#include "scene_impl.h" #include "water_flow.h" #include "ent_impl.h" #include "constants.h" #include "raymath.h" void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone) { init_render_manager(&data->render_manager); data->game_rec = view_zone; memset(&data->camera, 0, sizeof(LevelCamera_t)); data->camera.cam.rotation = 0.0f; data->camera.cam.zoom = 1.0f; data->camera.mass = 0.2f; data->camera.k = 6.2f; data->camera.c = 2.2f; data->camera.range_limit = 200.0f; data->tilemap.max_tiles = max_tiles; if (tiles != NULL) { data->tilemap.tiles = tiles; } else { data->tilemap.tiles = calloc(max_tiles, sizeof(Tile_t)); } data->tilemap.width = DEFAULT_MAP_WIDTH; data->tilemap.height = DEFAULT_MAP_HEIGHT; data->tilemap.tile_size = TILE_SIZE; data->tilemap.n_tiles = data->tilemap.width * data->tilemap.height; memset(data->tile_sprites, 0, sizeof(data->tile_sprites)); for (size_t i = 0; i < max_tiles;i++) { data->tilemap.tiles[i].solid = NOT_SOLID; data->tilemap.tiles[i].tile_type = EMPTY_TILE; data->tilemap.tiles[i].rotation = TILE_NOROTATE; data->tilemap.tiles[i].moveable = true; data->tilemap.tiles[i].max_water_level = 4; sc_map_init_64v(&data->tilemap.tiles[i].entities_set, 16, 0); data->tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE}; } memset(&data->coins, 0, sizeof(data->coins)); data->show_grid = false; memset(&data->sm, 0, sizeof(data->sm)); } void term_level_scene_data(LevelSceneData_t* data) { for (size_t i = 0; i < data->tilemap.max_tiles;i++) { sc_map_term_64v(&data->tilemap.tiles[i].entities_set); } } void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent) { /* Use the helper function to remove any entity * This is because some components may have deinit steps * This function will also take care of the tilemap collision handling * */ CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T); if (p_emitter != NULL) { unload_emitter_handle(&scene->part_sys, p_emitter->handle); } if (get_component(p_ent, CWATERRUNNER_T)!= NULL) { free_water_runner(p_ent, &scene->ent_manager); } remove_entity_from_tilemap(&scene->ent_manager, tilemap, p_ent); } void clear_all_game_entities(LevelScene_t* scene) { Entity_t* ent; sc_map_foreach_value(&scene->scene.ent_manager.entities, ent) { clear_an_entity(&scene->scene, &scene->data.tilemap, ent); } // This is unnecessary as the first pass should clear everything // For now, leave it in. This is not expected to call all the time // so not too bad clear_entity_manager(&scene->scene.ent_manager); for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++) { sc_map_clear_64v(&scene->data.tilemap.tiles[i].entities_set); } } bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num) { if (level_num >= scene->data.level_pack->n_levels) return false; LevelMap_t lvl_map = scene->data.level_pack->levels[level_num]; uint32_t n_tiles = lvl_map.width * lvl_map.height; if (n_tiles > scene->data.tilemap.max_tiles) return false; scene->data.current_level = level_num; scene->data.tilemap.width = lvl_map.width; scene->data.tilemap.height = lvl_map.height; scene->data.tilemap.n_tiles = n_tiles; scene->data.coins.current = 0; scene->data.coins.total = lvl_map.n_chests; #define N_SOLID_TILESETS 3 static const char* SOLID_TILE_SELECTIONS[N_SOLID_TILESETS] = { "stile0", "stile1", "stile2" }; scene->data.selected_solid_tilemap = lvl_map.flags; scene->data.solid_tile_sprites = get_sprite(&scene->scene.engine->assets, SOLID_TILE_SELECTIONS[lvl_map.flags]); clear_all_game_entities(scene); for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++) { scene->data.tilemap.tiles[i].solid = NOT_SOLID; scene->data.tilemap.tiles[i].tile_type = EMPTY_TILE; scene->data.tilemap.tiles[i].rotation = TILE_NOROTATE; scene->data.tilemap.tiles[i].connectivity = 0; scene->data.tilemap.tiles[i].moveable = true; scene->data.tilemap.tiles[i].offset = (Vector2){0, 0}; scene->data.tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE}; scene->data.tilemap.tiles[i].def = 0; memset(scene->data.tilemap.render_nodes + i, 0, sizeof(RenderInfoNode)); scene->data.tilemap.render_nodes[i].pos = (Vector2){ (i % scene->data.tilemap.width) * TILE_SIZE, (i / scene->data.tilemap.width) * TILE_SIZE, }; scene->data.tilemap.render_nodes[i].scale = (Vector2){1,1}; scene->data.tilemap.render_nodes[i].colour = WHITE; if (lvl_map.tiles[i].tile_type == SOLID_TILE) { change_a_tile(&scene->data.tilemap, i, SOLID_TILE); } if (lvl_map.tiles[i].water > MAX_WATER_LEVEL) { scene->data.tilemap.tiles[i].max_water_level = 0; } else { scene->data.tilemap.tiles[i].max_water_level = 4; scene->data.tilemap.tiles[i].water_level = lvl_map.tiles[i].water; scene->data.tilemap.tiles[i].wet = scene->data.tilemap.tiles[i].water_level > 0; } } // Two pass, because some tile depends on the solidity of the tiles for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++) { if (lvl_map.tiles[i].tile_type >= 8 && lvl_map.tiles[i].tile_type < 20) { uint32_t tmp_idx = lvl_map.tiles[i].tile_type - 8; uint32_t item_type = tmp_idx % 6; ContainerItem_t item = CONTAINER_EMPTY; switch (item_type) { case 1: item = CONTAINER_LEFT_ARROW;break; case 2: item = CONTAINER_RIGHT_ARROW;break; case 3: item = CONTAINER_UP_ARROW;break; case 4: item = CONTAINER_DOWN_ARROW;break; case 5: item = CONTAINER_BOMB;break; default: break; } Entity_t* ent = create_crate(&scene->scene.ent_manager, tmp_idx > 5, item); ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; } else { switch (lvl_map.tiles[i].tile_type) { case 2: change_a_tile(&scene->data.tilemap, i, ONEWAY_TILE); break; case 3: change_a_tile(&scene->data.tilemap, i, LADDER); break; case 4: case 5: case 6: case 7: change_a_tile(&scene->data.tilemap, i, SPIKES); break; case 20: { Entity_t* ent = create_boulder(&scene->scene.ent_manager); ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; } break; case 21: { create_water_runner(&scene->scene.ent_manager, lvl_map.width, lvl_map.height, i); } break; case 22: { Entity_t* ent = create_player(&scene->scene.ent_manager); ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; } break; case 23: { Entity_t* ent = create_chest(&scene->scene.ent_manager); ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; CTransform_t* p_ctransform = get_component(ent, CTRANSFORM_COMP_T); p_ctransform->active = true; } break; case 24: { Entity_t* ent = create_level_end(&scene->scene.ent_manager); if (ent != NULL) { ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size + (scene->data.tilemap.tile_size >> 1); } } break; default: break; } if (lvl_map.tiles[i].tile_type >= 25) { Entity_t* ent = create_urchin(&scene->scene.ent_manager); if (ent != NULL) { CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T); ent->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size + (scene->data.tilemap.tile_size >> 1) - p_bbox->half_size.x; ent->position.y = (int)(i / scene->data.tilemap.width) * scene->data.tilemap.tile_size + (scene->data.tilemap.tile_size >> 1) - p_bbox->half_size.y; uint8_t spd_encoding = lvl_map.tiles[i].tile_type - 25; float angle = 45.0f / 180.0f * PI * ((spd_encoding >> 2) & 7); float mag = 75 * (spd_encoding & 3); CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T); p_ct->velocity = Vector2Scale( (Vector2){cosf(angle), sinf(angle)}, mag ); } } } // This only works for static loading. // If a tilemap change change to some other arbitrary tile. // Then this should be done while changing a tile. if (lvl_map.tiles[i].tile_type == SOLID_TILE) { scene->data.tilemap.render_nodes[i].spr = scene->data.solid_tile_sprites; scene->data.tilemap.render_nodes[i].frame_num = CONNECTIVITY_TILE_MAPPING[ scene->data.tilemap.tiles[i].connectivity ]; } else { uint8_t tile_sprite_idx = scene->data.tilemap.tiles[i].tile_type + scene->data.tilemap.tiles[i].rotation; scene->data.tilemap.render_nodes[i].spr = scene->data.tile_sprites[ tile_sprite_idx ]; } } return true; } void reload_level_tilemap(LevelScene_t* scene) { load_level_tilemap(scene, scene->data.current_level); } void load_next_level_tilemap(LevelScene_t* scene) { unsigned int lvl = scene->data.current_level; lvl++; if (lvl < scene->data.level_pack->n_levels) { load_level_tilemap(scene, lvl); } } void load_prev_level_tilemap(LevelScene_t* scene) { unsigned int lvl = scene->data.current_level; lvl--; if (lvl >= 0) { load_level_tilemap(scene, lvl); } } void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type) { TileType_t last_type = tilemap->tiles[tile_idx].tile_type; tilemap->tiles[tile_idx].tile_type = new_type; switch (new_type) { case EMPTY_TILE: tilemap->tiles[tile_idx].solid = NOT_SOLID; break; case ONEWAY_TILE: tilemap->tiles[tile_idx].solid = ONE_WAY; break; case LADDER: { //int up_tile = tile_idx - tilemap->width; //if (up_tile > 0 && tilemap->tiles[up_tile].tile_type != LADDER) //{ // tilemap->tiles[tile_idx].solid = ONE_WAY; //} //else { tilemap->tiles[tile_idx].solid = NOT_SOLID; } //unsigned int down_tile = tile_idx + tilemap->width; //if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER) //{ // tilemap->tiles[down_tile].solid = (tilemap->tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID; //} } break; case SPIKES: tilemap->tiles[tile_idx].solid = NOT_SOLID; break; case SOLID_TILE: tilemap->tiles[tile_idx].solid = SOLID; break; } if (last_type == LADDER && new_type != LADDER) { unsigned int down_tile = tile_idx + tilemap->width; if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER) { tilemap->tiles[down_tile].solid = ONE_WAY; } } tilemap->tiles[tile_idx].rotation = TILE_NOROTATE; const int SPIKE_HITBOX_LONGSIDE = 30; const int SPIKE_HITBOX_SHORTSIDE = 12; if (new_type == SPIKES) { // Priority: Down, Up, Left, Right if (tile_idx + tilemap->width < tilemap->n_tiles && tilemap->tiles[tile_idx + tilemap->width].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,tilemap->tile_size - SPIKE_HITBOX_SHORTSIDE}; tilemap->tiles[tile_idx].size = (Vector2){SPIKE_HITBOX_LONGSIDE, SPIKE_HITBOX_SHORTSIDE}; } else if (tile_idx >= tilemap->width && tilemap->tiles[tile_idx - tilemap->width].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){SPIKE_HITBOX_LONGSIDE, SPIKE_HITBOX_SHORTSIDE}; tilemap->tiles[tile_idx].rotation = TILE_180ROT; } else if (tile_idx % tilemap->width != 0 && tilemap->tiles[tile_idx - 1].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){SPIKE_HITBOX_SHORTSIDE, SPIKE_HITBOX_LONGSIDE}; tilemap->tiles[tile_idx].rotation = TILE_90CWROT; } else if ((tile_idx + 1) % tilemap->width != 0 && tilemap->tiles[tile_idx + 1].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){tilemap->tile_size - SPIKE_HITBOX_SHORTSIDE,0}; tilemap->tiles[tile_idx].size = (Vector2){SPIKE_HITBOX_SHORTSIDE, SPIKE_HITBOX_LONGSIDE}; tilemap->tiles[tile_idx].rotation = TILE_90CCWROT; } else { tilemap->tiles[tile_idx].offset = (Vector2){0,16}; tilemap->tiles[tile_idx].size = (Vector2){32,16}; } } else if (new_type == ONEWAY_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){32,10}; } else { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){32,32}; } tilemap->tiles[tile_idx].moveable = ( tilemap->tiles[tile_idx].tile_type == EMPTY_TILE || tilemap->tiles[tile_idx].tile_type == SPIKES ); tilemap->tiles[tile_idx].def = (tilemap->tiles[tile_idx].tile_type == SOLID_TILE) ? 5: 2; tilemap->tiles[tile_idx].connectivity = 0; const uint8_t LEFT_BIT = 0; const uint8_t UP_BIT = 1; const uint8_t RIGHT_BIT = 2; const uint8_t DOWN_BIT = 3; { // Priority: Left, Up, Right, Down if (tile_idx % tilemap->width != 0) { tilemap->tiles[tile_idx].connectivity |= (tilemap->tiles[tile_idx - 1].tile_type == SOLID_TILE) ? (1 << LEFT_BIT) : 0; if (new_type == SOLID_TILE) { tilemap->tiles[tile_idx - 1].connectivity |= (1 << RIGHT_BIT); } else { tilemap->tiles[tile_idx - 1].connectivity &= ~(1 << RIGHT_BIT); } } if (tile_idx >= tilemap->width) { tilemap->tiles[tile_idx].connectivity |= (tilemap->tiles[tile_idx - tilemap->width].tile_type == SOLID_TILE) ? (1 << UP_BIT) : 0; if (new_type == SOLID_TILE) { tilemap->tiles[tile_idx - tilemap->width].connectivity |= (1 << DOWN_BIT); } else { tilemap->tiles[tile_idx - tilemap->width].connectivity &= ~(1 << DOWN_BIT); } } if (tile_idx + tilemap->width < tilemap->n_tiles) { tilemap->tiles[tile_idx].connectivity |= (tilemap->tiles[tile_idx + tilemap->width].tile_type == SOLID_TILE) ? (1 << DOWN_BIT) : 0; if (new_type == SOLID_TILE) { tilemap->tiles[tile_idx + tilemap->width].connectivity |= (1 << UP_BIT); } else { tilemap->tiles[tile_idx + tilemap->width].connectivity &= ~(1 << UP_BIT); } } if ((tile_idx + 1) % tilemap->width != 0) { tilemap->tiles[tile_idx].connectivity |= (tilemap->tiles[tile_idx + 1].tile_type == SOLID_TILE) ? (1 << RIGHT_BIT) : 0; if (new_type == SOLID_TILE) { tilemap->tiles[tile_idx + 1].connectivity |= (1 << LEFT_BIT); } else { tilemap->tiles[tile_idx + 1].connectivity &= ~(1 << LEFT_BIT); } } } }