Begin adding entities to editor
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This commit is contained in:
2025-11-22 10:38:16 -06:00
parent 3697cc3eef
commit 6f33522c1c
17 changed files with 261 additions and 56 deletions

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@@ -7,11 +7,13 @@
#include "asset/asset.h"
#include "assert/assert.h"
#include "rpg/entity/entity.h"
#pragma pack(push, 1)
typedef struct {
uint32_t tileCount;
uint8_t modelCount;
uint8_t entityCount;
} assetchunkheader_t;
#pragma pack(pop)
@@ -27,6 +29,15 @@ typedef struct {
} assetchunkmodelheader_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct {
entitytype_t entityType;
uint8_t localX;
uint8_t localY;
uint8_t localZ;
} assetchunkentityheader_t;
#pragma pack(pop)
errorret_t assetChunkLoad(assetcustom_t custom) {
assertNotNull(custom.output, "Output pointer cannot be NULL");
assertNotNull(custom.zipFile, "Zip file pointer cannot be NULL");
@@ -62,6 +73,15 @@ errorret_t assetChunkLoad(assetcustom_t custom) {
);
}
if(header.entityCount > CHUNK_ENTITY_COUNT_MAX) {
zip_fclose(custom.zipFile);
errorThrow(
"Chunk asset has too many entities: %d (max %d).",
header.entityCount,
CHUNK_ENTITY_COUNT_MAX
);
}
chunk->meshCount = header.modelCount;
// Read tile data
@@ -122,5 +142,37 @@ errorret_t assetChunkLoad(assetcustom_t custom) {
}
}
// Read entity data
for(uint8_t i = 0; i < header.entityCount; i++) {
assetchunkentityheader_t entityHeader;
bytesRead = zip_fread(
custom.zipFile, &entityHeader, sizeof(assetchunkentityheader_t)
);
if(bytesRead != sizeof(assetchunkentityheader_t)) {
zip_fclose(custom.zipFile);
errorThrow("Failed to read chunk entity header.");
}
uint8_t entityIndex = entityGetAvailable();
if(entityIndex == 0xFF) {
zip_fclose(custom.zipFile);
errorThrow("No available entity slots.");
}
entity_t *entity = &ENTITIES[entityIndex];
entityInit(entity, (entitytype_t)entityHeader.entityType);
entity->position.x = (
(chunk->position.x * CHUNK_WIDTH) + entityHeader.localX
);
entity->position.y = (
(chunk->position.y * CHUNK_HEIGHT) + entityHeader.localY
);
entity->position.z = (
(chunk->position.z * CHUNK_DEPTH) + entityHeader.localZ
);
chunk->entities[i] = entityIndex;
}
errorOk();
}

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@@ -8,12 +8,20 @@ ENTITY_DIR_WEST = 1
ENTITY_DIR_EAST = 2
ENTITY_DIR_NORTH = 3
ENTITY_COUNT = 256
ENTITY_TYPE_NULL = 0
ENTITY_TYPE_PLAYER = 1
ENTITY_TYPE_NPC = 2
ENTITY_TYPE_COUNT = 3
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 4
# CHUNK_VERTEX_COUNT_MAX = QUAD_VERTEXES * CHUNK_WIDTH * CHUNK_HEIGHT * 4
CHUNK_VERTEX_COUNT_MAX=6144
CHUNK_MESH_COUNT_MAX = 14
CHUNK_ENTITY_COUNT_MAX = 8
TILE_WIDTH = 16.0
TILE_HEIGHT = 16.0

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@@ -188,4 +188,13 @@ entity_t * entityGetAt(const worldpos_t position) {
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return NULL;
}
uint8_t entityGetAvailable() {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) return ent - ENTITIES;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return 0xFF;
}

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@@ -11,8 +11,6 @@
#include "entitytype.h"
#include "npc.h"
#define ENTITY_COUNT 256
typedef struct map_s map_t;
typedef struct entity_s {
@@ -69,4 +67,11 @@ void entityWalk(entity_t *entity, const entitydir_t direction);
* @param pos The world position to check.
* @return Pointer to the entity at the position, or NULL if none.
*/
entity_t *entityGetAt(const worldpos_t pos);
entity_t *entityGetAt(const worldpos_t pos);
/**
* Gets an available entity index.
*
* @return The index of an available entity, or 0xFF if none are available.
*/
uint8_t entityGetAvailable();

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@@ -6,17 +6,11 @@
*/
#pragma once
#include "duskdefs.h"
#include "rpg/entity/player.h"
#include "npc.h"
typedef enum {
ENTITY_TYPE_NULL = 0,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_NPC,
ENTITY_TYPE_COUNT
} entitytype_t;
typedef uint8_t entitytype_t;
typedef union {
player_t player;

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@@ -13,6 +13,7 @@
#include "rpgcamera.h"
#include "rpgtextbox.h"
#include "util/memory.h"
#include "assert/assert.h"
errorret_t rpgInit(void) {
memoryZero(ENTITIES, sizeof(ENTITIES));
@@ -26,17 +27,14 @@ errorret_t rpgInit(void) {
rpgTextboxInit();
// TEST: Create some entities.
entity_t *ent;
ent = &ENTITIES[0];
uint8_t entIndex = entityGetAvailable();
assertTrue(entIndex != 0xFF, "No available entity slots!.");
entity_t *ent = &ENTITIES[entIndex];
entityInit(ent, ENTITY_TYPE_PLAYER);
RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
RPG_CAMERA.followEntity.followEntityId = ent->id;
ent->position.x = 2, ent->position.y = 2;
ent = &ENTITIES[1];
entityInit(ent, ENTITY_TYPE_NPC);
ent->position.x = 4, ent->position.y = 0, ent->position.z = 1;
// All Good!
errorOk();
}

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@@ -17,6 +17,7 @@ typedef struct chunk_s {
uint8_t meshCount;
meshvertex_t vertices[CHUNK_VERTEX_COUNT_MAX];
mesh_t meshes[CHUNK_MESH_COUNT_MAX];
uint8_t entities[CHUNK_ENTITY_COUNT_MAX];
} chunk_t;
/**

View File

@@ -9,6 +9,7 @@
#include "util/memory.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "rpg/entity/entity.h"
map_t MAP;
@@ -126,6 +127,11 @@ void mapDispose() {
}
void mapChunkUnload(chunk_t* chunk) {
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
if(chunk->entities[i] == 0xFF) break;
entity_t *entity = &ENTITIES[chunk->entities[i]];
entity->type = ENTITY_TYPE_NULL;
}
for(uint8_t i = 0; i < chunk->meshCount; i++) {
if(chunk->meshes[i].vertexCount == 0) continue;
meshDispose(&chunk->meshes[i]);
@@ -137,6 +143,7 @@ errorret_t mapChunkLoad(chunk_t* chunk) {
chunk->meshCount = 0;
memoryZero(chunk->meshes, sizeof(chunk->meshes));
memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
snprintf(buffer, sizeof(buffer), "map/map/%d_%d_%d.dcf",
chunk->position.x,