retro-rpg/game/main.c

742 lines
18 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 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 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;
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 fbox;
SDL_Texture *tex;
} dynentity_t;
typedef struct {
unsigned animframes;
SDL_Rect src;
SDL_Texture *tex;
} objtype_t;
typedef struct {
entity_t e;
unsigned type;
ivec_t pos;
} 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 {
int 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)
{
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
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 *)"object") != 0)
node = node->next;
assert(NULL != node);
unsigned id = prop_int(node, "gid");
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");
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)
{
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);
xmlFree(templ);
// Load object location
o->pos.x = prop_int(node, "x");
o->pos.y = prop_int(node, "y");
} while ((node = node->next) != NULL);
}
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.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 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;
// 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);
}
}
}