Files
ld58/code/game/impl/world.c
2025-10-06 21:07:55 +01:00

255 lines
8.9 KiB
C

#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)
{
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 (U32 i = 0; i < world->npcCount; i++)
{
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)
{
PlayerInput(event, &world->player);
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
SaveWorld(world->arena, 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) {
V2f drawPos = AABB_Centre(npc.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
}
}
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
}
PlayerDraw(draw, &world->player);
}
void SaveWorld(M_Arena *arena, World *world) {
(void) arena;
printf("Saving world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
U32 offset = 0;
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileWrite(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileWrite(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileWrite(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileWrite(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
FS_FileWrite(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
FS_FileWrite(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
FS_FileWrite(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
FS_FileWrite(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*WORLD_HITBOX_MAX;
FS_FileWrite(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileWrite(file, &world->portalCount, sizeof(U32), offset);
offset += sizeof(U32);
FS_FileWrite(file, world->hitboxes, sizeof(World_Portal)*WORLD_PORTAL_MAX, offset);
FS_FileClose(file);
printf("Saved world :)\n");
}
void LoadWorld(M_Arena *arena, World *world) {
printf("loading world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
U32 offset = 0;
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileRead(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->tileTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->tileTypes[i].tag.count);
FS_FileRead(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileRead(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileRead(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->propTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->propTypes[i].tag.count);
FS_FileRead(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileRead(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
FS_FileRead(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
FS_FileRead(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
FS_FileRead(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
FS_FileRead(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*WORLD_HITBOX_MAX;
world->map = M_ArenaPush(arena, U32, .count=WORLD_MAP_MAX);
FS_FileRead(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileRead(file, &world->portalCount, sizeof(U32), offset);
offset += sizeof(U32);
world->portals = M_ArenaPush(arena, World_Portal, .count=WORLD_PORTAL_MAX);
FS_FileRead(file, world->hitboxes, sizeof(World_Portal)*WORLD_PORTAL_MAX, offset);
FS_FileClose(file);
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(int hi = 0; hi < world->hitboxCount; hi++) {
if(AABB_Point(world->hitboxes[hi], V2F(x, y))) {
skip = true;
break;
}
}
if(skip) {continue;}
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = 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(int hi = 0; hi < world->hitboxCount; hi++) {
if(AABB_Point(world->hitboxes[hi], V2F(x+nx, y+ny))) {
skip = true;
break;
}
}
U32 nCount = world->navMesh->nodeCount;
S32 index = -1;
for(int 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 > 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(int 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;
}
}