Bunch of stuff done
This commit is contained in:
@@ -14,4 +14,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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# Subdirs
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add_subdirectory(display)
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add_subdirectory(locale)
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add_subdirectory(json)
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add_subdirectory(json)
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add_subdirectory(chunk)
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@@ -39,4 +39,10 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
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.loadAsync = assetJsonLoaderAsync,
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.dispose = assetJsonDispose
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},
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[ASSET_LOADER_TYPE_CHUNK] = {
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.loadSync = assetChunkLoaderSync,
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.loadAsync = assetChunkLoaderAsync,
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.dispose = assetChunkDispose
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},
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};
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@@ -11,6 +11,7 @@
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#include "asset/loader/display/assettilesetloader.h"
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#include "asset/loader/locale/assetlocaleloader.h"
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#include "asset/loader/json/assetjsonloader.h"
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#include "asset/loader/chunk/assetchunkloader.h"
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typedef enum {
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ASSET_LOADER_TYPE_NULL,
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@@ -20,6 +21,7 @@ typedef enum {
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ASSET_LOADER_TYPE_TILESET,
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ASSET_LOADER_TYPE_LOCALE,
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ASSET_LOADER_TYPE_JSON,
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ASSET_LOADER_TYPE_CHUNK,
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ASSET_LOADER_TYPE_COUNT
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} assetloadertype_t;
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@@ -30,6 +32,7 @@ typedef union {
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assettilesetloaderinput_t tileset;
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assetlocaleloaderinput_t locale;
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assetjsonloaderinput_t json;
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assetchunkloaderinput_t chunk;
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} assetloaderinput_t;
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typedef union {
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@@ -38,6 +41,7 @@ typedef union {
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assettilesetloaderloading_t tileset;
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assetlocaleloaderloading_t locale;
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assetjsonloaderloading_t json;
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assetchunkloaderloading_t chunk;
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} assetloaderloading_t;
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typedef union {
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@@ -46,6 +50,7 @@ typedef union {
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assettilesetoutput_t tileset;
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assetlocaleoutput_t locale;
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assetjsonoutput_t json;
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assetchunkoutput_t chunk;
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} assetloaderoutput_t;
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typedef struct assetloading_s assetloading_t;
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@@ -0,0 +1,10 @@
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# Copyright (c) 2026 Dominic Masters
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#
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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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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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assetchunkloader.c
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)
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@@ -0,0 +1,115 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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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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*/
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#include "assetchunkloader.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "util/endian.h"
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#include "asset/loader/assetloading.h"
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#include "asset/loader/assetentry.h"
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errorret_t assetChunkLoaderAsync(assetloading_t *loading) {
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assertNotNull(loading, "Loading cannot be NULL");
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assertNotMainThread("Should be called from an async thread.");
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if(loading->loading.chunk.state != ASSET_CHUNK_LOADING_STATE_READ_FILE) {
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errorOk();
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}
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assertNull(loading->loading.chunk.data, "Data already defined?");
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assetfile_t *file = &loading->loading.chunk.file;
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assetLoaderErrorChain(loading,
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assetFileInit(file, loading->entry->name, NULL, NULL)
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);
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uint8_t *data = memoryAllocate(file->size);
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assetLoaderErrorChain(loading, assetFileOpen(file));
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assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
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assetLoaderErrorChain(loading, assetFileClose(file));
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assetLoaderErrorChain(loading, assetFileDispose(file));
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assertTrue(
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file->lastRead == file->size,
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"Failed to read entire chunk file."
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);
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loading->loading.chunk.data = data;
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loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_PARSE;
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loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
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errorOk();
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}
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errorret_t assetChunkLoaderSync(assetloading_t *loading) {
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assertNotNull(loading, "Loading cannot be NULL");
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assertTrue(loading->type == ASSET_LOADER_TYPE_CHUNK, "Invalid type.");
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assertIsMainThread("Must be called from the main thread.");
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switch(loading->loading.chunk.state) {
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case ASSET_CHUNK_LOADING_STATE_INITIAL:
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loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_READ_FILE;
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loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
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errorOk();
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break;
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case ASSET_CHUNK_LOADING_STATE_PARSE:
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break;
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default:
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errorOk();
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}
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uint8_t *data = loading->loading.chunk.data;
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assertNotNull(data, "Chunk data should have been loaded by now.");
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if(data[0] != 'D' || data[1] != 'C' || data[2] != 'F') {
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memoryFree(data);
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assetLoaderErrorThrow(loading, "Invalid chunk file header");
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}
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uint32_t version = endianLittleToHost32(*(uint32_t *)(data + 4));
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if(version != ASSET_CHUNK_FILE_VERSION) {
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memoryFree(data);
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assetLoaderErrorThrow(
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loading, "Unsupported chunk file version %u", version
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);
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}
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assetchunkoutput_t *out = &loading->entry->data.chunk;
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size_t offset = 8;
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size_t tileSize = CHUNK_TILE_COUNT * sizeof(tile_t);
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memoryCopy(out->tiles, data + offset, tileSize);
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offset += tileSize;
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out->vertCount = endianLittleToHost32(*(uint32_t *)(data + offset));
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offset += sizeof(uint32_t);
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assertTrue(
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out->vertCount <= CHUNK_VERTEX_COUNT,
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"Chunk vertex count exceeds maximum."
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);
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memoryCopy(
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out->vertices,
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data + offset,
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out->vertCount * sizeof(meshvertex_t)
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);
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memoryFree(data);
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loading->loading.chunk.data = NULL;
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loading->entry->state = ASSET_ENTRY_STATE_LOADED;
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errorOk();
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}
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errorret_t assetChunkDispose(assetentry_t *entry) {
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assertNotNull(entry, "Entry cannot be NULL");
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assertTrue(entry->type == ASSET_LOADER_TYPE_CHUNK, "Invalid type.");
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assertIsMainThread("Must be called from the main thread.");
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errorOk();
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}
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@@ -0,0 +1,65 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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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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*/
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#pragma once
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#include "asset/assetfile.h"
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#include "rpg/overworld/chunk.h"
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#define ASSET_CHUNK_FILE_VERSION 1
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typedef struct assetloading_s assetloading_t;
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typedef struct assetentry_s assetentry_t;
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typedef struct {
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void *nothing;
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} assetchunkloaderinput_t;
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typedef enum {
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ASSET_CHUNK_LOADING_STATE_INITIAL,
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ASSET_CHUNK_LOADING_STATE_READ_FILE,
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ASSET_CHUNK_LOADING_STATE_PARSE,
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ASSET_CHUNK_LOADING_STATE_DONE
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} assetchunkloadingstate_t;
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typedef struct {
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assetfile_t file;
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assetchunkloadingstate_t state;
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uint8_t *data;
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} assetchunkloaderloading_t;
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typedef struct {
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tile_t tiles[CHUNK_TILE_COUNT];
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uint32_t vertCount;
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meshvertex_t vertices[CHUNK_VERTEX_COUNT];
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} assetchunkoutput_t;
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/**
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* Asynchronous loader for chunk assets. Reads the raw DCF file bytes into
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* the loading buffer so the sync phase can parse without blocking the
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* main thread on I/O.
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*
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* @param loading Loading information for the asset being loaded.
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* @return Error code indicating success or failure of the load operation.
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*/
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errorret_t assetChunkLoaderAsync(assetloading_t *loading);
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/**
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* Synchronous loader for chunk assets. Validates the DCF binary previously
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* read by the async phase and populates the output assetchunkoutput_t.
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*
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* @param loading Loading information for the asset being loaded.
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* @return Error code indicating success or failure of the load operation.
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*/
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errorret_t assetChunkLoaderSync(assetloading_t *loading);
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/**
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* Disposer for chunk assets.
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*
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* @param entry Asset entry containing the chunk data to dispose.
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* @return Error code indicating success or failure of the dispose operation.
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*/
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errorret_t assetChunkDispose(assetentry_t *entry);
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@@ -7,10 +7,10 @@
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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entity.c
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entityanim.c
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entitydir.c
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entityinteract.c
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player.c
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)
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add_subdirectory(anim)
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add_subdirectory(interact)
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add_subdirectory(npc)
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@@ -0,0 +1,13 @@
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# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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entityanim.c
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entityanimidle.c
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entityanimturn.c
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entityanimwalk.c
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entityanimrun.c
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)
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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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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*/
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#include "rpg/entity/entity.h"
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#include "time/time.h"
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const entityanimcallback_t ENTITY_ANIM_CALLBACKS[ENTITY_ANIM_COUNT] = {
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[ENTITY_ANIM_IDLE] = { entityAnimIdleUpdate },
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[ENTITY_ANIM_TURN] = { entityAnimTurnUpdate },
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[ENTITY_ANIM_WALK] = { entityAnimWalkUpdate },
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[ENTITY_ANIM_RUN] = { entityAnimRunUpdate },
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};
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void entityAnimUpdate(entity_t *entity) {
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if(entity->animation != ENTITY_ANIM_IDLE) {
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entity->animTime -= TIME.delta;
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if(entity->animTime <= 0) {
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entity->animation = ENTITY_ANIM_IDLE;
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entity->animTime = 0;
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}
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}
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ENTITY_ANIM_CALLBACKS[entity->animation].update(entity);
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}
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@@ -0,0 +1,37 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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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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*/
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#pragma once
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#include "dusk.h"
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#include "entityanimidle.h"
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#include "entityanimturn.h"
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#include "entityanimwalk.h"
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#include "entityanimrun.h"
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typedef struct entity_s entity_t;
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typedef enum {
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ENTITY_ANIM_IDLE,
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ENTITY_ANIM_TURN,
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ENTITY_ANIM_WALK,
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ENTITY_ANIM_RUN,
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ENTITY_ANIM_COUNT
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} entityanim_t;
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typedef struct {
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/** Updates the render position for this animation state. */
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void (*update)(entity_t *entity);
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} entityanimcallback_t;
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extern const entityanimcallback_t ENTITY_ANIM_CALLBACKS[ENTITY_ANIM_COUNT];
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/**
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* Updates the entity animation timer and render position.
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*
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* @param entity Pointer to the entity to update.
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*/
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void entityAnimUpdate(entity_t *entity);
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@@ -0,0 +1,14 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
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*/
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#include "rpg/entity/entity.h"
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void entityAnimIdleUpdate(entity_t *entity) {
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entity->renderPosition[0] = (float_t)entity->position.x;
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entity->renderPosition[1] = (float_t)entity->position.y;
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entity->renderPosition[2] = (float_t)entity->position.z;
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}
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@@ -0,0 +1,18 @@
|
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/**
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* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
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#pragma once
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#include "dusk.h"
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typedef struct entity_s entity_t;
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/**
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* Updates render position for the idle animation state.
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*
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* @param entity Pointer to the entity to update.
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*/
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void entityAnimIdleUpdate(entity_t *entity);
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@@ -0,0 +1,21 @@
|
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/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
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#include "rpg/entity/entity.h"
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|
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void entityAnimRunUpdate(entity_t *entity) {
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float_t t = 1.0f - (entity->animTime / ENTITY_ANIM_RUN_DURATION);
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entity->renderPosition[0] = (float_t)entity->lastPosition.x + t * (
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(float_t)entity->position.x - (float_t)entity->lastPosition.x
|
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);
|
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entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
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(float_t)entity->position.y - (float_t)entity->lastPosition.y
|
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);
|
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entity->renderPosition[2] = (float_t)entity->lastPosition.z + t * (
|
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(float_t)entity->position.z - (float_t)entity->lastPosition.z
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
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#include "dusk.h"
|
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#include "time/time.h"
|
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|
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typedef struct entity_s entity_t;
|
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|
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#define ENTITY_ANIM_RUN_DURATION TIME_TICKS_TO_TIME(6)
|
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|
||||
/**
|
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* Updates render position for the run animation state.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void entityAnimRunUpdate(entity_t *entity);
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "rpg/entity/entity.h"
|
||||
|
||||
void entityAnimTurnUpdate(entity_t *entity) {
|
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entity->renderPosition[0] = (float_t)entity->position.x;
|
||||
entity->renderPosition[1] = (float_t)entity->position.y;
|
||||
entity->renderPosition[2] = (float_t)entity->position.z;
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "time/time.h"
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
#define ENTITY_ANIM_TURN_DURATION TIME_TICKS_TO_TIME(2)
|
||||
|
||||
/**
|
||||
* Updates render position for the turn animation state.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void entityAnimTurnUpdate(entity_t *entity);
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "rpg/entity/entity.h"
|
||||
|
||||
void entityAnimWalkUpdate(entity_t *entity) {
|
||||
float_t t = 1.0f - (entity->animTime / ENTITY_ANIM_WALK_DURATION);
|
||||
entity->renderPosition[0] = (float_t)entity->lastPosition.x + t * (
|
||||
(float_t)entity->position.x - (float_t)entity->lastPosition.x
|
||||
);
|
||||
entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
|
||||
(float_t)entity->position.y - (float_t)entity->lastPosition.y
|
||||
);
|
||||
entity->renderPosition[2] = (float_t)entity->lastPosition.z + t * (
|
||||
(float_t)entity->position.z - (float_t)entity->lastPosition.z
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "time/time.h"
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
#define ENTITY_ANIM_WALK_DURATION TIME_TICKS_TO_TIME(10)
|
||||
|
||||
/**
|
||||
* Updates render position for the walk animation state.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void entityAnimWalkUpdate(entity_t *entity);
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "util/math.h"
|
||||
#include "rpg/cutscene/cutscenemode.h"
|
||||
#include "rpg/overworld/map.h"
|
||||
#include "rpg/overworld/chunk.h"
|
||||
#include "rpg/overworld/tile.h"
|
||||
|
||||
entity_t ENTITIES[ENTITY_COUNT];
|
||||
@@ -28,6 +29,7 @@ void entityInit(entity_t *entity, const entitytype_t type) {
|
||||
memoryZero(entity, sizeof(entity_t));
|
||||
entity->id = (uint8_t)(entity - ENTITIES);
|
||||
entity->type = type;
|
||||
entity->chunkIndex = 0xFF;
|
||||
|
||||
if(ENTITY_CALLBACKS[type].init != NULL) ENTITY_CALLBACKS[type].init(entity);
|
||||
}
|
||||
@@ -216,4 +218,32 @@ uint8_t entityGetAvailable() {
|
||||
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
|
||||
|
||||
return 0xFF;
|
||||
}
|
||||
|
||||
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
|
||||
if(entity->chunkIndex != 0xFF) {
|
||||
chunk_t *old = mapGetChunk(entity->chunkIndex);
|
||||
if(old != NULL) {
|
||||
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
|
||||
if(old->entities[i] != entity->id) continue;
|
||||
old->entities[i] = 0xFF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
entity->chunkIndex = chunkIndex;
|
||||
|
||||
if(chunkIndex != 0xFF) {
|
||||
chunk_t *next = mapGetChunk(chunkIndex);
|
||||
if(next != NULL) {
|
||||
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
|
||||
if(next->entities[i] != 0xFF) continue;
|
||||
next->entities[i] = entity->id;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,8 +7,8 @@
|
||||
|
||||
#pragma once
|
||||
#include "entitydir.h"
|
||||
#include "entityanim.h"
|
||||
#include "entityinteract.h"
|
||||
#include "anim/entityanim.h"
|
||||
#include "interact/entityinteract.h"
|
||||
#include "entitytype.h"
|
||||
#include "npc/npc.h"
|
||||
|
||||
@@ -29,6 +29,8 @@ typedef struct entity_s {
|
||||
float_t animTime;
|
||||
|
||||
entityinteract_t interact;
|
||||
|
||||
uint8_t chunkIndex;
|
||||
} entity_t;
|
||||
|
||||
extern entity_t ENTITIES[ENTITY_COUNT];
|
||||
@@ -107,7 +109,16 @@ 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();
|
||||
uint8_t entityGetAvailable();
|
||||
|
||||
/**
|
||||
* Assigns an entity to a chunk, removing it from its current chunk first.
|
||||
* Pass 0xFF as chunkIndex to detach the entity from any chunk.
|
||||
*
|
||||
* @param entity Pointer to the entity.
|
||||
* @param chunkIndex Index of the chunk to assign to, or 0xFF for none.
|
||||
*/
|
||||
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex);
|
||||
@@ -1,41 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "time/time.h"
|
||||
|
||||
void entityAnimUpdate(entity_t *entity) {
|
||||
if(entity->animation != ENTITY_ANIM_IDLE) {
|
||||
entity->animTime -= TIME.delta;
|
||||
if(entity->animTime <= 0) {
|
||||
entity->animation = ENTITY_ANIM_IDLE;
|
||||
entity->animTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if(
|
||||
entity->animation == ENTITY_ANIM_WALK ||
|
||||
entity->animation == ENTITY_ANIM_RUN
|
||||
) {
|
||||
float_t duration = entity->animation == ENTITY_ANIM_WALK ?
|
||||
ENTITY_ANIM_WALK_DURATION : ENTITY_ANIM_RUN_DURATION;
|
||||
float_t t = 1.0f - (entity->animTime / duration);
|
||||
entity->renderPosition[0] = (float_t)entity->lastPosition.x + t * (
|
||||
(float_t)entity->position.x - (float_t)entity->lastPosition.x
|
||||
);
|
||||
entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
|
||||
(float_t)entity->position.y - (float_t)entity->lastPosition.y
|
||||
);
|
||||
entity->renderPosition[2] = (float_t)entity->lastPosition.z + t * (
|
||||
(float_t)entity->position.z - (float_t)entity->lastPosition.z
|
||||
);
|
||||
} else {
|
||||
entity->renderPosition[0] = (float_t)entity->position.x;
|
||||
entity->renderPosition[1] = (float_t)entity->position.y;
|
||||
entity->renderPosition[2] = (float_t)entity->position.z;
|
||||
}
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "time/time.h"
|
||||
|
||||
#define ENTITY_ANIM_TURN_DURATION TIME_TICKS_TO_TIME(2)
|
||||
#define ENTITY_ANIM_WALK_DURATION TIME_TICKS_TO_TIME(12)
|
||||
#define ENTITY_ANIM_RUN_DURATION TIME_TICKS_TO_TIME(6)
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
typedef enum {
|
||||
ENTITY_ANIM_IDLE,
|
||||
ENTITY_ANIM_TURN,
|
||||
ENTITY_ANIM_WALK,
|
||||
ENTITY_ANIM_RUN,
|
||||
} entityanim_t;
|
||||
|
||||
/**
|
||||
* Updates the entity's animation state.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void entityAnimUpdate(entity_t *entity);
|
||||
@@ -0,0 +1,9 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
entityinteract.c
|
||||
)
|
||||
+1
-1
@@ -5,7 +5,7 @@
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "rpg/entity/entity.h"
|
||||
#include "assert/assert.h"
|
||||
#include "rpg/cutscene/cutscenesystem.h"
|
||||
#include "ui/rpg/uitextboxmain.h"
|
||||
@@ -10,4 +10,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
map.c
|
||||
worldpos.c
|
||||
tile.c
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
@@ -22,7 +22,6 @@ typedef struct chunk_s {
|
||||
meshvertex_t vertices[CHUNK_VERTEX_COUNT];
|
||||
uint32_t vertCount;
|
||||
mesh_t mesh;
|
||||
color_t testColor;
|
||||
|
||||
// uint8_t meshCount;
|
||||
// meshvertex_t vertices[CHUNK_VERTEX_COUNT_MAX];
|
||||
|
||||
@@ -202,84 +202,65 @@ errorret_t mapDispose() {
|
||||
}
|
||||
|
||||
void mapChunkUnload(chunk_t* chunk) {
|
||||
uint8_t chunkIndex = (uint8_t)(chunk - MAP.chunks);
|
||||
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
|
||||
if(chunk->entities[i] == 0xFF) break;
|
||||
if(chunk->entities[i] == 0xFF) continue;
|
||||
entity_t *entity = &ENTITIES[chunk->entities[i]];
|
||||
entity->type = ENTITY_TYPE_NULL;
|
||||
assertTrue(
|
||||
entity->chunkIndex == chunkIndex,
|
||||
"Entity chunk index does not match chunk"
|
||||
);
|
||||
if(entity->type == ENTITY_TYPE_PLAYER) {
|
||||
entitySetChunk(entity, 0xFF);
|
||||
} else {
|
||||
entity->type = ENTITY_TYPE_NULL;
|
||||
}
|
||||
}
|
||||
chunk->vertCount = 0;
|
||||
}
|
||||
|
||||
errorret_t mapChunkLoad(chunk_t* chunk) {
|
||||
if(!mapIsLoaded()) errorThrow("No map loaded");
|
||||
|
||||
color_t color = COLOR_WHITE;
|
||||
if(chunk->position.y % 2 == 0) {
|
||||
if(chunk->position.x % 2 == 0) {
|
||||
color = COLOR_BLACK;
|
||||
} else {
|
||||
color = COLOR_WHITE;
|
||||
}
|
||||
} else {
|
||||
if(chunk->position.x % 2 == 0) {
|
||||
color = COLOR_WHITE;
|
||||
} else {
|
||||
color = COLOR_BLACK;
|
||||
}
|
||||
}
|
||||
// if(chunk->position.x == 0 && chunk->position.y == 0 && chunk->position.z == 0) {
|
||||
// color = COLOR_RED;
|
||||
// }
|
||||
chunk->testColor = color;
|
||||
|
||||
memorySet(chunk->tiles, TILE_SHAPE_GROUND, sizeof(chunk->tiles));
|
||||
|
||||
memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
|
||||
chunk->vertCount = 0;
|
||||
|
||||
if(chunk->position.z != 0) {
|
||||
char_t name[64];
|
||||
stringFormat(
|
||||
name, sizeof(name),
|
||||
"chunks/%d_%d_%d.dcf",
|
||||
(int32_t)chunk->position.x,
|
||||
(int32_t)chunk->position.y,
|
||||
(int32_t)chunk->position.z
|
||||
);
|
||||
|
||||
if(!assetFileExists(name)) {
|
||||
memorySet(chunk->tiles, TILE_SHAPE_GROUND, sizeof(chunk->tiles));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Set Chunk sprites.
|
||||
vec3 spriteMin = {
|
||||
chunk->position.x * CHUNK_WIDTH,
|
||||
chunk->position.y * CHUNK_HEIGHT,
|
||||
chunk->position.z * CHUNK_DEPTH
|
||||
};
|
||||
|
||||
spritebatchsprite_t sprites[CHUNK_TILE_COUNT];
|
||||
uint32_t i = 0;
|
||||
for(uint8_t x = 0; x < CHUNK_WIDTH; x++) {
|
||||
for(uint8_t y = 0; y < CHUNK_HEIGHT; y++) {
|
||||
glm_vec3_copy(spriteMin, sprites[i].min);
|
||||
glm_vec3_add(
|
||||
sprites[i].min,
|
||||
(vec3){ x, y, 0 },
|
||||
sprites[i].min
|
||||
);
|
||||
assetentry_t *entry = assetLock(name, ASSET_LOADER_TYPE_CHUNK, NULL);
|
||||
assertNotNull(entry, "Failed to get chunk asset entry");
|
||||
|
||||
glm_vec3_copy(sprites[i].min, sprites[i].max);
|
||||
glm_vec3_add(
|
||||
sprites[i].max,
|
||||
(vec3){ 1, 1, 0 },
|
||||
sprites[i].max
|
||||
);
|
||||
|
||||
glm_vec2_copy((vec2){ 0, 0 }, sprites[i].uvMin);
|
||||
glm_vec2_copy((vec2){ 1, 1 }, sprites[i].uvMax);
|
||||
|
||||
i++;
|
||||
}
|
||||
errorret_t ret = assetRequireLoaded(entry);
|
||||
if(errorIsNotOk(ret)) {
|
||||
assetUnlockEntry(entry);
|
||||
return ret;
|
||||
}
|
||||
chunk->vertCount = i * QUAD_VERTEX_COUNT;
|
||||
spriteBatchBufferToMesh(
|
||||
sprites,
|
||||
i,
|
||||
chunk->vertices,
|
||||
chunk->vertCount
|
||||
);
|
||||
errorChain(meshFlush(&chunk->mesh, 0, chunk->vertCount));
|
||||
|
||||
memoryCopy(
|
||||
chunk->tiles, entry->data.chunk.tiles, sizeof(chunk->tiles)
|
||||
);
|
||||
chunk->vertCount = entry->data.chunk.vertCount;
|
||||
memoryCopy(
|
||||
chunk->vertices,
|
||||
entry->data.chunk.vertices,
|
||||
chunk->vertCount * sizeof(meshvertex_t)
|
||||
);
|
||||
assetUnlockEntry(entry);
|
||||
|
||||
if(chunk->vertCount == 0) errorOk();
|
||||
errorChain(meshFlush(&chunk->mesh, 0, chunk->vertCount));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
@@ -11,14 +11,14 @@
|
||||
#define TILE_SIZE_PIXELS 24
|
||||
|
||||
#define CHUNK_WIDTH 16
|
||||
#define CHUNK_HEIGHT 14
|
||||
#define CHUNK_DEPTH 8
|
||||
#define CHUNK_HEIGHT 16
|
||||
#define CHUNK_DEPTH 32
|
||||
|
||||
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
|
||||
|
||||
#define MAP_CHUNK_WIDTH 5
|
||||
#define MAP_CHUNK_HEIGHT 3
|
||||
#define MAP_CHUNK_DEPTH 2
|
||||
#define MAP_CHUNK_DEPTH 1
|
||||
#define MAP_CHUNK_COUNT (MAP_CHUNK_WIDTH * MAP_CHUNK_HEIGHT * MAP_CHUNK_DEPTH)
|
||||
|
||||
#define ENTITY_COUNT 32
|
||||
|
||||
@@ -37,6 +37,12 @@ errorret_t rpgInit(void) {
|
||||
entityInit(ent, ENTITY_TYPE_PLAYER);
|
||||
RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
|
||||
RPG_CAMERA.followEntity.followEntityId = ent->id;
|
||||
{
|
||||
chunkpos_t cp;
|
||||
worldPosToChunkPos(&ent->position, &cp);
|
||||
chunkindex_t ci = mapGetChunkIndexAt(cp);
|
||||
if(ci != -1) entitySetChunk(ent, (uint8_t)ci);
|
||||
}
|
||||
|
||||
uint8_t npcIndex = entityGetAvailable();
|
||||
entity_t *npc = &ENTITIES[npcIndex];
|
||||
@@ -45,6 +51,12 @@ errorret_t rpgInit(void) {
|
||||
npc->position = (worldpos_t){ 3, 3, 0 };
|
||||
npc->interact.type = ENTITY_INTERACT_PRINT;
|
||||
npc->interact.data.message = "hello world";
|
||||
{
|
||||
chunkpos_t cp;
|
||||
worldPosToChunkPos(&npc->position, &cp);
|
||||
chunkindex_t ci = mapGetChunkIndexAt(cp);
|
||||
if(ci != -1) entitySetChunk(npc, (uint8_t)ci);
|
||||
}
|
||||
|
||||
npcpath_t *path = &npc->data.npc.moveData.path;
|
||||
path->positions[0] = (worldpos_t){ 3, 3, 0 };
|
||||
|
||||
@@ -13,15 +13,32 @@
|
||||
#include "display/screen/screen.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
#include "display/spritebatch/spritebatch.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
#include "rpg/overworld/map.h"
|
||||
#include "rpg/entity/entity.h"
|
||||
#include "rpg/rpgcamera.h"
|
||||
|
||||
#define TEXTURE_CHUNK_SIZE 16
|
||||
|
||||
static texture_t TEXTURE_CHUNK;
|
||||
static color_t TEXTURE_CHUNK_PIXELS[TEXTURE_CHUNK_SIZE * TEXTURE_CHUNK_SIZE];
|
||||
|
||||
errorret_t sceneOverworldInit(scenedata_t *sceneData) {
|
||||
assertNotNull(sceneData, "Scene data cannot be null");
|
||||
|
||||
|
||||
for(uint32_t i = 0; i < TEXTURE_CHUNK_SIZE * TEXTURE_CHUNK_SIZE; i++) {
|
||||
uint8_t r = (uint8_t)((i & 7) * 36);
|
||||
uint8_t g = (uint8_t)(((i >> 3) & 7) * 36);
|
||||
uint8_t b = (uint8_t)((i >> 6) * 85);
|
||||
TEXTURE_CHUNK_PIXELS[i] = color4b(r, g, b, 255);
|
||||
}
|
||||
errorChain(textureInit(
|
||||
&TEXTURE_CHUNK,
|
||||
TEXTURE_CHUNK_SIZE, TEXTURE_CHUNK_SIZE,
|
||||
TEXTURE_FORMAT_RGBA,
|
||||
(texturedata_t){ .rgbaColors = TEXTURE_CHUNK_PIXELS }
|
||||
));
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -84,7 +101,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
|
||||
shadermaterial_t chunkMaterial = {
|
||||
.unlit = {
|
||||
.color = COLOR_WHITE,
|
||||
.texture = NULL
|
||||
.texture = &TEXTURE_CHUNK
|
||||
}
|
||||
};
|
||||
|
||||
@@ -98,7 +115,6 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
|
||||
continue;
|
||||
}
|
||||
|
||||
chunkMaterial.unlit.color = chunk->testColor;
|
||||
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
|
||||
errorChain(meshDraw(&chunk->mesh, 0, chunk->vertCount));
|
||||
i++;
|
||||
@@ -143,7 +159,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
|
||||
errorret_t sceneOverworldDispose(scenedata_t *sceneData) {
|
||||
assertNotNull(sceneData, "Scene data cannot be null");
|
||||
|
||||
|
||||
errorChain(textureDispose(&TEXTURE_CHUNK));
|
||||
|
||||
errorOk();
|
||||
}
|
||||
Reference in New Issue
Block a user