Added diagonal ramps
This commit is contained in:
@@ -112,15 +112,19 @@ errorret_t assetChunkLoad(assetcustom_t custom) {
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}
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// Init the mesh
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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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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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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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errorOk();
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@@ -25,6 +25,10 @@ TILE_SHAPE_RAMP_SOUTH = 2
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TILE_SHAPE_RAMP_WEST = 3
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TILE_SHAPE_RAMP_EAST = 4
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TILE_SHAPE_RAMP_NORTH = 5
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TILE_SHAPE_RAMP_SOUTHWEST = 6
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TILE_SHAPE_RAMP_SOUTHEAST = 7
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TILE_SHAPE_RAMP_NORTHWEST = 8
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TILE_SHAPE_RAMP_NORTHEAST = 9
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RPG_CAMERA_FOV = 70
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RPG_CAMERA_PIXELS_PER_UNIT = 1.0
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@@ -84,8 +84,30 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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// Are we walking up a ramp?
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if(
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tileIsRamp(tileCurrent) &&
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(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent &&
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newPos.z < (MAP_CHUNK_DEPTH - 1)
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(
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// Can only walk UP the direction the ramp faces.
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(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent ||
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// If diagonal ramp, can go up one of two ways only.
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(
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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)
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)
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// Must be able to walk up.
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) && newPos.z < (MAP_CHUNK_DEPTH - 1)
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) {
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tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
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worldpos_t abovePos = newPos;
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@@ -104,7 +126,29 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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if(
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tileBelow != TILE_SHAPE_NULL &&
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tileIsRamp(tileBelow) &&
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(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow
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(
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// This handles regular cardinal ramps
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(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow ||
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// This handles diagonal ramps
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(
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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)
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)
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)
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) {
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// We will fall to this tile.
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fall = true;
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@@ -127,6 +127,7 @@ void mapDispose() {
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void mapChunkUnload(chunk_t* chunk) {
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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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@@ -135,6 +136,7 @@ errorret_t mapChunkLoad(chunk_t* chunk) {
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char_t buffer[64];
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chunk->meshCount = 0;
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memoryZero(chunk->meshes, sizeof(chunk->meshes));
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snprintf(buffer, sizeof(buffer), "map/map/%d_%d_%d.dcf",
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chunk->position.x,
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@@ -9,15 +9,11 @@
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bool_t tileIsWalkable(const tile_t tile) {
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switch(tile) {
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case TILE_SHAPE_FLOOR:
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case TILE_SHAPE_RAMP_NORTH:
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case TILE_SHAPE_RAMP_SOUTH:
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case TILE_SHAPE_RAMP_EAST:
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case TILE_SHAPE_RAMP_WEST:
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return true;
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case TILE_SHAPE_NULL:
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return false;
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default:
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return false;
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return true;
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}
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}
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@@ -27,6 +23,10 @@ bool_t tileIsRamp(const tile_t tile) {
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case TILE_SHAPE_RAMP_SOUTH:
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case TILE_SHAPE_RAMP_EAST:
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case TILE_SHAPE_RAMP_WEST:
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case TILE_SHAPE_RAMP_NORTHEAST:
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case TILE_SHAPE_RAMP_NORTHWEST:
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case TILE_SHAPE_RAMP_SOUTHEAST:
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case TILE_SHAPE_RAMP_SOUTHWEST:
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return true;
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default:
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@@ -169,6 +169,7 @@ void sceneMapRenderMap() {
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for(uint8_t j = 0; j < chunk->meshCount; j++) {
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mesh_t *mesh = &chunk->meshes[j];
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if(mesh->vertexCount == 0) continue;
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textureBind(NULL);
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meshDraw(mesh, -1, -1);
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}
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