Rearrange and rename helper functions

This commit is contained in:
2025-01-04 04:59:40 +00:00
parent 6bd85d9ebf
commit 51cd623af9

View File

@@ -126,23 +126,13 @@ const engineconf_t game_conf = {
.memsize = sizeof(gamestate_t),
};
static const unsigned impassable[] = {
static const unsigned impassable_tiles[] = {
284, 485, 486, 525, 527, 566, 567, 731,
768, 770, 771, 804, 805, 806, 808, 845,
};
static inline double mag(dvec_t v)
{
return sqrt(v.x * v.x + v.y * v.y);
}
static inline double dot(dvec_t v, dvec_t u)
{
return v.x * u.x + v.y * u.y;
}
static inline unsigned
tileat(const map_t map, int layeridx, double x, double y)
map_tile(const map_t map, int layeridx, double x, double y)
{
const unsigned row = (unsigned)(floor(x / TILESIZE) + MAPSHIFTX);
const unsigned col = (unsigned)(floor(y / TILESIZE) + MAPSHIFTY);
@@ -152,18 +142,6 @@ tileat(const map_t map, int layeridx, double x, double y)
return map[layeridx][row][col];
}
static inline bool tilepassable(const map_t map, int x, int y)
{
for (unsigned l = 0; l < MAPNLAYERS; ++l) {
const unsigned id = tileat(map, l, x, y);
for (unsigned i = 0; i < NELEMS(impassable); ++i) {
if (impassable[i] == id)
return false;
}
}
return true;
}
static inline int propint(xmlNodePtr node, const char *prop)
{
xmlChar *str = xmlGetProp(node, (const xmlChar *)prop);
@@ -173,7 +151,7 @@ static inline int propint(xmlNodePtr node, const char *prop)
return val;
}
static void maploadlayer(map_t map, xmlNodePtr layernode, int layeridx)
static void load_layer(map_t map, xmlNodePtr layernode, int layeridx)
{
xmlNodePtr node = layernode->xmlChildrenNode;
while (NULL != node
@@ -230,7 +208,7 @@ static void maploadlayer(map_t map, xmlNodePtr layernode, int layeridx)
}
static unsigned
objtypeload(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
load_objtype(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
{
static char buf[MAX_PATH_LEN];
assert(strlen(state->assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
@@ -294,7 +272,7 @@ objtypeload(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
}
static void
maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
load_objects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
{
state->objcol.n = 0;
state->objcol.cap = INITOBJCOLCAP;
@@ -319,7 +297,7 @@ maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
// Load object type
xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
assert(templ);
o->type = objtypeload(state, (const char *)templ, renderer);
o->type = load_objtype(state, (const char *)templ, renderer);
xmlFree(templ);
// Load object location
@@ -329,7 +307,7 @@ maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
}
static void
mapload(gamestate_t *state, const char *path, SDL_Renderer *renderer)
load_map(gamestate_t *state, const char *path, SDL_Renderer *renderer)
{
xmlDocPtr doc = xmlParseFile(path);
assert(NULL != doc);
@@ -340,132 +318,13 @@ mapload(gamestate_t *state, const char *path, SDL_Renderer *renderer)
assert(NULL != node);
do {
if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
maploadlayer(state->map, node, layer++);
load_layer(state->map, node, layer++);
else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
maploadobjects(state, node, renderer);
load_objects(state, node, renderer);
} while ((node = node->next) != NULL);
xmlFreeDoc(doc);
}
static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
{
const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
const int endx = ceil(state->vpos.x + VIEWWIDTH);
const int endy = ceil(state->vpos.y + VIEWHEIGHT);
for (int l = 0; l < MAPNLAYERS; ++l) {
for (int y = starty; y < endy; y += TILESIZE) {
for (int x = startx; x < endx; x += TILESIZE) {
const unsigned tileid = tileat(state->map, l, x, y);
if (0 == tileid)
continue;
const SDL_Rect src = {
.x = TILESIZE * ((tileid - 1) % TSCOLS),
.y = TILESIZE * ((tileid - 1) / TSCOLS),
.w = TILESIZE,
.h = TILESIZE,
};
const SDL_Rect dest = {
.x = (int)rint(SCALE * (x - state->vpos.x)),
.y = (int)rint(SCALE * (y - state->vpos.y)),
.w = SCALE * TILESIZE,
.h = SCALE * TILESIZE,
};
SDL_RenderCopy(renderer, state->tstex, &src, &dest);
}
}
}
}
static void entityupdate(gamestate_t *state, dynentity_t *e, double dt)
{
if (0 == e->speed) {
// Round position to nearest integer to align with pixel grid.
e->pos.x = rint(e->pos.x);
e->pos.y = rint(e->pos.y);
return;
}
// Update sprite variant
if (e->dir.y >= 0) {
if (e->dir.x > 0)
e->svar = SPRITE_DIR_RIGHT_DOWN;
else if (e->dir.x < 0)
e->svar = SPRITE_DIR_LEFT_DOWN;
else
e->svar = SPRITE_DIR_DOWN;
} else if (e->dir.y < 0) {
if (e->dir.x > 0)
e->svar = SPRITE_DIR_RIGHT_UP;
else if (e->dir.x < 0)
e->svar = SPRITE_DIR_LEFT_UP;
else
e->svar = SPRITE_DIR_UP;
}
// Apply velocity (handling map collisions)
const double nextx = e->pos.x + dt * e->speed * e->dir.x;
const double nexty = e->pos.y + dt * e->speed * e->dir.y;
const dvec_t pfb
= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
bool valid = true;
valid &= tilepassable(state->map, (int)rint(pfb.x), (int)rint(pfb.y));
valid &= tilepassable(
state->map, (int)rint(pfb.x + e->fbox.ext.x), (int)rint(pfb.y));
valid &= tilepassable(
state->map, (int)rint(pfb.x), (int)rint(pfb.y + e->fbox.ext.y));
valid &= tilepassable(
state->map, (int)rint(pfb.x + e->fbox.ext.x),
(int)rint(pfb.y + e->fbox.ext.y));
if (valid) {
e->pos.x = nextx;
e->pos.y = nexty;
}
}
static void entitydraw(
const gamestate_t *state, SDL_Renderer *renderer, const dynentity_t *e,
uint64_t t)
{
const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
const SDL_Rect src = {
.x = e->animstep.x * frame + e->svarstep.x * e->svar,
.y = e->animstep.y * frame + e->svarstep.y * e->svar,
.w = e->ext.x,
.h = e->ext.y,
};
const SDL_Rect dest = {
.x = (int)rint(SCALE * (e->pos.x - e->ext.x / 2 - state->vpos.x)),
.y = (int)rint(SCALE * (e->pos.y - e->ext.y / 2 - state->vpos.y)),
.w = SCALE * e->ext.x,
.h = SCALE * e->ext.y,
};
SDL_RenderCopy(renderer, e->tex, &src, &dest);
}
static void
objsdraw(const gamestate_t *state, SDL_Renderer *renderer, uint64_t t)
{
for (unsigned i = 0; i < state->objcol.n; ++i) {
const objentity_t *obj = &state->objcol.buf[i];
assert(obj->type < MAXOBJTYPES);
const objtype_t *type = &state->objtypes[obj->type];
assert(NULL != type->tex);
SDL_Rect src = type->src;
src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
const int x = rint(SCALE * (obj->pos.x - state->vpos.x));
const int y
= rint(SCALE * (obj->pos.y - state->vpos.y - type->src.h));
SDL_Rect dest = {
.x = x,
.y = y,
.w = SCALE * type->src.w,
.h = SCALE * type->src.h,
};
SDL_RenderCopy(renderer, type->tex, &src, &dest);
}
}
void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
{
char path[MAX_PATH_LEN];
@@ -478,7 +337,7 @@ void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
assert(strlen(state->assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
strcpy(path, state->assetdir);
strcat(path, MAP_ASSET);
mapload(state, path, renderer);
load_map(state, path, renderer);
// Load tileset
assert(strlen(state->assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
@@ -586,6 +445,74 @@ gamestatus_t game_evt(void *mem, const SDL_Event *evt)
return GAMESTATUS_OK;
}
static inline double mag(dvec_t v)
{
return sqrt(v.x * v.x + v.y * v.y);
}
static inline double dot(dvec_t v, dvec_t u)
{
return v.x * u.x + v.y * u.y;
}
static inline bool tile_passable(const map_t map, int x, int y)
{
for (unsigned l = 0; l < MAPNLAYERS; ++l) {
const unsigned id = map_tile(map, l, x, y);
for (unsigned i = 0; i < NELEMS(impassable_tiles); ++i) {
if (impassable_tiles[i] == id)
return false;
}
}
return true;
}
static void update_dynentity(gamestate_t *state, dynentity_t *e, double dt)
{
if (0 == e->speed) {
// Round position to nearest integer to align with pixel grid.
e->pos.x = rint(e->pos.x);
e->pos.y = rint(e->pos.y);
return;
}
// Update sprite variant
if (e->dir.y >= 0) {
if (e->dir.x > 0)
e->svar = SPRITE_DIR_RIGHT_DOWN;
else if (e->dir.x < 0)
e->svar = SPRITE_DIR_LEFT_DOWN;
else
e->svar = SPRITE_DIR_DOWN;
} else if (e->dir.y < 0) {
if (e->dir.x > 0)
e->svar = SPRITE_DIR_RIGHT_UP;
else if (e->dir.x < 0)
e->svar = SPRITE_DIR_LEFT_UP;
else
e->svar = SPRITE_DIR_UP;
}
// Apply velocity (handling map collisions)
const double nextx = e->pos.x + dt * e->speed * e->dir.x;
const double nexty = e->pos.y + dt * e->speed * e->dir.y;
const dvec_t pfb
= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
bool valid = true;
valid &= tile_passable(state->map, (int)rint(pfb.x), (int)rint(pfb.y));
valid &= tile_passable(
state->map, (int)rint(pfb.x + e->fbox.ext.x), (int)rint(pfb.y));
valid &= tile_passable(
state->map, (int)rint(pfb.x), (int)rint(pfb.y + e->fbox.ext.y));
valid &= tile_passable(
state->map, (int)rint(pfb.x + e->fbox.ext.x),
(int)rint(pfb.y + e->fbox.ext.y));
if (valid) {
e->pos.x = nextx;
e->pos.y = nexty;
}
}
gamestatus_t game_update(void *mem, double dt)
{
gamestate_t *state = (gamestate_t *)mem;
@@ -610,7 +537,7 @@ gamestatus_t game_update(void *mem, double dt)
state->vpos.x = rint(state->vpos.x);
state->vpos.y = rint(state->vpos.y);
}
entityupdate(state, &state->p, dt);
update_dynentity(state, &state->p, dt);
// Update view
const dvec_t pvdisp = {
@@ -633,10 +560,81 @@ gamestatus_t game_update(void *mem, double dt)
return GAMESTATUS_OK;
}
static void render_map(const gamestate_t *state, SDL_Renderer *renderer)
{
const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
const int endx = ceil(state->vpos.x + VIEWWIDTH);
const int endy = ceil(state->vpos.y + VIEWHEIGHT);
for (int l = 0; l < MAPNLAYERS; ++l) {
for (int y = starty; y < endy; y += TILESIZE) {
for (int x = startx; x < endx; x += TILESIZE) {
const unsigned tileid = map_tile(state->map, l, x, y);
if (0 == tileid)
continue;
const SDL_Rect src = {
.x = TILESIZE * ((tileid - 1) % TSCOLS),
.y = TILESIZE * ((tileid - 1) / TSCOLS),
.w = TILESIZE,
.h = TILESIZE,
};
const SDL_Rect dest = {
.x = (int)rint(SCALE * (x - state->vpos.x)),
.y = (int)rint(SCALE * (y - state->vpos.y)),
.w = SCALE * TILESIZE,
.h = SCALE * TILESIZE,
};
SDL_RenderCopy(renderer, state->tstex, &src, &dest);
}
}
}
}
static void render_dynentity(
const gamestate_t *state, SDL_Renderer *renderer, const dynentity_t *e,
uint64_t t)
{
const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
const SDL_Rect src = {
.x = e->animstep.x * frame + e->svarstep.x * e->svar,
.y = e->animstep.y * frame + e->svarstep.y * e->svar,
.w = e->ext.x,
.h = e->ext.y,
};
const SDL_Rect dest = {
.x = (int)rint(SCALE * (e->pos.x - e->ext.x / 2 - state->vpos.x)),
.y = (int)rint(SCALE * (e->pos.y - e->ext.y / 2 - state->vpos.y)),
.w = SCALE * e->ext.x,
.h = SCALE * e->ext.y,
};
SDL_RenderCopy(renderer, e->tex, &src, &dest);
}
static void render_objentity(
const gamestate_t *state, SDL_Renderer *renderer, uint64_t t,
const objentity_t *obj)
{
assert(obj->type < MAXOBJTYPES);
const objtype_t *type = &state->objtypes[obj->type];
assert(NULL != type->tex);
SDL_Rect src = type->src;
src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
const int x = rint(SCALE * (obj->pos.x - state->vpos.x));
const int y = rint(SCALE * (obj->pos.y - state->vpos.y - type->src.h));
SDL_Rect dest = {
.x = x,
.y = y,
.w = SCALE * type->src.w,
.h = SCALE * type->src.h,
};
SDL_RenderCopy(renderer, type->tex, &src, &dest);
}
void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t)
{
const gamestate_t *state = (const gamestate_t *)mem;
mapdraw(state, renderer);
objsdraw(state, renderer, t);
entitydraw(state, renderer, &state->p, t);
render_map(state, renderer);
for (unsigned i = 0; i < state->objcol.n; ++i)
render_objentity(state, renderer, t, &state->objcol.buf[i]);
render_dynentity(state, renderer, &state->p, t);
}