there is now a player character and the world renders using a cammera
This commit is contained in:
@@ -0,0 +1,11 @@
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target_sources(${PROJECT_NAME} PRIVATE
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cammera.c
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entity.c
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entity_handler.c
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cells.c
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world.c
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player/player_packet.c
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)
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add_subdirectory(entities)
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82
source/game_source/cammera.c
Normal file
82
source/game_source/cammera.c
Normal file
@@ -0,0 +1,82 @@
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#include "cammera.h"
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#include "entity.h"
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#include <tart.h>
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#include <stdlib.h>
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#include <stdio.h>
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#define jump tart_move_cursor
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int CammeraInit(cammera* c, int sx, int sy, int px, int py, world* w, tart_window* tw) {
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c->w = w;
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c->tw = tw;
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c->pos_x = px;
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c->pos_y = py;
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c->size_x = sx;
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c->size_y = sy;
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c->tileCount = c->size_x * c->size_y;
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//c->frame = (tile*)malloc(c->tileCount * sizeof(tile));
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return 0;
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}
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int CammeraResize(cammera* c, int sx, int sy) {
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tart_window_resize(c->tw, (tart_vec2){sx,sy});
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c->size_x = sx ;
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c->size_y = sy;
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//free(c->frame);
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c->tileCount = c->size_x * c->size_y;
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//c->frame = (tile*)malloc(c->tileCount * sizeof(tile));
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return 0;
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}
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int CammeraRender(cammera*c) {
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jump(c->tw, (tart_vec2){0,0});
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for(int i = 0; i < c->size_y; i++) {
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for(int j = 0; j < c->size_x - 1; j++) {
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if(c->pos_y+i < c->w->size_y-1 && c->pos_y+i >= 0 && c->pos_x+j < c->w->size_x-1 && c->pos_x+j >= 0){
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c->tw->palette[2].background.r = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.background.r;
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c->tw->palette[2].background.g = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.background.g;
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c->tw->palette[2].background.b = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.background.b;
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c->tw->palette[2].forground.r = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.forground.r;
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c->tw->palette[2].forground.g = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.forground.g;
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c->tw->palette[2].forground.b = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].cell->tile.forground.b;
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tart_jump(c->tw, (tart_vec2){j,i});
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for(int k = 0; k < 1; k++) {
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if(c->w->wells[at((c->pos_x+j) ,(c->pos_y+i),c->w)].entityIds[0] != 0000) {
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if(c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.r != 0 &&
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c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.r != 0 &&
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c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.r != 0) {
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c->tw->palette[2].background.r = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.r;
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c->tw->palette[2].background.g = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.g;
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c->tw->palette[2].background.b = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.background.b;
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}
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c->tw->palette[2].forground.r = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.forground.r;
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c->tw->palette[2].forground.g = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.forground.g;
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c->tw->palette[2].forground.b = c->w->wells[at(c->pos_x+j,c->pos_y+i,c->w)].entityIds[k]->tile.forground.b;
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tart_insert_cell(c->tw, 2, c->w->wells[at((c->pos_x+j) ,(c->pos_y+i),c->w)]
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.entityIds[k]->tile.simble);
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printf("found entity %c\n", c->w->wells[at((c->pos_x+j) ,(c->pos_y+i),c->w)]
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.entityIds[k]->tile.simble);
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}
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}
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tart_insert_cell(c->tw, 2, c->w->wells[at((c->pos_x+j) ,(c->pos_y+i),c->w)]
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.cell->tile.simble);
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}
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}
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}
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return 0;
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}
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void CammeraFree(cammera *c) {
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//free(c->frame);
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}
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27
source/game_source/cammera.h
Normal file
27
source/game_source/cammera.h
Normal file
@@ -0,0 +1,27 @@
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#ifndef CAMMERA_H
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#define CAMMERA_H
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#include "tile.h"
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#include "world.h"
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#include <tart.h>
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typedef struct {
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int pos_x;
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int pos_y;
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int size_x;
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int size_y;
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int tileCount;
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char x;
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tile* frame;
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world* w;
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tart_window* tw;
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} cammera;
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int CammeraInit(cammera* c, int sx, int sy, int px, int py, world* w, tart_window* tw);
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int CammeraRender(cammera*c);
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void CammeraFree(cammera* c);
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#endif // !CAMMERA_H
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131
source/game_source/cells.c
Normal file
131
source/game_source/cells.c
Normal file
@@ -0,0 +1,131 @@
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#include "cells.h"
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#include <string.h>
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static cell c_wall = {
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.id = 1,
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.flags = CELL_FLAG_BLOCKING,
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.tile = {
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.background = {0x00,0x00,0x00},
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.forground = {0xee,0xee,0xee},
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.simble = L'#'
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},
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.func = NULL,
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};
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static cell c_long_grass = {
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.id = 7,
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.flags = CELL_FLAG_FLAMABLE,
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.tile = {
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.background = {0x0f, 0x33, 0x0f},
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.forground = {0x40, 0xff, 0x40},
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.simble = '"',
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},
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.func = NULL,
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};
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static cell c_short_grass = {
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.id = 8,
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.flags = CELL_FLAG_FLAMABLE,
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.tile = {
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.background = {0x0f, 0x33, 0x0f},
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.forground = {0x40, 0xff, 0x40},
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.simble = '\'',
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},
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.func = NULL,
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};
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static cell c_grass = {
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.id = 9,
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.flags = CELL_FLAG_FLAMABLE,
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.tile = {
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.background = {0x0f, 0x33, 0x0f},
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.forground = {0x40, 0xff, 0x40},
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.simble = ' ',
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},
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.func = NULL,
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};
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static cell c_floar = {
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.id = 2,
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.flags = CELL_FLAG_FLORE,
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.tile = {
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.background = {0x11,0x11,0x11},
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.forground = {0xee,0xee,0xee},
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.simble = '.'
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},
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.func = NULL,
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};
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static cell c_hard_wall = {
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.id = 3,
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.flags = CELL_FLAG_DAMAGEABLE | CELL_FLAG_BLOCKING,
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.tile = {
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.background = {0xcc,0xcc,0xcc},
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.forground = {0xee,0xee,0xee},
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.simble = '#'
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},
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.func = NULL,
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};
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static cell c_soft_wall = {
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.id = 4,
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.flags = CELL_FLAG_BLOCKING | CELL_FLAG_DAMAGEABLE,
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.tile = {
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.background = {0xcc,0xcc,0xcc},
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.forground = {0xee,0xee,0xee},
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.simble = L'#'
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},
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.func = NULL,
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};
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static cell c_water = {
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.id = 5,
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.flags = CELL_FLAG_FLORE | CELL_FLAG_SLIPPERY | CELL_FLAG_UNEVEN,
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.tile = {
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.background = {0,0,0},
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.forground = {0xff,0xff,0xff},
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.simble = '~',
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},
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.func = NULL
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};
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void f_growth(int x, int y, void* data) {
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// every tick spread to the next availbe flore / grass.
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}
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static cell c_growth = {
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.id = 6,
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.tile = {
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.background = {0x34,0x0c,0x40},
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.forground = {0xb0,0x25,0xda},
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.simble = '*',
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},
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.func = f_growth
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};
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int UpdateCells(cell* cell, int x, int y, void* data) {
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if(cell->func != NULL) {
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cell->func(x,y,0);
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}
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return 0;
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}
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cell* SetCell(cell_id id) {
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switch (id) {
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case 1:
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return &c_wall;
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case 2:
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return &c_floar;
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case 3:
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return &c_hard_wall;
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case 4:
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return &c_soft_wall;
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case 5:
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return &c_water;
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case 6:
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return &c_growth;
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case 7:
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return &c_long_grass;
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case 8:
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return &c_short_grass;
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case 9:
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return &c_grass;
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}
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return 0;
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}
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50
source/game_source/cells.h
Normal file
50
source/game_source/cells.h
Normal file
@@ -0,0 +1,50 @@
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#ifndef CELLS_H
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#define CELLS_H
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#define CELL_FLAG_BLOCKING 0b00000000000000000000000000000001
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#define CELL_FLAG_PARTIAL_COVER 0b00000000000000000000000000000010
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#define CELL_FLAG_DAMAGEABLE 0b00000000000000000000000000000100
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#define CELL_FLAG_SLIPPERY 0b00000000000000000000000000001000
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#define CELL_FLAG_UNEVEN 0b00000000000000000000000000010000
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#define CELL_FLAG_FLORE 0b00000000000000000000000000100000
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#define CELL_FLAG_STARE 0b00000000000000000000000001000000
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#define CELL_FLAG_MOVEABLE 0b00000000000000000000000010000000
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#define CELL_FLAG_EXPLODING 0b00000000000000000000000100000000
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#define CELL_FLAG_FLAMABLE 0b00000000000000000000001000000000
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#define CELL_FLAG_RADIO_ACTIVE 0b00000000000000000000010000000000
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//#define CELL_FLAG_ 0b00000000000000000000100000000000
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//#define CELL_FLAG_ 0b00000000000000000001000000000000
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//#define CELL_FLAG_ 0b00000000000000000010000000000000
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//#define CELL_FLAG_ 0b00000000000000000100000000000000
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//#define CELL_FLAG_ 0b00000000000000001000000000000000
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//#define CELL_FLAG_ 0b00000000000000010000000000000000
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//#define CELL_FLAG_ 0b00000000000000100000000000000000
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//#define CELL_FLAG_ 0b00000000000001000000000000000000
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//#define CELL_FLAG_ 0b00000000000010000000000000000000
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//#define CELL_FLAG_ 0b00000000000100000000000000000000
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//#define CELL_FLAG_ 0b00000000001000000000000000000000
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//#define CELL_FLAG_ 0b00000000010000000000000000000000
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//#define CELL_FLAG_ 0b00000000100000000000000000000000
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//#define CELL_FLAG_ 0b00000001000000000000000000000000
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//#define CELL_FLAG_ 0b00000010000000000000000000000000
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//#define CELL_FLAG_ 0b00000100000000000000000000000000
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//#define CELL_FLAG_ 0b00001000000000000000000000000000
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//#define CELL_FLAG_ 0b00010000000000000000000000000000
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//#define CELL_FLAG_ 0b00100000000000000000000000000000
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//#define CELL_FLAG_ 0b01000000000000000000000000000000
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//#define CELL_FLAG_ 0b10000000000000000000000000000000
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#include "tile.h"
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typedef short cell_id;
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typedef struct {
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cell_id id;
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unsigned int flags;
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tile tile;
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void(*func)(int x, int y, void* data);
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} cell;
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int UpdateCells(cell* cell, int x, int y, void* data);
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cell* SetCell(cell_id id);
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#endif // !CELLS_H
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5
source/game_source/entities/CMakeLists.txt
Normal file
5
source/game_source/entities/CMakeLists.txt
Normal file
@@ -0,0 +1,5 @@
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target_sources(${PROJECT_NAME} PRIVATE
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Player.c
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Centery.c
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Gun.c
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)
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@@ -1,15 +1,129 @@
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#include "Centery.h"
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#include "entity_utils.h"
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#include <stdlib.h>
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#include <stdio.h>
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int CreateCentery(int tear, int classification) {
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int CenteryInit(void* self) {
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entity* ent = self;
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centery* cen = ent->data;
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cen->direction = 0;
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return 0;
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}
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int ServerUpdate(void * ent) {
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entity* e = (entity*)ent;
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centery* cen = (centery*)e->userdata;
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int CenteryUpdate(int arg, void* self) {
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entity* e = self;
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world* w = e->world;
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centery* cen = e->data;
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vec2 moveTo = {0,0};
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int goodMove;
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//do{
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// goodMove = EntityMove(e,(vec2){e->position.x+ 0, e-> position.y + 1});
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// if(goodMove == 1) {
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// switch (cen->direction) {
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// case 0:
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// moveTo = (vec2){e->position.x+ 0, e-> position.y + 1};
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// printf("moveing S\n");
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// break;
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// case 1:
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// moveTo = (vec2){e->position.x+ 1, e-> position.y + 1};
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// printf("moveing SE\n");
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// break;
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// case 2:
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// moveTo = (vec2){e->position.x+ 1, e-> position.y + 0};
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// printf("moveing E\n");
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// break;
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// case 3:
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// moveTo = (vec2){e->position.x+ 1, e-> position.y + -1};
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// printf("moveing NE\n");
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// break;
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// case 4:
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// moveTo = (vec2){e->position.x+ 0, e-> position.y + -1};
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// printf("moveing N\n");
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// break;
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// case 6:
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// moveTo = (vec2){e->position.x+ -1, e->position.y+ -1};
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// printf("moveing NW\n");
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// break;
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// case 7:
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// moveTo = (vec2){e->position.x+ -1, e->position.y + 0};
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// printf("moveing W\n");
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// break;
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// case 8:
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// moveTo = (vec2){e->position.x+ -1, e->position.y + 1};
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// printf("moveing SW\n");
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// break;
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// }
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// goodMove = EntityMove(e,moveTo);
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// if(cen->direction > 8) {
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// cen->direction = 0;
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// }else {
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// cen->direction ++;
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// }
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//
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// }
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//}while(goodMove == 1);
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printf("name of entity %s\n",e->name);
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return 0;
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}
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int CenteryFree(void* self) {
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entity* ent = self;
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centery* cen = ent->data;
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free(cen);
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free(ent);
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return 0;
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}
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entity* CreateCentery(int tear, int classification, world* w) {
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entity* ent = (entity*)malloc(sizeof(entity));
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centery* cen = (centery*)malloc(sizeof(centery));
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*cen = (centery){
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.weapon = 1,
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.classification = 1,
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.tear = 3,
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.alert = 0,
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.mode = 0,
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.health = 30,
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.ac = 3,
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.str = 3,
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.wis = 3,
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.dex = 3,
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};
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*ent = (entity){
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.id = CENTERY_ID,
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.name = "Centery",
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.description = "Your Basic Bad giy",
|
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.tile = {
|
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.simble = 'C',
|
||||
.background = {0,0,0},
|
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.forground = {0x3f,0x5f,0x10},
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},
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.position = (vec2){5,5},
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.data = cen,
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||||
.world = w,
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.callback = {
|
||||
.init = CenteryInit,
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||||
.update = CenteryUpdate,
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||||
.free = CenteryFree,
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||||
},
|
||||
|
||||
.cleanup = 0,
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||||
};
|
||||
|
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return ent;
|
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}
|
||||
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int ServerUpdate(void * ent) {
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||||
//entity* e = (entity*)ent;
|
||||
//centery* cen = (centery*)e->userdata;
|
||||
|
||||
if(
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -17,6 +131,7 @@ int ClientUpdate(int action, void * centery) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
int Init(void * ent){
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
#ifndef CENTERY_H
|
||||
#define CENTERY_H
|
||||
#define CENTERY_ID 1
|
||||
#include "../entity.h"
|
||||
#include "../world.h"
|
||||
|
||||
typedef struct {
|
||||
entity* target;
|
||||
int weapon;
|
||||
int classification;
|
||||
int tear;
|
||||
int alert;
|
||||
int mode;
|
||||
int direction;
|
||||
|
||||
int health;
|
||||
int ac;
|
||||
@@ -17,7 +19,7 @@ typedef struct {
|
||||
int dex;
|
||||
} centery;
|
||||
|
||||
int CreateCentery(int tear, int classification);
|
||||
entity* CreateCentery(int tear, int classification,world* w);
|
||||
|
||||
int ServerUpdate(void*);
|
||||
int ClientUpdate(int, void*);
|
||||
|
||||
99
source/game_source/entities/Gun.c
Normal file
99
source/game_source/entities/Gun.c
Normal file
@@ -0,0 +1,99 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "Gun.h"
|
||||
|
||||
int GunUpdate(int action, void* data) {
|
||||
printf("Running Gun\n");
|
||||
entity* e = (entity*)data;
|
||||
vec2 bullet_pos = e->position;
|
||||
Gun* g = (Gun*)e->data;
|
||||
world* w = (world*)e->world;
|
||||
if(g->inpact == 0) {
|
||||
switch (g->direction) {
|
||||
case SHOOT_N: bullet_pos.y -= 1; break;
|
||||
case SHOOT_E: bullet_pos.x += 1; break;
|
||||
case SHOOT_S: bullet_pos.y += 1; break;
|
||||
case SHOOT_W: bullet_pos.x -= 1; break;
|
||||
}
|
||||
}
|
||||
int entity_colied = EntityMove(e, bullet_pos);
|
||||
if((entity_colied) && g->inpact == 0) {
|
||||
if(w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell->id == 1) {
|
||||
w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell = SetCell(2);
|
||||
}
|
||||
g->inpact ++;
|
||||
}
|
||||
|
||||
if(g->inpact > 0) {
|
||||
e->tile.simble = '*';
|
||||
e->tile.background = (color){0xff,0x0a,0x0a};
|
||||
e->tile.forground = (color){0xff,0xff,0xff};
|
||||
g->inpact ++;
|
||||
}
|
||||
if(g->inpact > 25) {
|
||||
|
||||
e->tile.simble = 'o';
|
||||
e->tile.background = (color){0xff,0x20,0x20};
|
||||
e->tile.forground = (color){0xff,0x3f,0x3f};
|
||||
}
|
||||
if(g->inpact > 30) {
|
||||
|
||||
e->tile.simble = 'O';
|
||||
e->tile.background = (color){0x01,0x01,0x01};
|
||||
e->tile.forground = (color){0xff,0x0a,0x0a};
|
||||
}
|
||||
if(g->inpact > 40) {
|
||||
|
||||
e->tile.simble = '#';
|
||||
e->tile.background = (color){0x01,0x01,0x01};
|
||||
e->tile.forground = (color){0xff,0x0a,0x0a};
|
||||
}
|
||||
if(g->inpact > 75) {
|
||||
printf("tagged for cleanup\n");
|
||||
e->tile.simble = 'R';
|
||||
e->cleanup = 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
entity* CreateGun(int direction, int bullet, world* w) {
|
||||
entity* ent = malloc(sizeof(entity));
|
||||
Gun* g= malloc(sizeof(Gun));
|
||||
|
||||
*g = (Gun){
|
||||
.direction = direction,
|
||||
.projectileId = bullet,
|
||||
.fuse = 10,
|
||||
.currentFuse = 0,
|
||||
.inpact = 0,
|
||||
};
|
||||
|
||||
|
||||
*ent = (entity){
|
||||
.id = 50,
|
||||
.name = "Gun",
|
||||
.description = "description",
|
||||
.tile = {
|
||||
.simble = '-',
|
||||
.background = {0,0,0},
|
||||
.forground = {0xff,0,0},
|
||||
},
|
||||
.position = (vec2){0,0},
|
||||
.data = g,
|
||||
.world = w,
|
||||
.callback = {
|
||||
.init = GunInit,
|
||||
.update = GunUpdate,
|
||||
.free = GunFree,
|
||||
},
|
||||
|
||||
.cleanup = 0,
|
||||
};
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
int GunInit(void* ent) {return 0;}
|
||||
int GunFree(void* ent) {return 0;}
|
||||
|
||||
26
source/game_source/entities/Gun.h
Normal file
26
source/game_source/entities/Gun.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#ifndef ENTITY_Gun_H
|
||||
#define ENTITY_Gun_H
|
||||
#include "../entity.h"
|
||||
#include "../world.h"
|
||||
|
||||
#define SHOOT_N 1
|
||||
#define SHOOT_E 2
|
||||
#define SHOOT_S 3
|
||||
#define SHOOT_W 4
|
||||
|
||||
|
||||
typedef struct {
|
||||
int projectileId;
|
||||
int direction;
|
||||
int fuse;
|
||||
int currentFuse;
|
||||
int inpact;
|
||||
} Gun;
|
||||
|
||||
entity* CreateGun(int direction,int bullet, world* w);
|
||||
|
||||
int GunUpdate(int, void*);
|
||||
int GunInit(void*);
|
||||
int GunFree(void*);
|
||||
|
||||
#endif // ENTITY_Gun_H
|
||||
146
source/game_source/entities/Player.c
Normal file
146
source/game_source/entities/Player.c
Normal file
@@ -0,0 +1,146 @@
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "Player.h"
|
||||
#include "Gun.h"
|
||||
#include "Centery.h"
|
||||
#include "../../client_source/client.h"
|
||||
|
||||
void Shoot(entity* e,int direction) {
|
||||
if(direction == SHOOT_N) {
|
||||
entity* g = CreateGun(SHOOT_N, 0, e->world);
|
||||
g->position = (vec2){e->position.x, e->position.y-1};
|
||||
world* w = e->world;
|
||||
AddEntity(w, g);
|
||||
printf("Shoot N\n");
|
||||
}
|
||||
if(direction == SHOOT_E) {
|
||||
entity* g = CreateGun(SHOOT_E, 0, e->world);
|
||||
world* w = e->world;
|
||||
g->position = (vec2){e->position.x + 1, e->position.y};
|
||||
AddEntity(w, g);
|
||||
printf("Shoot E\n");
|
||||
}
|
||||
if(direction == SHOOT_S) {
|
||||
entity* g = CreateGun(SHOOT_S, 0, e->world);
|
||||
world* w = e->world;
|
||||
g->position = (vec2){e->position.x, e->position.y+1};
|
||||
AddEntity(w, g);
|
||||
printf("Shoot S\n");
|
||||
}
|
||||
if(direction == SHOOT_W) {
|
||||
entity* g = CreateGun(SHOOT_W, 0, e->world);
|
||||
world* w = e->world;
|
||||
g->position = (vec2){e->position.x - 1, e->position.y};
|
||||
AddEntity(w, g);
|
||||
printf("Shoot W\n");
|
||||
}
|
||||
}
|
||||
|
||||
int PlayerUpdate(int action, void* data) {
|
||||
entity* e = (entity*)data;
|
||||
player* p= (player*)e->data;
|
||||
world* w = e->world;
|
||||
ssh_terminal_data* td = &p->cli->term;
|
||||
vec2 mv = {e->position.x, e->position.y};
|
||||
vec2 cammera_pos = {
|
||||
p->cli->cam.pos_x + (p->cli->cam.size_x/2),
|
||||
p->cli->cam.pos_y + (p->cli->cam.size_y/2),
|
||||
};
|
||||
int cammera_fallow_readious = 14;
|
||||
|
||||
printf("input buffer for player %s\n", td->inputBuffer);
|
||||
|
||||
if(!strcmp(td->inputBuffer, "k")) {mv.y -= 1;}
|
||||
if(!strcmp(td->inputBuffer, "j")) {mv.y += 1;}
|
||||
if(!strcmp(td->inputBuffer, "h")) {mv.x -= 1;}
|
||||
if(!strcmp(td->inputBuffer, "l")) {mv.x += 1;}
|
||||
|
||||
|
||||
int entity_can_move = EntityMove(e, mv);
|
||||
if(!strcmp(td->inputBuffer, "w")) {Shoot(e,SHOOT_N);}
|
||||
if(!strcmp(td->inputBuffer, "d")) {Shoot(e,SHOOT_E);}
|
||||
if(!strcmp(td->inputBuffer, "s")) {Shoot(e,SHOOT_S);}
|
||||
if(!strcmp(td->inputBuffer, "a")) {Shoot(e,SHOOT_W);}
|
||||
printf("Cammera Position %d,%d\n", cammera_pos.x, cammera_pos.y);
|
||||
|
||||
|
||||
|
||||
|
||||
if((e->position.x < cammera_pos.x - cammera_fallow_readious )){
|
||||
p->cli->cam.pos_x += - 1;
|
||||
}
|
||||
if ((e->position.x > cammera_pos.x + cammera_fallow_readious)) {
|
||||
p->cli->cam.pos_x += 1;
|
||||
}
|
||||
|
||||
if((e->position.y < cammera_pos.y - (cammera_fallow_readious / 2) )){
|
||||
p->cli->cam.pos_y += - 1;
|
||||
}
|
||||
if ((e->position.y > cammera_pos.y + (cammera_fallow_readious / 2))) {
|
||||
p->cli->cam.pos_y += 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if(!entity_can_move) {
|
||||
w->wells[at(mv.x, mv.y, w)].cell = SetCell(6);
|
||||
}
|
||||
printf("is this a good move? %d\n", EntityMove(e, mv));
|
||||
|
||||
|
||||
|
||||
memset(td->inputBuffer,0,32);
|
||||
return 0;
|
||||
}
|
||||
|
||||
entity* CreatePlayer(const char* username, client* cli,world* w) {
|
||||
entity* ent = malloc(sizeof(entity));
|
||||
player* p= malloc(sizeof(player));
|
||||
|
||||
*p = (player){
|
||||
.holding = 0,
|
||||
.class = 0,
|
||||
|
||||
.health = 0,
|
||||
.ac = 0,
|
||||
.str = 0,
|
||||
.wis = 0,
|
||||
.dex = 0,
|
||||
.cli = cli,
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
*ent = (entity){
|
||||
.id = 30,
|
||||
.name = "Testing",
|
||||
.description = "This is a player",
|
||||
.tile = {
|
||||
.simble = '@',
|
||||
.background = {0,0,0},
|
||||
.forground = {0x5f,0x3f,0x10},
|
||||
},
|
||||
.position = (vec2){5,5},
|
||||
.data = p,
|
||||
.world = w,
|
||||
.callback = {
|
||||
.init = PlayerInit,
|
||||
.update = PlayerUpdate,
|
||||
.free = PlayerFree,
|
||||
},
|
||||
.cleanup = 0,
|
||||
|
||||
};
|
||||
|
||||
p->cli->cam.pos_x = ent->position.x - (p->cli->cam.size_x/2);
|
||||
p->cli->cam.pos_y = ent->position.y - (p->cli->cam.size_y/2);
|
||||
return ent;
|
||||
}
|
||||
|
||||
int PlayerServerUpdate(void*);
|
||||
int PlayerClientUpdate(int, void*);
|
||||
int PlayerInit(void* ent) {return 0;}
|
||||
int PlayerFree(void* ent) {return 0;}
|
||||
|
||||
30
source/game_source/entities/Player.h
Normal file
30
source/game_source/entities/Player.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include "../entity.h"
|
||||
#include "../../client_source/client.h"
|
||||
#include "../world.h"
|
||||
|
||||
typedef struct {
|
||||
int holding;
|
||||
int class;
|
||||
|
||||
int health;
|
||||
int ac;
|
||||
int str;
|
||||
int wis;
|
||||
int dex;
|
||||
client* cli;
|
||||
|
||||
|
||||
int invintory[30];
|
||||
} player;
|
||||
|
||||
entity* CreatePlayer(const char* username, client* cli ,world* w);
|
||||
|
||||
int PlayerServerUpdate(void*);
|
||||
int PlayerClientUpdate(int, void*);
|
||||
int PlayerInit(void*);
|
||||
int PlayerFree(void*);
|
||||
|
||||
#endif
|
||||
42
source/game_source/entities/templates/Template.c
Normal file
42
source/game_source/entities/templates/Template.c
Normal file
@@ -0,0 +1,42 @@
|
||||
#include <stdlib.h>
|
||||
#include "Template.h"
|
||||
#include "../../client_source/client.h"
|
||||
|
||||
int templateUpdate(int action, void* data) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
entity* Createtemplate() {
|
||||
entity* ent = malloc(sizeof(entity));
|
||||
template* p= malloc(sizeof(template));
|
||||
|
||||
*t = (template){
|
||||
};
|
||||
|
||||
|
||||
*ent = (entity){
|
||||
.id = ID,
|
||||
.name = "template",
|
||||
.description = "description",
|
||||
.tile = {
|
||||
.simble = 'T',
|
||||
.background = {0,0,0},
|
||||
.forground = {0,0,0},
|
||||
},
|
||||
.position = (vec2){0,0},
|
||||
.data = t,
|
||||
.world = w,
|
||||
.callback = {
|
||||
.init = PlayerInit,
|
||||
.update = PlayerUpdate,
|
||||
.free = PlayerFree,
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
int templateInit(void* ent) {return 0;}
|
||||
int templateFree(void* ent) {return 0;}
|
||||
|
||||
16
source/game_source/entities/templates/Template.h
Normal file
16
source/game_source/entities/templates/Template.h
Normal file
@@ -0,0 +1,16 @@
|
||||
#ifndef ENTITY_template_H
|
||||
#define ENTITY_template_H
|
||||
#include "../entity.h"
|
||||
#include "../world.h"
|
||||
|
||||
|
||||
typedef struct {
|
||||
} template;
|
||||
|
||||
entity* Createtemplate(initvar);
|
||||
|
||||
int templateUpdate(int, void*);
|
||||
int templateInit(void*);
|
||||
int templateFree(void*);
|
||||
|
||||
#endif // ENTITY_template_H
|
||||
@@ -0,0 +1,21 @@
|
||||
#include "entity.h"
|
||||
#include "cells.h"
|
||||
#include "vector.h"
|
||||
#include "world.h"
|
||||
|
||||
int EntityMove(entity* e, vec2 pos) {
|
||||
world* world = e->world;
|
||||
|
||||
if(world->wells[at(pos.x,pos.y, world)].cell->flags & (CELL_FLAG_BLOCKING)){
|
||||
return 1;
|
||||
}
|
||||
if(world->wells[at(pos.x,pos.y, world)].entityIds[0] != NULL){
|
||||
return 2;
|
||||
}
|
||||
|
||||
world->wells[at(e->position.x,e->position.y, world)].entityIds[0] = 0;
|
||||
world->wells[at(pos.x,pos.y, world)].entityIds[0] = e;
|
||||
e->position = pos;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -3,12 +3,13 @@
|
||||
#include "vector.h"
|
||||
#include "tile.h"
|
||||
|
||||
typedef short entity_id;
|
||||
typedef int(*entity_func)(void*);
|
||||
typedef int(*entity_update_func)(int, void*);
|
||||
|
||||
// Entity network transaction.
|
||||
typedef struct {
|
||||
int id;
|
||||
entity_id id;
|
||||
int action;
|
||||
int userdataSize;
|
||||
void* userdata;
|
||||
@@ -23,19 +24,22 @@ typedef struct {
|
||||
|
||||
// Entity Struct
|
||||
typedef struct {
|
||||
int id;
|
||||
entity_id id;
|
||||
const char* name;
|
||||
const char* description;
|
||||
tile tile;
|
||||
vec2 position;
|
||||
void* userdata;
|
||||
void* data;
|
||||
void* world;
|
||||
entity_callbacks callback;
|
||||
entity_transaction ta;
|
||||
unsigned char cleanup;
|
||||
} entity;
|
||||
|
||||
entity* CreateEntity(const char* name, const char* description);
|
||||
int EntityAddCallbacks(entity* e, entity_callbacks cb);
|
||||
int EntitySetUserdat(entity* e, void* userdata);
|
||||
int EntityMove(entity* e, vec2 pos);
|
||||
|
||||
// Gets
|
||||
const char* GetEntityDescription(entity* e);
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
#include "entity_handler.h"
|
||||
#include "world.h"
|
||||
#include <bits/time.h>
|
||||
#include <time.h>
|
||||
#include <stdio.h>
|
||||
|
||||
void EntityListInit(entity_list* list) {
|
||||
list->count = 0;
|
||||
for(int i = 0; i < 256; i++) {
|
||||
list->entities[i] = NULL;
|
||||
}
|
||||
clock_gettime(CLOCK_MONOTONIC, &list->start);
|
||||
}
|
||||
|
||||
int EntityListUpdate(entity_list* list) {
|
||||
|
||||
clock_gettime(CLOCK_MONOTONIC, &list->current);
|
||||
double elapsed = (list->current.tv_sec - list->start.tv_sec);
|
||||
elapsed += (list->current.tv_nsec - list->start.tv_nsec) / 1000000000.0;
|
||||
if(elapsed > 0.125/4) {
|
||||
for(int i = 0; i < 256; i++) {
|
||||
if(list->entities[i] != NULL) {
|
||||
printf("running index %d\n", i);
|
||||
list->entities[i]->callback.update(0,list->entities[i]);
|
||||
}
|
||||
}
|
||||
clock_gettime(CLOCK_MONOTONIC, &list->start);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -4,10 +4,13 @@
|
||||
#define ENTITY_LIST_ACTION_ADD
|
||||
#define ENTITY_LIST_ACTION_REMOVE
|
||||
#include "entity.h"
|
||||
#include <time.h>
|
||||
|
||||
typedef struct {
|
||||
int count;
|
||||
entity* entities[256];
|
||||
struct timespec start;
|
||||
struct timespec current;
|
||||
} entity_list;
|
||||
|
||||
typedef struct {
|
||||
@@ -17,13 +20,13 @@ typedef struct {
|
||||
}entity_list_transaction;
|
||||
|
||||
void EntityListInit(entity_list* list);
|
||||
int EntityListAddEntity(entity* ent);
|
||||
int EntityListRemoveEntity(entity* ent);
|
||||
//int EntityListAddEntity(entity* ent);
|
||||
//int EntityListRemoveEntity(entity* ent);
|
||||
//
|
||||
//int EntityListTransactionSet(entity_list_transaction* ta, int action, void* data);
|
||||
//int EntityListTransactionSend(entity_list* list, entity_list_transaction* ta);
|
||||
|
||||
int EntityListTransactionSet(entity_list_transaction* ta, int action, void* data);
|
||||
int EntityListTransactionSend(entity_list* list, entity_list_transaction* ta);
|
||||
|
||||
int EntityListUpdate();
|
||||
int EntityListUpdate(entity_list* list);
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
13
source/game_source/game_server.h
Normal file
13
source/game_source/game_server.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#include "player/player_packet.h"
|
||||
#ifndef GAME_SERVER_H
|
||||
|
||||
typedef struct {
|
||||
const char* ip;
|
||||
int port;
|
||||
unsigned int sessionId;
|
||||
}game_server_config;
|
||||
|
||||
int ConnectToGameServer(game_server_config* config);
|
||||
|
||||
#define GAME_SERVER_H
|
||||
#endif
|
||||
8
source/game_source/player/player_packet.c
Normal file
8
source/game_source/player/player_packet.c
Normal file
@@ -0,0 +1,8 @@
|
||||
#include "player_packet.h"
|
||||
|
||||
int SendPlayerPacket(player_packet *pakcet, game_server *config) {
|
||||
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
25
source/game_source/player/player_packet.h
Normal file
25
source/game_source/player/player_packet.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef PLAYER_PACKET_H
|
||||
#define PLAYER_PACKET_H
|
||||
#include "../../server_source/game_client.h"
|
||||
|
||||
#define MOVE_UP 1
|
||||
#define MOVE_DOWN 2
|
||||
#define MOVE_LEFT 3
|
||||
#define MOVE_RIGHT 4
|
||||
|
||||
#define ATTACK_MELEE 11
|
||||
#define ATTACK_WEAPON_1 12
|
||||
#define ATTACK_WEAPON_2 13
|
||||
#define ATTACK_WEAPON_3 14
|
||||
|
||||
|
||||
|
||||
typedef struct {
|
||||
|
||||
}player_packet;
|
||||
|
||||
|
||||
|
||||
int SendPlayerPacket(player_packet* pakcet, game_server* config);
|
||||
|
||||
#endif
|
||||
@@ -1,8 +1,9 @@
|
||||
#ifndef TILE_H
|
||||
#define TILE_H
|
||||
#include "color.h"
|
||||
#include "tart.h"
|
||||
typedef struct {
|
||||
char simble;
|
||||
t_char simble;
|
||||
color forground;
|
||||
color background;
|
||||
} tile;
|
||||
|
||||
186
source/game_source/world.c
Normal file
186
source/game_source/world.c
Normal file
@@ -0,0 +1,186 @@
|
||||
#include "world.h"
|
||||
#include "cells.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include "./entities/Centery.h"
|
||||
#include "./entities/Player.h"
|
||||
#include "entity_handler.h"
|
||||
#include "vector.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#define iToX(i) i%w->size_x
|
||||
#define iToY(i) i/w->size_x
|
||||
|
||||
int UpdateWorld(world* w) {
|
||||
for(int i = 0; i < 255; i++ ) {
|
||||
if(w->ent_list->entities[i] != NULL) {
|
||||
if(w->ent_list->entities[i]->cleanup) {
|
||||
printf("CleanningUp Entity %d\n", i);
|
||||
RemoveEntity(w, w->ent_list->entities[i]);
|
||||
w->ent_list->entities[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
EntityListUpdate(w->ent_list);
|
||||
return 0;
|
||||
}
|
||||
int InitWorld(world* w) {
|
||||
EntityListInit(w->ent_list);
|
||||
return 0;
|
||||
}
|
||||
int CreateWorld(world* w, long seed) {
|
||||
int grid_size = w->size_x * w->size_y * sizeof(well);
|
||||
|
||||
w->world_size = grid_size;
|
||||
w->seed = seed;
|
||||
|
||||
w->wells = (well*)malloc(grid_size * sizeof(well));
|
||||
w->prevWells = (well*)malloc(grid_size * sizeof(well));
|
||||
|
||||
if(!w->wells || !w->prevWells) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
entity_list* el = malloc(sizeof(entity_list));
|
||||
w->ent_list = el;
|
||||
|
||||
|
||||
memset(w->wells, 0, grid_size * sizeof(well));
|
||||
memset(w->prevWells, 0, grid_size * sizeof(well));
|
||||
|
||||
return grid_size;
|
||||
}
|
||||
|
||||
int AddEntity(world* w, entity* ent) {
|
||||
for(int i = 0; i < 255; i++) {
|
||||
if(w->ent_list->entities[i] == NULL) {
|
||||
w->ent_list->entities[i] = ent;
|
||||
break;
|
||||
}
|
||||
}
|
||||
w->wells[at(ent->position.x, ent->position.y,w)].entityIds[0] = ent;
|
||||
w->ent_list->count++;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int RemoveEntity(world *w, entity *ent) {
|
||||
printf("removeing entity\n");
|
||||
w->wells[at(ent->position.x, ent->position.y,w)].entityIds[0] = NULL;
|
||||
ent->callback.free(ent);
|
||||
free(ent->data);
|
||||
free(ent);
|
||||
w->ent_list->count--;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int GenerateWorld(world *w) {
|
||||
|
||||
|
||||
for(int i = 0; i <= w->size_y; i++) {
|
||||
for(int j = 0; j <= w->size_x; j++) {
|
||||
if(i == 0 || i == w->size_y - 2 || j == 0 || j == w->size_x - 2) {
|
||||
w->wells[at(j, i, w)].cell = SetCell(1);
|
||||
}else {
|
||||
int grass_type = (rand()%3) + 7;
|
||||
|
||||
w->wells[at(j, i, w)].cell = SetCell(grass_type);
|
||||
w->wells[at(j, i, w)].entityIds[0] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[1] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[2] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[3] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[4] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[5] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[6] = 0;
|
||||
w->wells[at(j, i, w)].entityIds[7] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int i = 0; i < w->ent_list->count; i++) {
|
||||
entity* ent = w->ent_list->entities[i];
|
||||
w->wells[at(ent->position.x + 1, ent->position.y + 1, w)].entityIds[0] = ent;
|
||||
}
|
||||
|
||||
vec2 building_position = {50,50};
|
||||
vec2 building_size = {100,100};
|
||||
|
||||
for(int i = 0; i <= building_size.y; i++) {
|
||||
for(int j = 0; j <= building_size.x; j++) {
|
||||
w->wells[at(building_position.x + j, building_position.y + i,w)].cell = SetCell(1);
|
||||
}
|
||||
}
|
||||
|
||||
typedef struct {
|
||||
vec2 size,pos;
|
||||
int type;
|
||||
} block;
|
||||
|
||||
block roomList[100];
|
||||
block room;
|
||||
int sizeIteration = 0;
|
||||
int continueIdx = 0;
|
||||
|
||||
for(int i = 0; i < 100; i++) {
|
||||
//room.size = (vec2){(rand()%9)+1, (rand()%9)+1};
|
||||
room.size = (vec2){15, 15};
|
||||
room.pos = (vec2){
|
||||
(rand()%(building_size.x - room.size.x) -1),
|
||||
(rand()%(building_size.y - room.size.y) -1)
|
||||
};
|
||||
if(i > 0) {
|
||||
|
||||
for(int j = 0; j < i; j++) {
|
||||
printf("Room[%d] %d,%d, Chalange Room[%d] %d,%d ",i, room.pos.x, room.pos.y, j, roomList[j].pos.x, roomList[j].pos.y);
|
||||
if(!((room.pos.x + room.size.x < -1 + roomList[j].pos.x || room.pos.x > 1 + roomList[j].pos.x + roomList[j].size.x)|| (room.pos.y + room.size.y < -1 + roomList[j].pos.y
|
||||
|| room.pos.y > 1 + roomList[j].pos.y + roomList[j].size.y))) {
|
||||
|
||||
room.pos = (vec2){
|
||||
(rand()%(building_size.x - room.size.x)),
|
||||
(rand()%(building_size.y - room.size.y))
|
||||
};
|
||||
if(sizeIteration >= 5) {
|
||||
printf("iterate Size ");
|
||||
if(room.size.x > 5 && (rand()%2 - 1)) {
|
||||
room.size.x--;
|
||||
}else if(room.size.y > 5) {
|
||||
room.size.y--;
|
||||
}
|
||||
sizeIteration = 0;
|
||||
continueIdx++;
|
||||
}
|
||||
if(continueIdx > 100) {
|
||||
return -1;
|
||||
}
|
||||
sizeIteration++;
|
||||
j = -1;
|
||||
printf("BAD!\n");
|
||||
continue;
|
||||
}
|
||||
printf("Good!\n");
|
||||
}
|
||||
}
|
||||
continueIdx = 0;
|
||||
roomList[i] = room;
|
||||
for(int y = 0; y <= room.size.y; y++) {
|
||||
for(int x = 0; x <= room.size.x; x++) {
|
||||
if(room.pos.x+x > 0 && room.pos.x+x < w->size_x && room.pos.y+y > 0 && room.pos.y+y < w->size_y){
|
||||
if(y == 0 || y == room.size.y || x == 0 || x == room.size.x ) {
|
||||
w->wells[at(
|
||||
building_position.x + room.pos.x + x,
|
||||
building_position.y + room.pos.y + y,
|
||||
w)].cell = SetCell(2);
|
||||
}else {
|
||||
|
||||
w->wells[at(
|
||||
building_position.x + room.pos.x + x,
|
||||
building_position.y + room.pos.y + y,
|
||||
w)].cell = SetCell(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
32
source/game_source/world.h
Normal file
32
source/game_source/world.h
Normal file
@@ -0,0 +1,32 @@
|
||||
#ifndef WORLD_H
|
||||
#define WORLD_H
|
||||
#define at(X,Y,w) ((Y) * w->size_x ) + (X)
|
||||
#include "cells.h"
|
||||
#include "entity.h"
|
||||
#include "entity_handler.h"
|
||||
|
||||
typedef struct {
|
||||
cell* cell;
|
||||
entity* entityIds[1];
|
||||
} well;
|
||||
|
||||
typedef struct {
|
||||
int size_x;
|
||||
int size_y;
|
||||
int player_spawn_x;
|
||||
int player_spawn_y;
|
||||
long seed;
|
||||
int world_size;
|
||||
well *wells;
|
||||
well *prevWells;
|
||||
entity_list* ent_list;
|
||||
} world;
|
||||
|
||||
int UpdateWorld(world*);
|
||||
int InitWorld(world*);
|
||||
int CreateWorld(world*, long seed);
|
||||
int AddEntity(world* w, entity* ent);
|
||||
int RemoveEntity(world* w, entity* ent);
|
||||
int GenerateWorld(world* w);
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user