
||||
#include "../core/macros.h"
|
||||
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include "aabb.h"
|
||||
|
||||
#define PLAYER_SPEED 10.0f
|
||||
#define PLAYER_RELOAD_TIME 1.5f
|
||||
#define PLAYER_BULLET_COUNT 6
|
||||
|
||||
typedef struct ControlState ControlState;
|
||||
struct ControlState {
|
||||
bool rightDown;
|
||||
bool leftDown;
|
||||
bool upDown;
|
||||
bool downDown;
|
||||
bool shot;
|
||||
};
|
||||
|
||||
typedef struct Player Player;
|
||||
struct Player
|
||||
{
|
||||
V2f pos;
|
||||
World *world;
|
||||
AABB collision;
|
||||
World_Area currentArea;
|
||||
U32 bulletsLoaded;
|
||||
ControlState controls;
|
||||
V2f shotPos;
|
||||
|
||||
G_Outfit outfit;
|
||||
|
||||
U32 health;
|
||||
F32 reloadTimer;
|
||||
|
||||
U32 *knownDetails;
|
||||
U32 detailCount;
|
||||
};
|
||||
|
||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
||||
function void PlayerInit(G_State *game, Player *player);
|
||||
function void PlayerDraw(D_Context *draw, Player *player);
|
||||
|
||||
function void PlayerInput(SDL_Event *event, Player *player);
|
||||
function void PlayerUpdate(F32 delta, Player *player);
|
||||
|
||||
#endif // LD_GAME_PLAYER_H_
|
||||
|
||||
35012
code/game/testnavmesh.h
@@ -1,21 +1,79 @@
|
||||
#if !defined(LD_GAME_WORLD_H_)
|
||||
#define LD_GAME_WORLD_H_
|
||||
|
||||
#include "../core/math.h"
|
||||
#include "./aabb.h"
|
||||
|
||||
#define WORLD_HITBOX_MAX 4096
|
||||
#define WORLD_PROP_MAX 2048
|
||||
#define WORLD_PROP_TYPE_MAX 64
|
||||
#define WORLD_TILE_TYPE_MAX 64
|
||||
#define WORLD_MAP_MAX 4800
|
||||
#define WORLD_PORTAL_MAX 64
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
enum World_Area
|
||||
{
|
||||
WORLD_AREA_OUTSIDE = 1,
|
||||
WORLD_AREA_SALOON = 2,
|
||||
};
|
||||
|
||||
typedef struct World_Tile World_Tile;
|
||||
struct World_Tile {
|
||||
Str8 tag;
|
||||
F32 rotation;
|
||||
};
|
||||
|
||||
typedef struct World_PropType World_PropType;
|
||||
struct World_PropType {
|
||||
Str8 tag;
|
||||
F32 scale;
|
||||
};
|
||||
|
||||
typedef struct World_Prop World_Prop;
|
||||
struct World_Prop
|
||||
{
|
||||
U32 propType;
|
||||
World_Area area;
|
||||
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;
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
enum World_Area {
|
||||
WORLD_AREA_OUTSIDE = (1 << 0),
|
||||
WORLD_AREA_SALOON = (1 << 1),
|
||||
};
|
||||
|
||||
typedef struct World World;
|
||||
struct World {
|
||||
//// Utils
|
||||
M_Arena *arena;
|
||||
//// Static stuff
|
||||
NavMesh *navMesh;
|
||||
Random random;
|
||||
V2f mouseProjected;
|
||||
//// Loaded from world file
|
||||
World_Tile *tileTypes;
|
||||
World_PropType *propTypes;
|
||||
World_Prop *props;
|
||||
World_Hitbox *hitboxes;
|
||||
World_Portal *portals;
|
||||
U32 *map;
|
||||
bool showPoster;
|
||||
U32 propCount;
|
||||
U32 portalCount;
|
||||
U32 hitboxCount;
|
||||
|
||||
Audio_Context *audio;
|
||||
U32 audio_handles[2];
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
@@ -33,8 +91,14 @@ struct World {
|
||||
};
|
||||
|
||||
function void UpdateWorld(F32 delta, World *world);
|
||||
function void RenderWorld(World *world, D_Context *drawContext);
|
||||
function void ProcessEvents(SDL_Event *event, World *world);
|
||||
function void UpdateNPCs(F32 delta, World *world);
|
||||
function void updateNPC(F32 delta, NPC *npc, World *world);
|
||||
function void UpdateNPC(F32 delta, NPC *npc, World *world);
|
||||
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
|
||||
|
||||
function void LoadWorld(M_Arena *arena, World *world);
|
||||
function void SaveWorld(World *world);
|
||||
function void GenerateNavMesh(M_Arena *arena, World *world);
|
||||
|
||||
#endif // LD_GAME_WORLD_H_
|
||||
|
||||
43
code/os/audio.h
Normal file
@@ -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_
|
||||