Begin adding entities to editor
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@@ -188,4 +188,13 @@ entity_t * entityGetAt(const worldpos_t position) {
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} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
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return NULL;
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}
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uint8_t entityGetAvailable() {
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entity_t *ent = ENTITIES;
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do {
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if(ent->type == ENTITY_TYPE_NULL) return ent - ENTITIES;
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} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
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return 0xFF;
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}
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@@ -11,8 +11,6 @@
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#include "entitytype.h"
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#include "npc.h"
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#define ENTITY_COUNT 256
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typedef struct map_s map_t;
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typedef struct entity_s {
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@@ -69,4 +67,11 @@ void entityWalk(entity_t *entity, const entitydir_t direction);
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* @param pos The world position to check.
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* @return Pointer to the entity at the position, or NULL if none.
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*/
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entity_t *entityGetAt(const worldpos_t pos);
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entity_t *entityGetAt(const worldpos_t pos);
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/**
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* Gets an available entity index.
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*
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* @return The index of an available entity, or 0xFF if none are available.
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*/
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uint8_t entityGetAvailable();
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@@ -6,17 +6,11 @@
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*/
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#pragma once
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#include "duskdefs.h"
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#include "rpg/entity/player.h"
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#include "npc.h"
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typedef enum {
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ENTITY_TYPE_NULL = 0,
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ENTITY_TYPE_PLAYER,
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ENTITY_TYPE_NPC,
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ENTITY_TYPE_COUNT
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} entitytype_t;
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typedef uint8_t entitytype_t;
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typedef union {
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player_t player;
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@@ -13,6 +13,7 @@
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#include "rpgcamera.h"
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#include "rpgtextbox.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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errorret_t rpgInit(void) {
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memoryZero(ENTITIES, sizeof(ENTITIES));
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@@ -26,17 +27,14 @@ errorret_t rpgInit(void) {
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rpgTextboxInit();
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// TEST: Create some entities.
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entity_t *ent;
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ent = &ENTITIES[0];
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uint8_t entIndex = entityGetAvailable();
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assertTrue(entIndex != 0xFF, "No available entity slots!.");
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entity_t *ent = &ENTITIES[entIndex];
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entityInit(ent, ENTITY_TYPE_PLAYER);
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RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
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RPG_CAMERA.followEntity.followEntityId = ent->id;
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ent->position.x = 2, ent->position.y = 2;
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ent = &ENTITIES[1];
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entityInit(ent, ENTITY_TYPE_NPC);
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ent->position.x = 4, ent->position.y = 0, ent->position.z = 1;
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// All Good!
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errorOk();
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}
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@@ -17,6 +17,7 @@ typedef struct chunk_s {
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uint8_t meshCount;
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meshvertex_t vertices[CHUNK_VERTEX_COUNT_MAX];
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mesh_t meshes[CHUNK_MESH_COUNT_MAX];
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uint8_t entities[CHUNK_ENTITY_COUNT_MAX];
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} chunk_t;
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/**
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@@ -9,6 +9,7 @@
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#include "util/memory.h"
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#include "assert/assert.h"
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#include "asset/asset.h"
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#include "rpg/entity/entity.h"
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map_t MAP;
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@@ -126,6 +127,11 @@ void mapDispose() {
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}
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void mapChunkUnload(chunk_t* chunk) {
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for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
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if(chunk->entities[i] == 0xFF) break;
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entity_t *entity = &ENTITIES[chunk->entities[i]];
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entity->type = ENTITY_TYPE_NULL;
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}
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for(uint8_t i = 0; i < chunk->meshCount; i++) {
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if(chunk->meshes[i].vertexCount == 0) continue;
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meshDispose(&chunk->meshes[i]);
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@@ -137,6 +143,7 @@ errorret_t mapChunkLoad(chunk_t* chunk) {
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chunk->meshCount = 0;
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memoryZero(chunk->meshes, sizeof(chunk->meshes));
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memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
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snprintf(buffer, sizeof(buffer), "map/map/%d_%d_%d.dcf",
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chunk->position.x,
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