Add inventory.
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@@ -9,8 +9,6 @@
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#include "type/assetpaletteimage.h"
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#include "type/assetalphaimage.h"
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#include "type/assetlanguage.h"
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#include "type/assetmap.h"
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#include "type/assetchunk.h"
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#include "type/assetscript.h"
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#include <zip.h>
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@@ -20,8 +18,6 @@ typedef enum {
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ASSET_TYPE_PALETTE_IMAGE,
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ASSET_TYPE_ALPHA_IMAGE,
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ASSET_TYPE_LANGUAGE,
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ASSET_TYPE_MAP,
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ASSET_TYPE_CHUNK,
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ASSET_TYPE_SCRIPT,
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ASSET_TYPE_COUNT,
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@@ -72,19 +68,6 @@ static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
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.custom = assetLanguageHandler
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},
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[ASSET_TYPE_MAP] = {
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.header = "DMF",
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.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
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.dataSize = sizeof(1),
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.entire = assetMapLoad
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},
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[ASSET_TYPE_CHUNK] = {
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.header = "DCF",
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.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
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.custom = assetChunkLoad
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},
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[ASSET_TYPE_SCRIPT] = {
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.header = "DSF",
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.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
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@@ -9,7 +9,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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assetalphaimage.c
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assetpaletteimage.c
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assetlanguage.c
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assetmap.c
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assetchunk.c
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assetscript.c
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)
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@@ -1,178 +0,0 @@
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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 "asset/asset.h"
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#include "assert/assert.h"
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#include "rpg/entity/entity.h"
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#pragma pack(push, 1)
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typedef struct {
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uint32_t tileCount;
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uint8_t modelCount;
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uint8_t entityCount;
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} assetchunkheader_t;
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#pragma pack(pop)
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#pragma pack(push, 1)
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typedef struct {
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tile_t tile;
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} assetchunktiledata_t;
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#pragma pack(pop)
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#pragma pack(push, 1)
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typedef struct {
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uint32_t vertexCount;
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} assetchunkmodelheader_t;
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#pragma pack(pop)
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#pragma pack(push, 1)
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typedef struct {
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entitytype_t entityType;
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uint8_t localX;
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uint8_t localY;
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uint8_t localZ;
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} assetchunkentityheader_t;
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#pragma pack(pop)
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errorret_t assetChunkLoad(assetcustom_t custom) {
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assertNotNull(custom.output, "Output pointer cannot be NULL");
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assertNotNull(custom.zipFile, "Zip file pointer cannot be NULL");
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chunk_t *chunk = (chunk_t *)custom.output;
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assertTrue(chunk->meshCount == 0, "Chunk is not in a good state");
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// Read header
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assetchunkheader_t header;
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size_t bytesRead = zip_fread(
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custom.zipFile, &header, sizeof(assetchunkheader_t)
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);
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if(bytesRead != sizeof(assetchunkheader_t)) {
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zip_fclose(custom.zipFile);
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errorThrow("Failed to read chunk asset header.");
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}
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if(header.tileCount != CHUNK_TILE_COUNT) {
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zip_fclose(custom.zipFile);
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errorThrow(
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"Chunk asset has invalid tile count: %d (expected %d).",
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header.tileCount,
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CHUNK_TILE_COUNT
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);
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}
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if(header.modelCount > CHUNK_MESH_COUNT_MAX) {
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zip_fclose(custom.zipFile);
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errorThrow(
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"Chunk asset has too many models: %d (max %d).",
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header.modelCount,
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CHUNK_MESH_COUNT_MAX
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);
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}
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if(header.entityCount > CHUNK_ENTITY_COUNT_MAX) {
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zip_fclose(custom.zipFile);
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errorThrow(
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"Chunk asset has too many entities: %d (max %d).",
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header.entityCount,
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CHUNK_ENTITY_COUNT_MAX
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);
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}
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chunk->meshCount = header.modelCount;
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// Read tile data
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bytesRead = zip_fread(
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custom.zipFile,
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chunk->tiles,
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sizeof(assetchunktiledata_t) * header.tileCount
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);
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if(bytesRead != sizeof(assetchunktiledata_t) * header.tileCount) {
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zip_fclose(custom.zipFile);
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errorThrow("Failed to read chunk tile data.");
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}
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// For each model...
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uint32_t vertexIndex = 0;
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for(uint8_t i = 0; i < header.modelCount; i++) {
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assetchunkmodelheader_t modelHeader;
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bytesRead = zip_fread(
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custom.zipFile, &modelHeader, sizeof(assetchunkmodelheader_t)
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);
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if(bytesRead != sizeof(assetchunkmodelheader_t)) {
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zip_fclose(custom.zipFile);
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errorThrow("Failed to read chunk model header.");
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}
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if(
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vertexIndex + modelHeader.vertexCount >
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CHUNK_VERTEX_COUNT_MAX
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) {
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zip_fclose(custom.zipFile);
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errorThrow("Chunk model vertex count exceeds maximum.");
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}
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// Read vertex data.
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bytesRead = zip_fread(
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custom.zipFile,
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&chunk->vertices[vertexIndex],
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sizeof(meshvertex_t) * modelHeader.vertexCount
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);
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if(bytesRead != sizeof(meshvertex_t) * modelHeader.vertexCount) {
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zip_fclose(custom.zipFile);
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errorThrow("Failed to read chunk model vertex data.");
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}
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// Init the mesh
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if(modelHeader.vertexCount > 0) {
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mesh_t *mesh = &chunk->meshes[i];
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meshInit(
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mesh,
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MESH_PRIMITIVE_TRIANGLES,
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modelHeader.vertexCount,
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&chunk->vertices[vertexIndex]
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);
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vertexIndex += modelHeader.vertexCount;
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} else {
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chunk->meshes[i].vertexCount = 0;
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}
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}
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// Read entity data
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for(uint8_t i = 0; i < header.entityCount; i++) {
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assetchunkentityheader_t entityHeader;
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bytesRead = zip_fread(
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custom.zipFile, &entityHeader, sizeof(assetchunkentityheader_t)
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);
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if(bytesRead != sizeof(assetchunkentityheader_t)) {
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zip_fclose(custom.zipFile);
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errorThrow("Failed to read chunk entity header.");
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}
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uint8_t entityIndex = entityGetAvailable();
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if(entityIndex == 0xFF) {
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zip_fclose(custom.zipFile);
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errorThrow("No available entity slots.");
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}
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entity_t *entity = &ENTITIES[entityIndex];
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entityInit(entity, (entitytype_t)entityHeader.entityType);
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entity->position.x = (
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(chunk->position.x * CHUNK_WIDTH) + entityHeader.localX
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);
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entity->position.y = (
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(chunk->position.y * CHUNK_HEIGHT) + entityHeader.localY
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);
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entity->position.z = (
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(chunk->position.z * CHUNK_DEPTH) + entityHeader.localZ
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);
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chunk->entities[i] = entityIndex;
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}
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errorOk();
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}
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@@ -1,20 +0,0 @@
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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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#pragma once
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#include "error/error.h"
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#include "rpg/world/chunk.h"
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typedef struct assetcustom_s assetcustom_t;
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/**
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* Handles loading of chunk data from a chunk asset file.
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*
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* @param custom The custom asset loading parameters.
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* @return An error code.
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*/
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errorret_t assetChunkLoad(assetcustom_t custom);
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@@ -1,19 +0,0 @@
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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 "asset/asset.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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errorret_t assetMapLoad(void *data, void *output) {
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assertNotNull(data, "Data cannot be NULL");
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assertNotNull(output, "Output cannot be NULL");
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assertUnreachable("map not finished");
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errorOk();
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}
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@@ -1,20 +0,0 @@
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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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#pragma once
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#include "error/error.h"
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#include "rpg/world/map.h"
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#include "display/mesh/mesh.h"
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/**
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* Loads a map asset from the given data pointer into the output map structure.
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*
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* @param data Pointer to the raw assetmap_t data.
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* @param output Pointer to the map_t to load the map into.
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* @return An error code.
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*/
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errorret_t assetMapLoad(void *data, void *output);
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