305 lines
8.5 KiB
C
305 lines
8.5 KiB
C
#include "../world.h"
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#include "../npc.h"
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#include "../player.h"
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#include "../aabb.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_oldnames.h>
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#include "../map.h"
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void UpdateWorld(F32 delta, World *world)
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{
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if(world->bandit.mode == BANDIT_SHOOTOUT){
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delta = delta/4;
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}
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UpdateBandit(delta, &world->bandit, world);
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UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
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}
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void UpdateNPCs(F32 delta, World *world)
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{
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for (U32 i = 0; i < world->npcCount; i++)
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{
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NPC *npc = &world->npcs[i];
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UpdateNPC(delta, npc, world);
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if (
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
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{
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printf("You shot %*.s\n", Sv(world->npcs[i].name));
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}
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}
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}
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerInput(event, &world->player);
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if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
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SaveWorld(world);
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}
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if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
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LoadWorld(world->arena, world);
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}
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}
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void RenderWorld(World *world, D_Context *draw) {
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if(world->player.currentArea == WORLD_AREA_OUTSIDE) {
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for (int i = 0; i < 4800; i++) {
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D_Rect(
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draw,
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(F32) (i % 96), (F32) (i / 96),
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.texture = D_ImageHandle(draw,world->tileTypes[world->map[i]].tag),
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.angle = (F32) world->tileTypes[world->map[i]].rotation,
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);
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}
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}
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for (U32 i = 0; i < world->propCount; i++) {
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if(world->props[i].area == world->player.currentArea) {
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D_Rect(
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draw,
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world->props[i].pos.x,
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world->props[i].pos.y,
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.texture = D_ImageHandle(draw,world->propTypes[world->props[i].propType].tag),
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.scale = world->propTypes[world->props[i].propType].scale,
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);
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}
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}
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for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
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if(npc.currentArea == world->player.currentArea) {
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NPCDraw(draw, &world->npcs[i]);
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}
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}
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BanditDraw(draw, &world->bandit);
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PlayerDraw(draw, &world->player);
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}
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#define WRITE(v) FS_FileWrite(file, &(v), sizeof(v), offset); offset += sizeof(v)
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#define WRITEN(v, n) FS_FileWrite(file, v, (n) * sizeof(*(v)), offset); offset += ((n) * sizeof(*(v)))
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void SaveWorld(World *world) {
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printf("--- Saving World ---\n");
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printf(" - %d props\n", world->propCount);
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printf(" - %d hitboxes\n", world->hitboxCount);
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OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
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U64 offset = 0;
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for (U32 i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
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World_Tile *tile = &world->tileTypes[i];
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WRITE(tile->tag.count);
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WRITEN(tile->tag.data, tile->tag.count);
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WRITE(tile->rotation);
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}
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for (U32 i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
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World_PropType *type = &world->propTypes[i];
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WRITE(type->tag.count);
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WRITEN(type->tag.data, type->tag.count);
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WRITE(type->scale);
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}
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WRITE(world->propCount);
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WRITEN(world->props, WORLD_PROP_MAX);
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WRITE(world->hitboxCount);
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WRITEN(world->hitboxes, WORLD_HITBOX_MAX);
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WRITEN(world->map, WORLD_MAP_MAX);
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WRITE(world->portalCount);
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WRITEN(world->portals, WORLD_PORTAL_MAX);
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FS_FileClose(file);
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printf("--- World Saved ---\n");
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}
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void LoadWorld(M_Arena *arena, World *world) {
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printf("--- Loading World ---\n");
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M_TempScope(0, 0) {
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Str8 data = FS_ReadEntireFile(temp.arena, S("world.sgdat"));
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U8 *base = data.data;
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// Load tile types
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//
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world->tileTypes = M_ArenaPush(arena, World_Tile, .count = WORLD_TILE_TYPE_MAX);
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for (U32 it = 0; it < WORLD_TILE_TYPE_MAX; ++it) {
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World_Tile *type = &world->tileTypes[it];
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Str8 name;
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name.count = *(S64 *) base;
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name.data = base + 8;
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base += 8;
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base += name.count;
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if (name.count != 0) {
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// Means we likely got a vaild tag
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type->tag = Str8_Copy(arena, name);
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type->rotation = *(F32 *) base;
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}
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base += 4;
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}
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// Load prop types
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//
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world->propTypes = M_ArenaPush(arena, World_PropType, .count = WORLD_PROP_TYPE_MAX);
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for (U32 it = 0; it < WORLD_PROP_TYPE_MAX; ++it) {
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World_PropType *type = &world->propTypes[it];
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Str8 name;
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name.count = *(S64 *) base;
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name.data = base + 8;
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base += 8;
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base += name.count;
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if (name.count != 0) {
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type->tag = Str8_Copy(arena, name);
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type->scale = *(F32 *) base;
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}
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base += 4;
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}
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// Prop locations
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{
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U32 n_props = *(U32 *) base; base += 4;
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World_Prop *props = (World_Prop *) base;
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world->propCount = n_props;
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world->props = M_ArenaPush(arena, World_Prop, .count = WORLD_PROP_MAX);
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M_CopySize(world->props, props, n_props * sizeof(World_Prop));
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base += (WORLD_PROP_MAX * sizeof(World_Prop));
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}
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// Hitboxes
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//
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{
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U32 n_hitbox = *(U32 *) base; base += 4;
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World_Hitbox *boxes = (World_Hitbox *) base;
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world->hitboxCount = n_hitbox;
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world->hitboxes = M_ArenaPush(arena, World_Hitbox, .count = WORLD_HITBOX_MAX);
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M_CopySize(world->hitboxes, boxes, n_hitbox * sizeof(World_Hitbox));
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base += (WORLD_HITBOX_MAX * sizeof(World_Hitbox));
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}
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// Map
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//
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{
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U32 *__map = (U32 *) base;
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world->map = M_ArenaPush(arena, U32, .count = WORLD_MAP_MAX);
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M_CopySize(world->map, __map, WORLD_MAP_MAX * sizeof(U32));
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base += (WORLD_MAP_MAX * sizeof(U32));
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}
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{
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U32 n_portals = *(U32 *) base; base += 4;
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World_Portal *portals = (World_Portal *) base;
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world->portalCount = n_portals;
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world->portals = M_ArenaPush(arena, World_Portal, .count = WORLD_PORTAL_MAX);
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M_CopySize(world->portals, portals, n_portals * sizeof(World_Portal));
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base += (WORLD_PORTAL_MAX * sizeof(World_Portal));
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}
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if (base != (data.data + data.count)) {
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printf("--- OFFSET MISMATCH ---\n");
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}
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printf("loaded world\n");
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printf(" - %d props\n", world->propCount);
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printf(" - %d hitboxes\n", world->hitboxCount);
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printf("--- Loaded World ---\n");
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}
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}
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void GenerateNavMesh(M_Arena *arena, World *world) {
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world->navMesh = M_ArenaPush(arena, NavMesh);
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world->navMesh->nodeCount = 0;
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for(int i = 0; i < WORLD_MAP_MAX; i++) {
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U32 x = (i % 96);
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U32 y = (i / 96);
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bool skip = false;
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for(U32 hi = 0; hi < world->hitboxCount; hi++) {
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if(AABB_Point(world->hitboxes[hi].box, V2F((F32) x, (F32) y))) {
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skip = true;
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break;
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}
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}
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if(skip) {continue;}
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world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
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world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
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world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
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for(int nx = -1; nx < 2; nx++){
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for(int ny = -1; ny < 2; ny++){
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if(nx==0 && ny==0) {continue;}
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if(x+nx < 0 || x+nx > 95) {
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continue;
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}
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if(y+ny < 0 || y+ny > 49) {
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continue;
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}
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// It's quad for loop time :D
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for(U32 hi = 0; hi < world->hitboxCount; hi++) {
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if(AABB_Point(world->hitboxes[hi].box, V2F((F32) (x + nx), (F32) (y + ny)))) {
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skip = true;
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break;
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}
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}
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U32 nCount = world->navMesh->nodeCount;
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S32 index = -1;
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for(int ohgod = 0; ohgod < nCount; ohgod++) {
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if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) {
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index=ohgod;
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break;
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}
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}
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F32 cost = 20;
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if(ny+nx == 2) {
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cost = 40;
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};
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if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
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cost = 1;
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if(Abs(ny+nx) == 2) {
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cost = 4;
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};
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}
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if(index < 0) {continue;}
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skip |= index > nCount;
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if(skip) {continue;}
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
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world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].NodeIndex = nCount;
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world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].Cost = cost;
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world->navMesh->nodes[nCount].connectionCount++;
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world->navMesh->nodes[index].connectionCount++;
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}
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}
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world->navMesh->nodeCount++;
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}
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for(int i = 0; i < world->npcCount; i++) {
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world->npcs[i].mode = NPC_ACTION_WAITING;
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world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140);
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world->npcs[i].waitTime = 0;
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world->npcs[i].currentNavNode=0;
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world->npcs[i].pathIndex = 0;
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}
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}
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