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

View File

@@ -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();
}