Add inventory.
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269
archive/rpg/overworld/map.c
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269
archive/rpg/overworld/map.c
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/**
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* Copyright (c) 2025 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 "map.h"
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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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#include "util/string.h"
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#include "script/scriptcontext.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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// 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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// Determine directory path (it is dirname)
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stringCopy(MAP.dirPath, path, MAP_FILE_PATH_MAX);
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char_t *last = stringFindLastChar(MAP.dirPath, '/');
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if(last == NULL) errorThrow("Invalid map file path");
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// Store filename, sans extension
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stringCopy(MAP.fileName, last + 1, MAP_FILE_PATH_MAX);
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*last = '\0'; // Terminate to get directory path
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last = stringFindLastChar(MAP.fileName, '.');
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if(last == NULL) errorThrow("Map file name has no extension");
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*last = '\0'; // Terminate to remove extension
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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[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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i++;
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}
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}
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}
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// Execute map script.
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char_t scriptPath[MAP_FILE_PATH_MAX + 16];
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stringFormat(
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scriptPath, sizeof(scriptPath), "%s/%s.dsf",
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MAP.dirPath, MAP.fileName
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);
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if(assetFileExists(scriptPath)) {
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scriptcontext_t ctx;
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errorChain(scriptContextInit(&ctx));
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errorChain(scriptContextExecFile(&ctx, scriptPath));
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scriptContextDispose(&ctx);
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}
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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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}
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// Determine which chunks remain loaded
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chunkindex_t chunksRemaining[MAP_CHUNK_COUNT] = {0};
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chunkindex_t chunksFreed[MAP_CHUNK_COUNT] = {0};
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uint32_t remainingCount = 0;
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uint32_t freedCount = 0;
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for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
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// Will this chunk remain loaded?
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chunk_t *chunk = &MAP.chunks[i];
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if(
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chunk->position.x >= newPos.x &&
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chunk->position.x < newPos.x + MAP_CHUNK_WIDTH &&
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chunk->position.y >= newPos.y &&
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chunk->position.y < newPos.y + MAP_CHUNK_HEIGHT &&
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chunk->position.z >= newPos.z &&
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chunk->position.z < newPos.z + MAP_CHUNK_DEPTH
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) {
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// Stays loaded
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chunksRemaining[remainingCount++] = i;
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continue;
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}
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// Not remaining loaded
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chunksFreed[freedCount++] = i;
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}
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// Unload the freed chunks
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for(chunkindex_t i = 0; i < freedCount; i++) {
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chunk_t *chunk = &MAP.chunks[chunksFreed[i]];
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mapChunkUnload(chunk);
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}
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// This can probably be optimized later, for now we check each chunk and see
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// if it needs loading or not, and update the chunk order
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chunkindex_t orderIndex = 0;
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for(chunkunit_t zOff = 0; zOff < MAP_CHUNK_DEPTH; zOff++) {
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for(chunkunit_t yOff = 0; yOff < MAP_CHUNK_HEIGHT; yOff++) {
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for(chunkunit_t xOff = 0; xOff < MAP_CHUNK_WIDTH; xOff++) {
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const chunkpos_t newChunkPos = {
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newPos.x + xOff, newPos.y + yOff, newPos.z + zOff
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};
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// Is this chunk already loaded (was not unloaded earlier)?
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chunkindex_t chunkIndex = -1;
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for(chunkindex_t i = 0; i < remainingCount; i++) {
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chunk_t *chunk = &MAP.chunks[chunksRemaining[i]];
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if(!chunkPositionIsEqual(chunk->position, newChunkPos)) continue;
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chunkIndex = chunksRemaining[i];
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break;
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}
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// Need to load this chunk
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if(chunkIndex == -1) {
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// Find a freed chunk to reuse
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chunkIndex = chunksFreed[--freedCount];
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chunk_t *chunk = &MAP.chunks[chunkIndex];
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chunk->position = newChunkPos;
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errorChain(mapChunkLoad(chunk));
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}
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MAP.chunkOrder[orderIndex++] = &MAP.chunks[chunkIndex];
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}
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}
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}
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// Update map position
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MAP.chunkPosition = newPos;
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errorOk();
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}
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void mapUpdate() {
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}
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void mapDispose() {
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for(chunkindex_t 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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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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}
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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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// Get chunk filepath.
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snprintf(buffer, sizeof(buffer), "%s/chunks/%d_%d_%d.dcf",
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MAP.dirPath,
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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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position.z - MAP.chunkPosition.z
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};
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if(
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relPos.x < 0 || relPos.y < 0 || relPos.z < 0 ||
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relPos.x >= MAP_CHUNK_WIDTH ||
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relPos.y >= MAP_CHUNK_HEIGHT ||
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relPos.z >= MAP_CHUNK_DEPTH
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) {
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return -1;
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}
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return chunkPosToIndex(&relPos);
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}
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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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if(chunkIndex == -1) return TILE_SHAPE_NULL;
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chunk_t *chunk = mapGetChunk(chunkIndex);
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assertNotNull(chunk, "Chunk pointer cannot be NULL");
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chunktileindex_t tileIndex = worldPosToChunkTileIndex(&position);
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return chunk->tiles[tileIndex];
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}
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