Files
dusk/src/rpg/world/worldunit.c
2025-10-09 15:07:07 -05:00

62 lines
2.3 KiB
C

/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "worldunit.h"
#include "assert/assert.h"
void worldChunkPosAdd(worldchunkpos_t *pos, const worldsubtile_t amt) {
assertNotNull(pos, "Position pointer cannot be NULL");
/*
int32_t sum = (int32_t)pos->subtile + (int32_t)amt;
int32_t shifted = sum + 128; // may be negative or large
int32_t carry = div_floor(shifted, 256); // tiles to add (can be neg)
int32_t rem = mod_floor(shifted, 256); // 0..255
int32_t new_sub = rem - 128; // back to [-128,127]
pos->subtile = (int8_t)new_sub;
pos->tile = (uint8_t)((int32_t)pos->tile + carry); // wrap mod 256
*/
int32_t shiftedTotal = (int32_t)pos->subtile + (int32_t)amt + 128;
int32_t tileCarry = shiftedTotal >> 8; // divide by 256
int32_t wrappedSubtile = shiftedTotal - (tileCarry << 8);
pos->subtile = (int8_t)(wrappedSubtile - 128);
pos->tile = (uint8_t)(pos->tile + (uint8_t)tileCarry);
}
void worldPosAddSubtile(worldpos_t *pos, const worldsubtile_t amt) {
assertNotNull(pos, "Position pointer cannot be NULL");
// Same as worldChunkPosAdd but with chunk handling.
int32_t shiftedTotal = (int32_t)pos->subtile + (int32_t)amt + 128;
int32_t tileCarry = shiftedTotal >> 8; // divide by 256
int32_t wrappedSubtile = shiftedTotal - (tileCarry << 8);
pos->subtile = (int8_t)(wrappedSubtile - 128);
int32_t newTile = (int32_t)pos->tile + (int32_t)tileCarry;
int32_t chunkCarry = newTile / WORLD_CHUNK_SIZE;
pos->tile = (uint8_t)(newTile % WORLD_CHUNK_SIZE);
pos->chunk = (uint8_t)(pos->chunk + (uint8_t)chunkCarry);
}
float_t worldChunkPosToF32(const worldchunkpos_t pos, const uint8_t tileSize) {
const float_t scaleFactor = (float_t)tileSize * (1.0f / 256.0f);
return (
(float_t)pos.tile * (float_t)tileSize + ((float_t)pos.subtile + 128.0f) *
scaleFactor
);
}
float_t worldPosToF32(const worldpos_t pos, const uint8_t tileSize) {
const float_t scaleFactor = (float_t)tileSize * (1.0f / 256.0f);
const float_t chunkFactor = WORLD_CHUNK_SIZE * (float_t)tileSize;
return (
(float_t)pos.chunk * chunkFactor +
(float_t)pos.tile * (float_t)tileSize +
((float_t)pos.subtile + 128.0f) * scaleFactor
);
}