927 lines
23 KiB
C
927 lines
23 KiB
C
/*
|
|
* Copyright (c) Camden Dixie O'Brien
|
|
* SPDX-License-Identifier: AGPL-3.0-only
|
|
*/
|
|
|
|
#include "engine_hooks.h"
|
|
|
|
#include <SDL2/SDL_image.h>
|
|
#include <assert.h>
|
|
#include <ctype.h>
|
|
#include <libxml/parser.h>
|
|
#include <math.h>
|
|
#include <stdbool.h>
|
|
#include <string.h>
|
|
|
|
#define SCALE 4
|
|
|
|
#define TILESIZE 16
|
|
#define VIEWWIDTH (16 * TILESIZE)
|
|
#define VIEWHEIGHT (12 * TILESIZE)
|
|
|
|
#define MAX_PATH_LEN 128
|
|
|
|
#define MAP_ASSET "/map.tmx"
|
|
#define MAPNLAYERS 2
|
|
#define MAPWIDTH 64
|
|
#define MAPHEIGHT 64
|
|
#define MAPSHIFTX 32
|
|
#define MAPSHIFTY 32
|
|
#define MAPMINX (TILESIZE * (-32))
|
|
#define MAPMAXX (TILESIZE * 32)
|
|
#define MAPMINY (TILESIZE * (-32))
|
|
#define MAPMAXY (TILESIZE * 32)
|
|
|
|
#define OBJSPRITES "/objectsprites.tsx"
|
|
|
|
#define TSASSET "/overworld.png"
|
|
#define TSCOLS 40
|
|
|
|
#define PIDLE_ASSET "/player/idle.png"
|
|
#define PWALK_ASSET "/player/walk.png"
|
|
#define PWIDTH 48
|
|
#define PHEIGHT 64
|
|
#define PANIMLEN 8
|
|
#define PBBWIDTH 16
|
|
#define PBBHEIGHT 24
|
|
#define PFBWIDTH 20
|
|
#define PFBHEIGHT 16
|
|
#define PFBOFFX -10
|
|
#define PFBOFFY 2
|
|
|
|
#define WALKSPEED 72 // pixels per second
|
|
|
|
#define BASEANIMPERIOD 100
|
|
|
|
#define MAXOBJTYPES 8
|
|
#define INITOBJCOLCAP 16
|
|
#define MAXENTITIES 32
|
|
|
|
#define QSORT_STACKSIZE 64
|
|
|
|
#define NELEMS(a) (sizeof(a) / sizeof(a[0]))
|
|
|
|
typedef enum {
|
|
SPRITE_DIR_DOWN = 0,
|
|
SPRITE_DIR_LEFT_DOWN = 1,
|
|
SPRITE_DIR_LEFT_UP = 2,
|
|
SPRITE_DIR_UP = 3,
|
|
SPRITE_DIR_RIGHT_UP = 4,
|
|
SPRITE_DIR_RIGHT_DOWN = 5,
|
|
} sprite_dir_t;
|
|
|
|
typedef struct {
|
|
bool left, right, up, down;
|
|
} input_state_t;
|
|
|
|
typedef struct {
|
|
int x, y;
|
|
} ivec_t;
|
|
|
|
typedef struct {
|
|
double x, y;
|
|
} dvec_t;
|
|
|
|
typedef struct {
|
|
dvec_t off, ext;
|
|
} dbox_t;
|
|
|
|
typedef enum {
|
|
ENTITY_DYN,
|
|
ENTITY_OBJ,
|
|
} entitytag_t;
|
|
|
|
/*
|
|
* Common entity header -- this must be at the start of each type of
|
|
* entity structure.
|
|
*
|
|
* The tag is used to distinguish different types of entity when
|
|
* accessing them through the drawlist. The prev and next pointers
|
|
* allow the drawlist to be threaded through all entities as a
|
|
* doubly-linked list.
|
|
*/
|
|
typedef struct entity {
|
|
entitytag_t tag;
|
|
struct entity *prev;
|
|
struct entity *next;
|
|
} entity_t;
|
|
|
|
typedef struct {
|
|
entity_t e;
|
|
int svar, animlen;
|
|
double speed;
|
|
dvec_t pos, dir;
|
|
ivec_t animstep, svarstep, ext;
|
|
dbox_t bbox, fbox;
|
|
SDL_Texture *tex;
|
|
} dynentity_t;
|
|
|
|
typedef struct {
|
|
unsigned animframes;
|
|
SDL_Rect src;
|
|
SDL_Texture *tex;
|
|
dbox_t bbox;
|
|
} objtype_t;
|
|
|
|
typedef struct {
|
|
entity_t e;
|
|
unsigned type;
|
|
ivec_t pos;
|
|
dbox_t bbox;
|
|
} objentity_t;
|
|
|
|
typedef struct {
|
|
size_t n, cap;
|
|
objentity_t *buf;
|
|
} objcol_t;
|
|
|
|
typedef unsigned map_t[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
|
|
|
|
typedef struct {
|
|
const char *assetdir;
|
|
map_t map;
|
|
SDL_Texture *tstex, *pidle, *pwalk;
|
|
input_state_t input;
|
|
dvec_t vpos;
|
|
objtype_t objtypes[MAXOBJTYPES];
|
|
objcol_t objcol;
|
|
dynentity_t p;
|
|
entity_t *drawlist;
|
|
} gamestate_t;
|
|
|
|
typedef struct {
|
|
double y;
|
|
entity_t *e;
|
|
} y_entity_ref_t;
|
|
|
|
const engineconf_t game_conf = {
|
|
.win = {
|
|
.title = "2D Game",
|
|
.w = SCALE * VIEWWIDTH,
|
|
.h = SCALE * VIEWHEIGHT,
|
|
},
|
|
.memsize = sizeof(gamestate_t),
|
|
};
|
|
|
|
static const unsigned impassable_tiles[] = {
|
|
284, 485, 486, 525, 527, 566, 567, 731,
|
|
768, 770, 771, 804, 805, 806, 808, 845,
|
|
};
|
|
|
|
static inline unsigned
|
|
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);
|
|
if (row >= MAPWIDTH || col >= MAPHEIGHT)
|
|
return 0;
|
|
else
|
|
return map[layeridx][row][col];
|
|
}
|
|
|
|
static inline int prop_int(xmlNodePtr node, const char *prop)
|
|
{
|
|
xmlChar *str = xmlGetProp(node, (const xmlChar *)prop);
|
|
assert(str);
|
|
int val = atoi((const char *)str);
|
|
xmlFree(str);
|
|
return val;
|
|
}
|
|
|
|
static void load_layer(map_t map, xmlNodePtr layernode, int layeridx)
|
|
{
|
|
xmlNodePtr node = layernode->xmlChildrenNode;
|
|
while (NULL != node
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"data") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
|
|
// Iterate through chunks and populate map array.
|
|
xmlNodePtr chunk_contents;
|
|
for (node = node->xmlChildrenNode; NULL != node; node = node->next) {
|
|
if (0 != xmlStrcmp(node->name, (const xmlChar *)"chunk"))
|
|
continue;
|
|
|
|
const int chunk_x = prop_int(node, "x");
|
|
const int chunk_y = prop_int(node, "y");
|
|
|
|
chunk_contents = node->xmlChildrenNode;
|
|
assert(
|
|
0 == xmlStrcmp(chunk_contents->name, (const xmlChar *)"text"));
|
|
int x = chunk_x + MAPSHIFTX, y = chunk_y + MAPSHIFTY;
|
|
xmlChar buf[10];
|
|
const xmlChar *p, *q;
|
|
q = chunk_contents->content;
|
|
while (isspace((const char)*q))
|
|
++q;
|
|
p = q;
|
|
while ('\0' != *q) {
|
|
switch (*q) {
|
|
case (xmlChar)',':
|
|
memset(buf, 0, sizeof(buf));
|
|
memcpy(buf, p, sizeof(xmlChar) * (q - p));
|
|
assert(x < MAPWIDTH && y < MAPHEIGHT);
|
|
map[layeridx][x][y] = (unsigned)atoi((const char *)buf);
|
|
++x;
|
|
p = ++q;
|
|
break;
|
|
case (xmlChar)'\n':
|
|
if (x < MAPWIDTH) {
|
|
memset(buf, 0, sizeof(buf));
|
|
memcpy(buf, p, sizeof(xmlChar) * (q - p));
|
|
assert(y < MAPHEIGHT);
|
|
map[layeridx][x][y] = (unsigned)atoi((const char *)buf);
|
|
}
|
|
x = chunk_x + MAPSHIFTX;
|
|
++y;
|
|
p = ++q;
|
|
break;
|
|
default:
|
|
++q;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static unsigned load_objtype(
|
|
gamestate_t *state, const char *templ, SDL_Renderer *renderer,
|
|
xmlNodePtr sprites)
|
|
{
|
|
static char buf[MAX_PATH_LEN];
|
|
assert(strlen(state->assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
|
|
strcpy(buf, state->assetdir);
|
|
strcat(buf, "/");
|
|
strcat(buf, templ);
|
|
|
|
// Identify object type ID and sprite ID
|
|
xmlDocPtr doc = xmlParseFile(buf);
|
|
assert(NULL != doc);
|
|
xmlNodePtr node = xmlDocGetRootElement(doc);
|
|
assert(NULL != node);
|
|
assert(xmlStrcmp(node->name, (const xmlChar *)"template") == 0);
|
|
node = node->xmlChildrenNode;
|
|
while (node != NULL
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"tileset") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
const int sidoff = prop_int(node, "firstgid");
|
|
while (node != NULL
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"object") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
const unsigned id = prop_int(node, "type");
|
|
assert(id < MAXOBJTYPES);
|
|
|
|
// Populate objtype struct if not already loaded
|
|
if (NULL == state->objtypes[id].tex) {
|
|
state->objtypes[id].src.x = 0;
|
|
state->objtypes[id].src.y = 0;
|
|
state->objtypes[id].src.w = prop_int(node, "width");
|
|
state->objtypes[id].src.h = prop_int(node, "height");
|
|
|
|
// Load bounding box from sprites document
|
|
const int sid = prop_int(node, "gid") - sidoff;
|
|
xmlNodePtr snode = sprites->xmlChildrenNode;
|
|
while (snode
|
|
&& (xmlStrcmp(snode->name, (const xmlChar *)"tile") != 0
|
|
|| prop_int(snode, "id") != sid))
|
|
snode = snode->next;
|
|
assert(snode);
|
|
snode = snode->xmlChildrenNode;
|
|
while (snode
|
|
&& xmlStrcmp(snode->name, (const xmlChar *)"objectgroup")
|
|
!= 0)
|
|
snode = snode->next;
|
|
assert(snode);
|
|
snode = snode->xmlChildrenNode;
|
|
while (snode
|
|
&& xmlStrcmp(snode->name, (const xmlChar *)"object") != 0)
|
|
snode = snode->next;
|
|
assert(snode);
|
|
state->objtypes[id].bbox.off.x = (double)prop_int(snode, "x");
|
|
state->objtypes[id].bbox.off.y = (double)prop_int(snode, "y");
|
|
state->objtypes[id].bbox.ext.x = (double)prop_int(snode, "width");
|
|
state->objtypes[id].bbox.ext.y = (double)prop_int(snode, "height");
|
|
|
|
// Load custom properties
|
|
node = node->xmlChildrenNode;
|
|
while (node != NULL
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"properties") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
for (node = node->xmlChildrenNode; NULL != node; node = node->next) {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"property") != 0)
|
|
continue;
|
|
xmlChar *key = xmlGetProp(node, (const xmlChar *)"name");
|
|
assert(key);
|
|
xmlChar *val = xmlGetProp(node, (const xmlChar *)"value");
|
|
assert(val);
|
|
if (xmlStrcmp(key, (const xmlChar *)"animframes") == 0) {
|
|
state->objtypes[id].animframes = atoi((const char *)val);
|
|
} else if (xmlStrcmp(key, (const xmlChar *)"assetpath") == 0) {
|
|
assert(
|
|
strlen(state->assetdir) + strlen((const char *)val)
|
|
< MAX_PATH_LEN);
|
|
strcpy(buf, state->assetdir);
|
|
strcat(buf, (const char *)val);
|
|
state->objtypes[id].tex = IMG_LoadTexture(renderer, buf);
|
|
assert(NULL != state->objtypes[id].tex);
|
|
} else {
|
|
assert(false);
|
|
}
|
|
xmlFree(key);
|
|
xmlFree(val);
|
|
}
|
|
}
|
|
|
|
xmlFreeDoc(doc);
|
|
return id;
|
|
}
|
|
|
|
static void
|
|
load_objects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
|
|
{
|
|
char path[MAX_PATH_LEN];
|
|
assert(strlen(state->assetdir) + strlen(OBJSPRITES) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, OBJSPRITES);
|
|
xmlDocPtr spritesdoc = xmlParseFile(path);
|
|
xmlNodePtr sprites = xmlDocGetRootElement(spritesdoc);
|
|
|
|
state->objcol.n = 0;
|
|
state->objcol.cap = INITOBJCOLCAP;
|
|
state->objcol.buf = malloc(sizeof(objentity_t) * state->objcol.cap);
|
|
assert(state->objcol.buf);
|
|
|
|
node = node->xmlChildrenNode;
|
|
assert(NULL != node);
|
|
do {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"object") != 0)
|
|
continue;
|
|
|
|
// Get slot for object, growing buffer if needed.
|
|
if (state->objcol.n == state->objcol.cap) {
|
|
state->objcol.cap *= 2;
|
|
state->objcol.buf = realloc(
|
|
state->objcol.buf, sizeof(objentity_t) * state->objcol.cap);
|
|
assert(state->objcol.buf);
|
|
}
|
|
objentity_t *o = &state->objcol.buf[state->objcol.n++];
|
|
o->e.tag = ENTITY_OBJ;
|
|
|
|
// Load object type
|
|
xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
|
|
assert(templ);
|
|
o->type
|
|
= load_objtype(state, (const char *)templ, renderer, sprites);
|
|
xmlFree(templ);
|
|
const objtype_t *type = state->objtypes + o->type;
|
|
|
|
// Load object location
|
|
o->pos.x = prop_int(node, "x");
|
|
o->pos.y = prop_int(node, "y") - type->src.h;
|
|
|
|
// Load bounding box from object type
|
|
o->bbox = type->bbox;
|
|
} while ((node = node->next) != NULL);
|
|
|
|
xmlFreeDoc(spritesdoc);
|
|
}
|
|
|
|
static void
|
|
load_map(gamestate_t *state, const char *path, SDL_Renderer *renderer)
|
|
{
|
|
xmlDocPtr doc = xmlParseFile(path);
|
|
assert(NULL != doc);
|
|
xmlNodePtr node = xmlDocGetRootElement(doc);
|
|
assert(0 == xmlStrcmp(node->name, (const xmlChar *)"map"));
|
|
node = node->xmlChildrenNode;
|
|
int layer = 0;
|
|
assert(NULL != node);
|
|
do {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
|
|
load_layer(state->map, node, layer++);
|
|
else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
|
|
load_objects(state, node, renderer);
|
|
} while ((node = node->next) != NULL);
|
|
xmlFreeDoc(doc);
|
|
}
|
|
|
|
static void y_entity_ref_swap(y_entity_ref_t *a, y_entity_ref_t *b)
|
|
{
|
|
y_entity_ref_t tmp = *a;
|
|
*a = *b;
|
|
*b = tmp;
|
|
}
|
|
|
|
void init_drawlist(gamestate_t *state)
|
|
{
|
|
y_entity_ref_t buf[MAXENTITIES];
|
|
int n = 0;
|
|
|
|
// Populate buffer with player and objects
|
|
buf[n].y = (int)rint(state->p.pos.y) + state->p.ext.y / 2;
|
|
buf[n++].e = (entity_t *)&state->p;
|
|
for (unsigned i = 0; i < state->objcol.n; ++i) {
|
|
assert(n < MAXENTITIES);
|
|
objentity_t *obj = state->objcol.buf + i;
|
|
buf[n].y = obj->pos.y;
|
|
buf[n++].e = (entity_t *)obj;
|
|
}
|
|
|
|
// Quicksort on y value
|
|
int stack[QSORT_STACKSIZE], *sp = stack;
|
|
int l = 0, h = n;
|
|
assert(n != 0);
|
|
while (1) {
|
|
int pivot = buf[l].y;
|
|
int i = l, j = h;
|
|
do {
|
|
for (++i; buf[i].y <= pivot; ++i)
|
|
;
|
|
for (--j; buf[j].y > pivot; --j)
|
|
;
|
|
if (i < j)
|
|
y_entity_ref_swap(buf + i, buf + j);
|
|
} while (i < j);
|
|
y_entity_ref_swap(buf + l, buf + j);
|
|
assert(sp + 2 <= stack + QSORT_STACKSIZE);
|
|
if (j + 2 < h) {
|
|
*sp++ = j + 1;
|
|
*sp++ = h;
|
|
}
|
|
if (l + 1 < j) {
|
|
h = j;
|
|
} else if (sp != stack) {
|
|
h = *(--sp);
|
|
l = *(--sp);
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set up drawlist from buffer
|
|
state->drawlist = buf[0].e;
|
|
int i = 0;
|
|
buf[i].e->prev = NULL;
|
|
buf[i].e->next = buf[i + 1].e;
|
|
for (++i; i < n - 1; ++i) {
|
|
buf[i].e->prev = buf[i - 1].e;
|
|
buf[i].e->next = buf[i + 1].e;
|
|
}
|
|
buf[i].e->prev = buf[i - 1].e;
|
|
buf[i].e->next = NULL;
|
|
}
|
|
|
|
void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
|
|
{
|
|
char path[MAX_PATH_LEN];
|
|
gamestate_t *state = (gamestate_t *)mem;
|
|
|
|
assert(2 == argc);
|
|
state->assetdir = argv[1];
|
|
|
|
// Load map
|
|
assert(strlen(state->assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, MAP_ASSET);
|
|
load_map(state, path, renderer);
|
|
|
|
// Load tileset
|
|
assert(strlen(state->assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, TSASSET);
|
|
state->tstex = IMG_LoadTexture(renderer, path);
|
|
assert(NULL != state->tstex);
|
|
|
|
// Load player spritesheets and initialize texture
|
|
assert(strlen(state->assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, PIDLE_ASSET);
|
|
state->pidle = IMG_LoadTexture(renderer, path);
|
|
assert(NULL != state->pidle);
|
|
assert(strlen(state->assetdir) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, PWALK_ASSET);
|
|
state->pwalk = IMG_LoadTexture(renderer, path);
|
|
assert(NULL != state->pwalk);
|
|
|
|
// Set view position
|
|
state->vpos.x = -128;
|
|
state->vpos.y = -96;
|
|
|
|
// Initialize player state
|
|
state->p.e.tag = ENTITY_DYN;
|
|
state->p.svar = SPRITE_DIR_DOWN;
|
|
state->p.animlen = PANIMLEN;
|
|
state->p.animstep.x = PWIDTH;
|
|
state->p.svarstep.y = PHEIGHT;
|
|
state->p.bbox.off.x = -PBBWIDTH / 2;
|
|
state->p.bbox.off.y = -PBBHEIGHT / 2;
|
|
state->p.bbox.ext.x = PBBWIDTH;
|
|
state->p.bbox.ext.y = PBBHEIGHT;
|
|
state->p.fbox.off.x = PFBOFFX;
|
|
state->p.fbox.off.y = PFBOFFY;
|
|
state->p.fbox.ext.x = PFBWIDTH;
|
|
state->p.fbox.ext.y = PFBHEIGHT;
|
|
state->p.ext.x = PWIDTH;
|
|
state->p.ext.y = PHEIGHT;
|
|
state->p.tex = state->pidle;
|
|
|
|
init_drawlist(state);
|
|
}
|
|
|
|
void game_teardown(void *mem)
|
|
{
|
|
gamestate_t *state = (gamestate_t *)mem;
|
|
|
|
SDL_DestroyTexture(state->tstex);
|
|
SDL_DestroyTexture(state->pidle);
|
|
SDL_DestroyTexture(state->pwalk);
|
|
for (int i = 0; i < MAXOBJTYPES; ++i) {
|
|
if (NULL != state->objtypes[i].tex)
|
|
SDL_DestroyTexture(state->objtypes[i].tex);
|
|
else
|
|
break;
|
|
}
|
|
free(state->objcol.buf);
|
|
}
|
|
|
|
gamestatus_t game_evt(void *mem, const SDL_Event *evt)
|
|
{
|
|
gamestate_t *state = (gamestate_t *)mem;
|
|
|
|
switch (evt->type) {
|
|
case SDL_QUIT:
|
|
return GAMESTATUS_QUIT;
|
|
|
|
case SDL_KEYDOWN:
|
|
switch (evt->key.keysym.sym) {
|
|
case SDLK_LEFT:
|
|
state->input.left = true;
|
|
break;
|
|
case SDLK_RIGHT:
|
|
state->input.right = true;
|
|
break;
|
|
case SDLK_UP:
|
|
state->input.up = true;
|
|
break;
|
|
case SDLK_DOWN:
|
|
state->input.down = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
switch (evt->key.keysym.sym) {
|
|
case SDLK_LEFT:
|
|
state->input.left = false;
|
|
break;
|
|
case SDLK_RIGHT:
|
|
state->input.right = false;
|
|
break;
|
|
case SDLK_UP:
|
|
state->input.up = false;
|
|
break;
|
|
case SDLK_DOWN:
|
|
state->input.down = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
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 inline double dynentity_bottom(dynentity_t *e)
|
|
{
|
|
return e->pos.y + e->bbox.off.y + e->bbox.ext.y;
|
|
}
|
|
|
|
static inline double objentity_bottom(objentity_t *e)
|
|
{
|
|
return (double)e->pos.y;
|
|
}
|
|
|
|
static inline double entity_bottom(entity_t *e)
|
|
{
|
|
switch (e->tag) {
|
|
case ENTITY_DYN:
|
|
return dynentity_bottom((dynentity_t *)e);
|
|
case ENTITY_OBJ:
|
|
return objentity_bottom((objentity_t *)e);
|
|
}
|
|
}
|
|
|
|
static void update_drawlist(dynentity_t *e, entity_t **drawlist)
|
|
{
|
|
if (e->dir.y == 0)
|
|
return;
|
|
|
|
if (e->dir.y > 0) {
|
|
// The entity moved down -- check if it needs to be moved
|
|
// along in the drawlist.
|
|
|
|
entity_t *n = e->e.next;
|
|
if (n == NULL)
|
|
// The entity is already at the end -- no update required.
|
|
return;
|
|
|
|
const double y = dynentity_bottom(e);
|
|
double nexty = entity_bottom(n);
|
|
if (y <= nexty)
|
|
// The entity is still behind the next entity -- no update
|
|
// required.
|
|
return;
|
|
|
|
// Update required -- find the earliest entity that is in
|
|
// front of e, or the end of the list.
|
|
while (n->next != NULL && y > nexty) {
|
|
n = n->next;
|
|
nexty = entity_bottom(n);
|
|
}
|
|
assert(n != NULL);
|
|
|
|
if (y > nexty) {
|
|
// The end of the list was reached without finding a
|
|
// larger or equal y -- move the entity to the end of the
|
|
// list (after n).
|
|
e->e.prev->next = e->e.next;
|
|
e->e.next->prev = e->e.prev;
|
|
|
|
e->e.prev = n;
|
|
e->e.next = NULL;
|
|
n->next = (entity_t *)e;
|
|
} else {
|
|
// An entity with greater or equal y was found -- move the
|
|
// entity to just before n.
|
|
|
|
if (e->e.prev == NULL) {
|
|
// The entity is at the beginning of the list, we need
|
|
// to update the drawlist pointer.
|
|
*drawlist = e->e.next;
|
|
e->e.next->prev = NULL;
|
|
} else {
|
|
e->e.prev->next = e->e.next;
|
|
e->e.next->prev = e->e.prev;
|
|
}
|
|
|
|
e->e.prev = n->prev;
|
|
e->e.next = n;
|
|
n->prev->next = (entity_t *)e;
|
|
n->prev = (entity_t *)e;
|
|
}
|
|
} else {
|
|
// The entity moved up -- this is mostly symmetric with the
|
|
// above case.
|
|
entity_t *n = e->e.prev;
|
|
if (n == NULL)
|
|
return;
|
|
|
|
const double y = dynentity_bottom(e);
|
|
double prevy = entity_bottom(n);
|
|
if (y >= prevy)
|
|
return;
|
|
|
|
while (n->prev != NULL && y < prevy) {
|
|
n = n->prev;
|
|
prevy = entity_bottom(n);
|
|
}
|
|
assert(n != NULL);
|
|
|
|
if (y < prevy) {
|
|
e->e.prev->next = e->e.next;
|
|
e->e.next->prev = e->e.prev;
|
|
|
|
e->e.prev = NULL;
|
|
e->e.next = n;
|
|
*drawlist = n->prev = (entity_t *)e;
|
|
} else {
|
|
if (e->e.next == NULL) {
|
|
e->e.prev->next = NULL;
|
|
} else {
|
|
e->e.next->prev = e->e.prev;
|
|
e->e.prev->next = e->e.next;
|
|
}
|
|
|
|
e->e.next = n->next;
|
|
e->e.prev = n;
|
|
n->next->prev = (entity_t *)e;
|
|
n->next = (entity_t *)e;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 and updating the
|
|
// drawlist
|
|
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;
|
|
update_drawlist(e, &state->drawlist);
|
|
}
|
|
}
|
|
|
|
gamestatus_t game_update(void *mem, double dt)
|
|
{
|
|
gamestate_t *state = (gamestate_t *)mem;
|
|
|
|
// Calculate player velocity and update player
|
|
state->p.dir.x
|
|
= (state->input.left ? -1 : 0) + (state->input.right ? 1 : 0);
|
|
state->p.dir.y
|
|
= (state->input.up ? -1 : 0) + (state->input.down ? 1 : 0);
|
|
const double dmag = mag(state->p.dir);
|
|
if (dmag != 0) {
|
|
state->p.dir.x /= dmag;
|
|
state->p.dir.y /= dmag;
|
|
state->p.tex = state->pwalk;
|
|
state->p.speed = WALKSPEED;
|
|
} else {
|
|
state->p.tex = state->pidle;
|
|
state->p.speed = 0;
|
|
|
|
// Round view position to nearest integer to align with
|
|
// pixel grid.
|
|
state->vpos.x = rint(state->vpos.x);
|
|
state->vpos.y = rint(state->vpos.y);
|
|
}
|
|
update_dynentity(state, &state->p, dt);
|
|
|
|
// Update view
|
|
const dvec_t pvdisp = {
|
|
.x = state->p.pos.x - (state->vpos.x + VIEWWIDTH / 2),
|
|
.y = state->p.pos.y - (state->vpos.y + VIEWHEIGHT / 2),
|
|
};
|
|
if (mag(pvdisp) > 72 && dot(pvdisp, state->p.dir) > 0) {
|
|
const double nextx
|
|
= state->vpos.x + dt * state->p.speed * state->p.dir.x;
|
|
const double nexty
|
|
= state->vpos.y + dt * state->p.speed * state->p.dir.y;
|
|
const bool validx = nextx >= MAPMINX && nextx < MAPMAXX;
|
|
const bool validy = nexty >= MAPMINY && nexty < MAPMAXY;
|
|
if (validx && validy) {
|
|
state->vpos.x = nextx;
|
|
state->vpos.y = nexty;
|
|
}
|
|
}
|
|
|
|
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;
|
|
render_map(state, renderer);
|
|
for (const entity_t *e = state->drawlist; e != NULL; e = e->next) {
|
|
switch (e->tag) {
|
|
case ENTITY_DYN:
|
|
render_dynentity(state, renderer, (const dynentity_t *)e, t);
|
|
break;
|
|
case ENTITY_OBJ:
|
|
render_objentity(state, renderer, t, (const objentity_t *)e);
|
|
break;
|
|
default:
|
|
assert(false);
|
|
}
|
|
}
|
|
}
|