Map refactoring to prep for loading
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@@ -11,7 +11,11 @@ add_subdirectory(palette)
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# Languages need to be added before anything that uses text.
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add_subdirectory(locale)
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# Rest, order doesn't matter
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add_asset(SCRIPT init.lua)
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# Subdirs
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add_subdirectory(entity)
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add_subdirectory(script)
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add_subdirectory(map)
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add_subdirectory(ui)
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add_subdirectory(ui)
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add_subdirectory(scene)
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@@ -3,4 +3,4 @@
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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add_asset(SCRIPT init.lua)
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add_asset(SCRIPT map.lua)
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1
assets/scene/map.lua
Normal file
1
assets/scene/map.lua
Normal file
@@ -0,0 +1 @@
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print('map')
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@@ -41,7 +41,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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// Run the initial script.
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scriptcontext_t ctx;
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errorChain(scriptContextInit(&ctx));
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errorChain(scriptContextExecFile(&ctx, "script/init.dsf"));
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errorChain(scriptContextExecFile(&ctx, "init.dsf"));
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scriptContextDispose(&ctx);
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errorOk();
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@@ -18,6 +18,8 @@ void rpgCameraInit(void) {
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}
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errorret_t rpgCameraUpdate(void) {
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if(!mapIsLoaded()) errorOk();
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chunkpos_t chunkPos;
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switch(RPG_CAMERA.mode) {
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@@ -10,32 +10,66 @@
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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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#include "util/string.h"
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map_t MAP;
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errorret_t mapInit() {
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memoryZero(&MAP, sizeof(map_t));
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errorOk();
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}
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bool_t mapIsLoaded() {
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return MAP.filePath[0] != '\0';
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}
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errorret_t mapLoad(const char_t *path, const chunkpos_t position) {
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assertStrLenMin(path, 1, "Map file path cannot be empty");
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assertStrLenMax(path, MAP_FILE_PATH_MAX - 1, "Map file path too long");
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if(stringCompare(MAP.filePath, path) == 0) {
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// Same map, no need to reload
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errorOk();
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}
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chunkindex_t i;
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// Init the first chunks.
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chunkindex_t index = 0;
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// Unload all loaded chunks
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if(mapIsLoaded()) {
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for(i = 0; i < MAP_CHUNK_COUNT; i++) {
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mapChunkUnload(&MAP.chunks[i]);
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}
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}
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// Store the map file path
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stringCopy(MAP.filePath, path, MAP_FILE_PATH_MAX);
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// Reset map position
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MAP.chunkPosition = position;
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// Perform "initial load"
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i = 0;
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for(chunkunit_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
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for(chunkunit_t y = 0; y < MAP_CHUNK_HEIGHT; y++) {
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for(chunkunit_t x = 0; x < MAP_CHUNK_WIDTH; x++) {
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chunk_t *chunk = &MAP.chunks[index];
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chunk->position.x = x;
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chunk->position.y = y;
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chunk->position.z = z;
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MAP.chunkOrder[index] = chunk;
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chunk_t *chunk = &MAP.chunks[i];
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chunk->position.x = x + position.x;
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chunk->position.y = y + position.y;
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chunk->position.z = z + position.z;
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MAP.chunkOrder[i] = chunk;
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errorChain(mapChunkLoad(chunk));
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index++;
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i++;
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}
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}
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}
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// Execute map script.
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errorOk();
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}
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errorret_t mapPositionSet(const chunkpos_t newPos) {
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if(!mapIsLoaded()) errorThrow("No map loaded");
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const chunkpos_t curPos = MAP.chunkPosition;
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if(chunkPositionIsEqual(curPos, newPos)) {
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errorOk();
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@@ -131,6 +165,7 @@ void mapChunkUnload(chunk_t* chunk) {
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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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@@ -138,28 +173,37 @@ void mapChunkUnload(chunk_t* chunk) {
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}
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errorret_t mapChunkLoad(chunk_t* chunk) {
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if(!mapIsLoaded()) errorThrow("No map loaded");
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char_t buffer[64];
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// TODO: Can probably move this to asset load logic?
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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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// Get chunk filepath.
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snprintf(buffer, sizeof(buffer), "%s/%d_%d_%d.dcf",
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MAP.filePath,
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chunk->position.x,
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chunk->position.y,
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chunk->position.z
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);
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// Chunk available?
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if(!assetFileExists(buffer)) {
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memoryZero(chunk->tiles, sizeof(chunk->tiles));
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errorOk();
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}
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// Load.
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errorChain(assetLoad(buffer, chunk));
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errorOk();
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}
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chunkindex_t mapGetChunkIndexAt(const chunkpos_t position) {
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if(!mapIsLoaded()) return -1;
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chunkpos_t relPos = {
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position.x - MAP.chunkPosition.x,
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position.y - MAP.chunkPosition.y,
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@@ -180,10 +224,13 @@ chunkindex_t mapGetChunkIndexAt(const chunkpos_t position) {
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chunk_t* mapGetChunk(const uint8_t index) {
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if(index >= MAP_CHUNK_COUNT) return NULL;
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if(!mapIsLoaded()) return NULL;
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return MAP.chunkOrder[index];
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}
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tile_t mapGetTile(const worldpos_t position) {
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if(!mapIsLoaded()) return TILE_SHAPE_NULL;
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chunkpos_t chunkPos;
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worldPosToChunkPos(&position, &chunkPos);
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chunkindex_t chunkIndex = mapGetChunkIndexAt(chunkPos);
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@@ -8,7 +8,10 @@
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#pragma once
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#include "rpg/world/chunk.h"
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#define MAP_FILE_PATH_MAX 128
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typedef struct map_s {
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char_t filePath[MAP_FILE_PATH_MAX];
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chunk_t chunks[MAP_CHUNK_COUNT];
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chunk_t *chunkOrder[MAP_CHUNK_COUNT];
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chunkpos_t chunkPosition;
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@@ -23,6 +26,25 @@ extern map_t MAP;
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*/
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errorret_t mapInit();
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/**
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* Checks if a map is loaded.
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*
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* @return true if a map is loaded, false otherwise.
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*/
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bool_t mapIsLoaded();
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/**
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* Loads a map from the given file path.
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*
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* @param path The file path.
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* @param position The initial chunk position.
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* @return An error code.
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*/
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errorret_t mapLoad(
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const char_t *path,
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const chunkpos_t position
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);
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/**
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* Updates the map.
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*/
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@@ -89,6 +89,8 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
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}
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void sceneMapRender(scenedata_t *data) {
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if(!mapIsLoaded()) return;
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// Look at target.
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vec3 cameraTarget;
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switch(RPG_CAMERA.mode) {
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@@ -166,6 +168,8 @@ void sceneMapRenderEntity(entity_t *entity) {
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}
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void sceneMapRenderMap() {
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assertTrue(mapIsLoaded(), "No map loaded to render");
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// For each chunk.
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for(uint32_t i = 0; i < MAP_CHUNK_COUNT; i++) {
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chunk_t *chunk = MAP.chunkOrder[i];
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@@ -10,6 +10,8 @@
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#include "assert/assert.h"
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#include "display/framebuffer.h"
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#include "util/string.h"
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#include "asset/asset.h"
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#include "script/scriptmanager.h"
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scenemanager_t SCENE_MANAGER;
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@@ -60,9 +62,20 @@ errorret_t sceneManagerSetScene(scene_t *scene) {
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SCENE_MANAGER.current = scene;
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if(scene && scene->init) {
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if(scene && (scene->flags & SCENE_FLAG_INITIALIZED) == 0) {
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scene->flags |= SCENE_FLAG_INITIALIZED;
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errorChain(scene->init(&SCENE_MANAGER.sceneData));
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if(scene->init) errorChain(scene->init(&SCENE_MANAGER.sceneData));
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// Execute scene script if it exists
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char_t buffer[256];
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snprintf(buffer, sizeof(buffer), "scene/%s.dsf", scene->name);
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if(assetFileExists(buffer)) {
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scriptcontext_t ctx;
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scriptContextInit(&ctx);
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errorChain(scriptContextExecFile(&ctx, buffer));
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scriptContextDispose(&ctx);
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}
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}
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errorOk();
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@@ -28,7 +28,6 @@ int32_t moduleSceneSetScene(lua_State *L) {
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errorret_t err = sceneManagerSetScene(scene);
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if(err.code != ERROR_OK) {
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luaL_error(L, "Failed to set scene '%s'", sceneName);
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return 0;
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}
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