retro-rpg/app/main.c

443 lines
10 KiB
C

/*
* Copyright (c) Camden Dixie O'Brien
* SPDX-License-Identifier: AGPL-3.0-only
*/
#include <SDL2/SDL.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 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 PFBWIDTH 20
#define PFBHEIGHT 16
#define PFBOFFX -10
#define PFBOFFY 2
#define WALKSPEED 72 // pixels per second
#define BASEANIMPERIOD 100
#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 struct {
int svar, animlen;
double speed;
dvec_t pos, dir;
ivec_t animstep, svarstep;
dbox_t fbox;
SDL_Texture *tex;
SDL_Rect src;
} entity_t;
static SDL_Window *window;
static SDL_Renderer *renderer;
static unsigned map[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
static SDL_Texture *tstex, *pidle, *pwalk;
static input_state_t input;
static dvec_t vpos = { -128, -96 };
static const unsigned impassable[] = { 284 };
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(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 bool tilepassable(int x, int y)
{
const unsigned id = tileat(0, x, y);
for (unsigned i = 0; i < NELEMS(impassable); ++i) {
if (impassable[i] == id)
return false;
}
return true;
}
static void maploadlayer(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;
xmlChar *x_attr, *y_attr;
x_attr = xmlGetProp(node, (const xmlChar *)"x");
y_attr = xmlGetProp(node, (const xmlChar *)"y");
const int chunk_x = atoi((const char *)x_attr);
const int chunk_y = atoi((const char *)y_attr);
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 void mapload(const char *path)
{
xmlDocPtr doc;
xmlNodePtr node;
doc = xmlParseFile(path);
assert(NULL != doc);
node = xmlDocGetRootElement(doc);
assert(0 == xmlStrcmp(node->name, (const xmlChar *)"map"));
node = node->xmlChildrenNode;
for (int l = 0; l < MAPNLAYERS; ++l) {
do
node = node->next;
while (NULL != node
&& xmlStrcmp(node->name, (const xmlChar *)"layer") != 0);
assert(NULL != node);
maploadlayer(node, l);
}
}
static void mapdraw(void)
{
const int startx = TILESIZE * floor(vpos.x / TILESIZE);
const int starty = TILESIZE * floor(vpos.y / TILESIZE);
for (int l = 0; l < MAPNLAYERS; ++l) {
for (int y = starty; y < vpos.y + VIEWHEIGHT; y += TILESIZE) {
for (int x = startx; x < vpos.x + VIEWWIDTH; x += TILESIZE) {
const unsigned tileid = tileat(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 = SCALE * (x - vpos.x),
.y = SCALE * (y - vpos.y),
.w = SCALE * TILESIZE,
.h = SCALE * TILESIZE,
};
SDL_RenderCopy(renderer, tstex, &src, &dest);
}
}
}
}
static void entityupdate(entity_t *e, double dt)
{
if (0 == e->speed)
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(pfb.x, pfb.y);
valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y);
valid &= tilepassable(pfb.x, pfb.y + e->fbox.ext.y);
valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
if (valid) {
e->pos.x = nextx;
e->pos.y = nexty;
}
}
static void entitydraw(entity_t *e, uint64_t t)
{
const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
e->src.x = e->animstep.x * frame + e->svarstep.x * e->svar;
e->src.y = e->animstep.y * frame + e->svarstep.y * e->svar;
SDL_Rect dest = {
.x = SCALE * (int)(e->pos.x - vpos.x - e->src.w / 2),
.y = SCALE * (int)(e->pos.y - vpos.y - e->src.h / 2),
.w = SCALE * e->src.w,
.h = SCALE * e->src.h,
};
SDL_RenderCopy(renderer, e->tex, &e->src, &dest);
}
int main(int argc, char *argv[])
{
char path[MAX_PATH_LEN];
if (2 != argc) {
fprintf(stderr, "Usage: %s ASSETS-DIR\n", argv[0]);
return 1;
}
// Set up SDL window
int err = SDL_Init(SDL_INIT_VIDEO);
assert(0 == err);
window = SDL_CreateWindow(
"2D Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCALE * VIEWWIDTH, SCALE * VIEWHEIGHT, 0);
assert(NULL != window);
renderer = SDL_CreateRenderer(window, -1, 0);
assert(NULL != renderer);
// Load map
assert(strlen(argv[1]) + strlen(MAP_ASSET) < MAX_PATH_LEN);
strcpy(path, argv[1]);
strcat(path, MAP_ASSET);
mapload(path);
// Load tileset
assert(strlen(argv[1]) + strlen(TSASSET) < MAX_PATH_LEN);
strcpy(path, argv[1]);
strcat(path, TSASSET);
tstex = IMG_LoadTexture(renderer, path);
assert(NULL != tstex);
// Load player spritesheets
assert(strlen(argv[1]) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
strcpy(path, argv[1]);
strcat(path, PIDLE_ASSET);
pidle = IMG_LoadTexture(renderer, path);
assert(NULL != pidle);
assert(strlen(argv[1]) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
strcpy(path, argv[1]);
strcat(path, PWALK_ASSET);
pwalk = IMG_LoadTexture(renderer, path);
assert(NULL != pwalk);
// Initialize player
entity_t p = {
.svar = SPRITE_DIR_DOWN,
.animlen = PANIMLEN,
.tex = pidle,
.animstep = { .x = PWIDTH },
.svarstep = { .y = PHEIGHT },
.fbox = {
.off = { .x = PFBOFFX, .y = PFBOFFY },
.ext = { .x = PFBWIDTH, .y = PFBHEIGHT },
},
.src = { .w = PWIDTH, .h = PHEIGHT },
};
SDL_Event event;
uint64_t prevt = SDL_GetTicks64();
while (1) {
// Calculate dt
const uint64_t t = SDL_GetTicks64();
const uint64_t dt_ms = t - prevt;
const double dt = dt_ms / 1000.0;
prevt = t;
// Handle events
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
goto quit;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_LEFT:
input.left = true;
break;
case SDLK_RIGHT:
input.right = true;
break;
case SDLK_UP:
input.up = true;
break;
case SDLK_DOWN:
input.down = true;
break;
default:
break;
}
break;
case SDL_KEYUP:
switch (event.key.keysym.sym) {
case SDLK_LEFT:
input.left = false;
break;
case SDLK_RIGHT:
input.right = false;
break;
case SDLK_UP:
input.up = false;
break;
case SDLK_DOWN:
input.down = false;
break;
default:
break;
}
break;
default:
break;
}
// Calculate player velocity and update player
p.dir.x = (input.left ? -1 : 0) + (input.right ? 1 : 0);
p.dir.y = (input.up ? -1 : 0) + (input.down ? 1 : 0);
const double dmag = mag(p.dir);
if (dmag != 0) {
p.dir.x /= dmag;
p.dir.y /= dmag;
p.tex = pwalk;
p.speed = WALKSPEED;
} else {
p.tex = pidle;
p.speed = 0;
}
entityupdate(&p, dt);
// Update view
const dvec_t pvdisp = {
.x = p.pos.x - (vpos.x + VIEWWIDTH / 2),
.y = p.pos.y - (vpos.y + VIEWHEIGHT / 2),
};
if (mag(pvdisp) > 72 && dot(pvdisp, p.dir) > 0) {
const double nextx = vpos.x + dt * p.speed * p.dir.x;
const double nexty = vpos.y + dt * p.speed * p.dir.y;
const bool validx = nextx >= MAPMINX && nextx < MAPMAXX;
const bool validy = nexty >= MAPMINY && nexty < MAPMAXY;
if (validx && validy) {
vpos.x = nextx;
vpos.y = nexty;
}
}
SDL_RenderClear(renderer);
mapdraw();
entitydraw(&p, t);
SDL_RenderPresent(renderer);
}
quit:
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}