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engine.c
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// cc -lSDL2 this.c ; ./a.out media/sprite.bmp media/tileset.bmp media/tilemap.bin 256
#if tcc
#define SDL_MAIN_HANDLED
#define SDL_DISABLE_IMMINTRIN_H
#endif
#include <SDL2/SDL.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <string.h>
#define MAX(A, B) (A > B ? A : B)
#define MIN(A, B) (A < B ? A : B)
#define u8str(u) hex(u >> 4), hex(u)
#define u16str(u) u8str(u >> 8), u8str(u)
struct {
SDL_Renderer* render;
SDL_Window* window;
uint32_t width, height;
int32_t x, y; // cam position on the world map
uint32_t shift; // cam latency (log2) when following player
SDL_Texture* font;
} view;
struct {
uint8_t* map[2];
uint32_t cols, rows, total;
uint8_t walkable, colision, swimming, paddling, sloshing, solid_se, solid_sw, solid_ne, solid_nw, slippery, teleport, bridge_h, bridge_v, stair_ru, stair_rd;
} tilemap;
struct {
SDL_Texture* texture[2];
int size;
} tileset;
struct {
SDL_Texture* texture[2];
uint32_t col, row, width, height;
uint32_t x, y;
// uint8_t* map_cache;
} layers;
struct {
SDL_Texture* texture;
uint32_t dir, step, speed;
int32_t size, x, y, old_x, old_y; // in pixel
_Bool debug, dead, god, on_bridge_from_side;
} player;
char hex(uint8_t u)
{
u &= 0xf;
return (u >= 0 && u <= 9) ? '0' + u : 'A' + u - 10;
}
uint8_t getTileAt(uint32_t x, uint32_t y) {
int32_t tile_x = x / tileset.size; // (player.x + (player.size / 2))
int32_t tile_y = y / tileset.size; // (player.y + player.size - 4)
return tilemap.map[0][tile_x + (tile_y * tilemap.cols)];
}
void movePlayer(int32_t dx, int32_t dy)
{
int32_t old_x = player.x;
int32_t old_y = player.y;
if (player.x + dx > tilemap.cols * tileset.size)
dx = 0;
if (player.y + dy > tilemap.rows * tileset.size)
dy = 0;
uint8_t tile_idx = getTileAt(player.x + dx, player.y + dy);
int32_t tile_x = (player.x + dx) % tileset.size;
int32_t tile_y = (player.y + dy) % tileset.size;
if (player.god || tile_idx <= tilemap.walkable) {
player.x += dx;
player.y += dy;
} else if (tile_idx <= tilemap.colision) {
} else if (tile_idx <= tilemap.swimming) {
player.x += dx / 2;
player.y += dy / 2;
} else if (tile_idx <= tilemap.paddling) {
player.x += dx / 2;
player.y += dy / 2;
} else if (tile_idx <= tilemap.sloshing) {
player.x += dx / 2;
player.y += dy / 2;
//SE SW NE NW
} else if (tile_idx <= tilemap.solid_se) {
if (tile_x <= (tileset.size - tile_y)) { //not in the N-E corner: can move
player.x += dx;
player.y += dy;
} else { // over the corner
player.x += -dy;
player.y += -dx;
}
} else if (tile_idx <= tilemap.solid_sw) {
if (tile_x >= tile_y) { // not in the N-W corner: can move
player.x += dx;
player.y += dy;
} else { // over the corner
player.x += dy;
player.y += dx;
}
} else if (tile_idx <= tilemap.solid_ne) {
if (tile_x <= tile_y) { // not in the N-W corner: can move
player.x += dx;
player.y += dy;
} else { // over the corner
player.x += dy;
player.y += dx;
}
} else if (tile_idx <= tilemap.solid_nw) {
if (tile_x >= (tileset.size - tile_y)) { //not in the N-E corner: can move
player.x += dx;
player.y += dy;
} else { // over the corner
player.x += -dy;
player.y += -dx;
}
} else if (tile_idx <= tilemap.slippery) {
int32_t h = (player.x - player.old_x)?:dx;
player.x += h;
if(!h)player.y += (player.y - player.old_y)?:dy;//only allow 1 slide direction
} else if (tile_idx <= tilemap.teleport) {
player.x=0xD0;
player.y=0xA0;
} else if (tile_idx <= tilemap.bridge_h) {
uint8_t old_tile = getTileAt(player.x, player.y);
_Bool was_on_bridge = tilemap.teleport < old_tile && old_tile <= tilemap.bridge_h;
if (was_on_bridge) { // still on the bridge
player.x += dx;
player.y += dy;
} else { // we entered the bridge
//int on_bridge_from_side = old_tile_x == tile_x;
}
} else if (tile_idx <= tilemap.bridge_v) {
uint8_t old_tile = getTileAt(player.x, player.y);
_Bool was_on_bridge = tilemap.bridge_h < old_tile && old_tile <= tilemap.bridge_v;
if (was_on_bridge) { // still on the bridge => can move
player.x += dx;
player.y += dy;
} else{
//int on_bridge_from_side = old_tile_x == tile_x;
}
} else if (tile_idx <= tilemap.stair_ru) {
player.x += (dx + dy);
player.y += (dx + dy);
} else if (tile_idx <= tilemap.stair_rd) {
player.x += (-dx + -dy);
player.y += (-dx + -dy);
}
player.old_x = old_x;
player.old_y = old_y;
}
// no SDL_LoadFile* on SDL<2.0.6
void* loadFile(char* path, size_t* size)
{
FILE* m = fopen(path, "rb");
if (!m)
exit(fprintf(stderr, "%s: not found\n", path));
struct stat sb;
stat(path, &sb);
void* content = malloc(sb.st_size);
fread(content, sb.st_size, 1, m);
if (size)
*size = sb.st_size;
fclose(m);
return content;
}
char* getVal(char* haystack, size_t haystack_len, char* needle)
{
char* val = memmem(haystack, haystack_len, needle, strlen(needle));
return val ? val + strlen(needle) : NULL;
}
_Bool HandleEvent()
{
_Bool moved = 0;
uint32_t map_w = tilemap.cols * tileset.size;
uint32_t map_h = tilemap.rows * tileset.size;
for (SDL_Event event; SDL_PollEvent(&event);) { // event loop
player.dead |= event.type == SDL_QUIT; // closed from OS
if (event.type != SDL_KEYDOWN)
break; // we only care about keydown
SDL_Scancode sc = event.key.keysym.scancode; // shorthand
player.debug ^= sc == SDL_SCANCODE_D; // enable debug view on "D" press
player.dead |= sc == SDL_SCANCODE_ESCAPE; // quit on ESC
player.dir = sc & 0x3; // SDL2 dependant, but simple enought
player.speed = event.key.keysym.mod & KMOD_SHIFT ? 16 : 2;
int32_t move_x = player.speed * (sc == SDL_SCANCODE_LEFT ? -1 : sc == SDL_SCANCODE_RIGHT);
int32_t move_y = player.speed * (sc == SDL_SCANCODE_UP ? -1 : sc == SDL_SCANCODE_DOWN);
movePlayer(move_x, move_y);
moved |= (SDL_SCANCODE_RIGHT <= sc) && (sc <= SDL_SCANCODE_UP);
if (sc == SDL_SCANCODE_G)
player.god = !player.god;
if (sc == SDL_SCANCODE_F)
SDL_SetWindowFullscreen(view.window, (SDL_GetWindowFlags(view.window) & SDL_WINDOW_FULLSCREEN) ^ SDL_WINDOW_FULLSCREEN);
}
movePlayer(0,0);// continue sliding
return moved;
}
// void init(char* player_path, char* tileset_path, char* tilemap_path, uint32_t tilemap_cols, char* font_path)
void init(char* ini)
{
SDL_Init(SDL_INIT_EVERYTHING);
size_t conf_len;
char* conf = loadFile(ini, &conf_len);
for (size_t i = 0; i < conf_len; i++) // replace \n with string terminator
if (conf[i] == '\n')
conf[i] = '\0';
view.width = atoi(getVal(conf, conf_len, "WINDOWW=") ?: "320");
view.height = atoi(getVal(conf, conf_len, "WINDOWH=") ?: "240");
view.shift = 5;
view.window = SDL_CreateWindow("tilemap demo", 0, 0, view.width, view.height, 0);
view.render = SDL_CreateRenderer(view.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
view.font = SDL_CreateTextureFromSurface(view.render, SDL_LoadBMP(getVal(conf, conf_len, "DBGFONT=") ?: "font.bmp")); // convert -depth 8 -size 16x544 rgba:zelda.rgba rgba.png
player.texture = SDL_CreateTextureFromSurface(view.render, SDL_LoadBMP(getVal(conf, conf_len, "SPRITES=") ?: "sprites.bmp"));
SDL_QueryTexture(player.texture, NULL, NULL, &player.size, NULL);
tileset.texture[0] = SDL_CreateTextureFromSurface(view.render, SDL_LoadBMP(getVal(conf, conf_len, "TILESET=")?:getVal(conf, conf_len, "TILESET0="))); // convert -depth 8 -size 16x544 rgba:zelda.rgba rgba.png
SDL_QueryTexture(tileset.texture[0], NULL, NULL, &tileset.size, NULL); // use BMP width as sprite size reference
layers.width = view.width; // TODO:scale layer to view width + 1 sprite for wrapping
layers.height = view.height;
layers.texture[0] = SDL_CreateTexture(view.render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, layers.width, layers.height);
// layers.map_cache = malloc((layers.width / tileset.size) * (layers.height / tileset.size) * sizeof(*tilemap.map));
size_t tilemap_size;
tilemap.map[0] = loadFile(getVal(conf, conf_len, "TILEMAP=")?:getVal(conf, conf_len, "TILEMAP0="), &tilemap_size);
tilemap.cols = atoi(getVal(conf, conf_len, "MAPCOLS="));
tilemap.rows = tilemap_size / tilemap.cols;
tilemap.total = tilemap.rows * tilemap.cols;
char* overlay = getVal(conf, conf_len, "TILEMAP1=");
if (overlay) {
tilemap.map[1] = loadFile(overlay, &tilemap_size);
layers.texture[1] = SDL_CreateTexture(view.render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, layers.width, layers.height);
tileset.texture[1] = SDL_CreateTextureFromSurface(view.render, SDL_LoadBMP(getVal(conf, conf_len, "TILESET1=")));
SDL_SetTextureBlendMode(tileset.texture[1], SDL_BLENDMODE_NONE); // copying tiles shall replace targeted ones
SDL_SetTextureBlendMode(layers.texture[1], SDL_BLENDMODE_BLEND); // copying this layer shall blend the alpha
}
tilemap.walkable = atoi(getVal(conf, conf_len, "WALKABLE=")?:"99");
tilemap.colision = atoi(getVal(conf, conf_len, "COLISION=")?:"0");
tilemap.swimming = atoi(getVal(conf, conf_len, "SWIMMING=")?:"0");
tilemap.paddling = atoi(getVal(conf, conf_len, "PADDLING=")?:"0");
tilemap.sloshing = atoi(getVal(conf, conf_len, "SLOSHING=")?:"0");
tilemap.solid_se = atoi(getVal(conf, conf_len, "SOLID_SE=")?:"0");
tilemap.solid_sw = atoi(getVal(conf, conf_len, "SOLID_SW=")?:"0");
tilemap.solid_ne = atoi(getVal(conf, conf_len, "SOLID_NE=")?:"0");
tilemap.solid_nw = atoi(getVal(conf, conf_len, "SOLID_NW=")?:"0");
tilemap.teleport = atoi(getVal(conf, conf_len, "TELEPORT=")?:"0");
tilemap.slippery = atoi(getVal(conf, conf_len, "SLIPPERY=")?:"0");
tilemap.bridge_h = atoi(getVal(conf, conf_len, "BRIDGE_H=")?:"0");
tilemap.bridge_v = atoi(getVal(conf, conf_len, "BRIDGE_V=")?:"0");
tilemap.stair_ru = atoi(getVal(conf, conf_len, "STAIR_RU=")?:"0");
tilemap.stair_rd = atoi(getVal(conf, conf_len, "STAIR_RD=")?:"0");
player.x = atoi(getVal(conf, conf_len, "SPAWN_X=")?:"0");
player.y = atoi(getVal(conf, conf_len, "SPAWN_Y=")?:"0");
}
void fini()
{
for(int i = 0; i < sizeof(layers.texture) / sizeof(*layers.texture); i++)
SDL_DestroyTexture(layers.texture[i]);
SDL_DestroyTexture(layers.texture[1]);
SDL_DestroyTexture(player.texture);
SDL_DestroyRenderer(view.render);
SDL_DestroyWindow(view.window);
SDL_Quit();
}
void player_draw()
{
SDL_RenderCopy(view.render, player.texture,
&(SDL_Rect) { 0, (player.dir * 2 + player.step) * player.size, player.size, player.size },
&(SDL_Rect) { player.x - view.x - (player.size/2), player.y - view.y - player.size, player.size, player.size });
}
void layer_render(uint8_t level)
{
//if(!layers.texture[level])return;
SDL_Point v = {
// viewport-relativ point (@)
view.width - (view.x % view.width),
view.height - (view.y % view.height),
};
SDL_Rect coord[] = {
// surface C: anchor to top-left corner [0,0, v.x,v.y]
{ (view.x) % view.width, (view.y % view.height), v.x, v.y },
{ 0, 0, v.x, v.y },
// surface D: anchor to top-right corner [v.x,0, view.width-v.x,v.y]
{ (view.x + v.x) % view.width, view.y % view.height, view.width - v.x, v.y },
{ v.x, 0, view.width - v.x, v.y },
// surface B: anchor to bottom-left [0,v.y, v.x,view.height-v.y]
{ (view.x) % view.width, (view.y + v.y) % view.height, v.x, view.height - v.y },
{ 0, v.y, v.x, view.height - v.y },
// surface A: anchor to bottom-right [v.x,v.y ,view.width,view.height]
{ (view.x + v.x) % view.width, (view.y + v.y) % view.height, view.width - v.x, view.height - v.y },
{ v.x, v.y, view.width - v.x, view.height - v.y },
};
for (uint32_t i = 0; i < sizeof(coord) / sizeof(*coord); i += 2) {
SDL_RenderCopy(view.render, layers.texture[level], &coord[i], &coord[i + 1]);
}
}
uint32_t printXY(uint32_t x, uint32_t y, char* str)
{
for (; *str; str++, x += 5) {
char c = (*str > '_' ? *str - 32 : *str) % 64; // wrap ascii table to 64chars
SDL_RenderCopy(view.render, view.font,
&(SDL_Rect) { 0, c * 8, 6, 8 },
&(SDL_Rect) { x, y, 6, 8 });
}
return x;
}
// TODO use layers.map_cache to avoid useless RenderCopy
uint32_t last_view_x = ~0, last_view_y = ~0;
int last;
void map_to_layers(uint32_t view_x, uint32_t view_y)
{
// no update if we are on the same tile
if (view_x / tileset.size == last_view_x / tileset.size
&& view_y / tileset.size == last_view_y / tileset.size)
return;
// no such layer to draw
for (uint8_t level = 0; level < sizeof(layers.texture) / sizeof(*layers.texture); level++) {
if(!tilemap.map[level] || !layers.texture[level] || !tileset.texture[level])
return;
SDL_SetRenderTarget(view.render, layers.texture[level]);
for (uint32_t map_row = view_y / tileset.size, map_end = (view_y + view.height) / tileset.size; map_row < map_end; map_row++) {
for (uint32_t map_col = view_x / tileset.size, map_end = (view_x + view.width) / tileset.size; map_col < map_end; map_col++) {
uint32_t tile = map_col + (map_row * tilemap.cols);
uint32_t layer_col = map_col % (layers.width / tileset.size);
uint32_t layer_row = map_row % (layers.height / tileset.size);
SDL_RenderCopy(view.render, tileset.texture[level],
&(SDL_Rect) { 0, tilemap.map[level][tile % tilemap.total] * tileset.size, tileset.size, tileset.size },
&(SDL_Rect) { layer_col * tileset.size, layer_row * tileset.size, tileset.size, tileset.size });
if (player.debug)
printXY(layer_col * 16, layer_row * 16, (char[]) { u8str(tilemap.map[level][tile % tilemap.total]), 0 });
}
}
}
last = view_x / tileset.size + view_y / tileset.size;
last_view_x = view_x;
last_view_y = view_y;
}
void camera_follow()
{
int delta_x = player.x - (view.x + view.width / 2);
int delta_y = player.y - (view.y + view.height / 2);
view.x += delta_x >> view.shift; // update view.x,y now to avoid bike-shading effect when moving
view.y += delta_y >> view.shift; // TODO: look toward player direction
view.x = MIN(MAX(0, view.x), tilemap.cols * tileset.size - view.width);
view.y = MIN(MAX(0, view.y), tilemap.rows * tileset.size - view.height);
}
int main(int argc, char** argv)
{
if (argc < 2) {
return printf("USAGE:\n\t%s conf.ini\n", argv[0]);
}
init(argv[1]);
while (!player.dead) { // mainloop (shall SDL_Delay(1000/60) ? )
_Bool moved = HandleEvent(); // update player.x,y
camera_follow();
map_to_layers(view.x, view.y);
SDL_SetRenderTarget(view.render, NULL);
layer_render(0);
player_draw();
layer_render(1);
printXY(6, 8, (char[]) { 'C', 'A', 'M', ':', u16str(view.x), ' ', u16str(view.y), 0 });
printXY(6, 16, (char[]) { 'U', 'S', 'R', ':', u16str(player.x), ' ', u16str(player.y), 0 });
printXY(6, 24, (char[]) { 'G', 'O', 'D', ':', player.god ? 'Y' : 'N', 0 });
SDL_RenderCopy(view.render, tileset.texture[0],
&(SDL_Rect) { 0, getTileAt(player.x,player.y) * tileset.size, tileset.size, tileset.size },
&(SDL_Rect) { 6, 40, tileset.size, tileset.size });
SDL_SetRenderDrawColor(view.render, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(view.render, 6 + player.x%tileset.size, 40 + player.y%tileset.size);
SDL_RenderPresent(view.render);
}
fini();
}
/*
TILES flags:
- hoverlay
- slash stairs: y++ when x++; z++ when enter from Down or Left
- backslash stairs: y-- when x++; z++ when enter from Down or Left
- crossover:flag if from L or R, can walk any crossover, can ony exit from L/R if flag
- snow: walk using velocity
- water: walk using velocity
*/