Reintroduce multiple maps: per-map chunk directories + map_t name/mapSetMap

Move chunk assets from a single flat assetsraw/chunks (and assets/chunks)
into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so
terrain mesh/model output no longer collides across maps sharing chunk
coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/
mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded
flag; mapInit() now just resets state and mapSetMap() does the chunk
grid load. Updated the chunk asset tool and the map editor's dev
server/client to match.
This commit is contained in:
2026-09-07 21:28:07 -05:00
parent b3623c84a5
commit db42bca44b
32 changed files with 125 additions and 47 deletions
+2 -1
View File
@@ -9,12 +9,13 @@
#include "rpg/overworld/map.h"
#include "rpg/overworld/tile.h"
#include "util/memory.h"
#include "util/string.h"
void entityTestFixtureReset(void) {
memoryZero(ENTITIES, sizeof(ENTITIES));
memoryZero(&MAP, sizeof(map_t));
MAP.loaded = true;
stringCopy(MAP.name, "test", MAP_NAME_MAX);
MAP.chunkPosition = (chunkpos_t){ 0, 0, 0 };
chunk_t *chunk = &MAP.chunks[0];