391 lines
12 KiB
C
391 lines
12 KiB
C
#include "assets.h"
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#include "assert.h"
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#include "zstd.h"
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#include <stdio.h>
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#define MAX_TEXTURES 16
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#define MAX_SPRITES 64
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#define MAX_SOUNDS 16
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#define MAX_FONTS 4
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#define MAX_N_TILES 4096
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#define MAX_NAME_LEN 32
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#define MAX_LEVEL_PACK 4
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uint8_t n_loaded[5] = {0};
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// Hard limit number of
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typedef struct TextureData
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{
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Texture2D texture;
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char name[MAX_NAME_LEN];
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}TextureData_t;
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typedef struct SpriteData
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{
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Sprite_t sprite;
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char name[MAX_NAME_LEN];
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}SpriteData_t;
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typedef struct FontData
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{
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Font font;
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char name[MAX_NAME_LEN];
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}FontData_t;
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typedef struct SoundData
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{
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Sound sound;
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char name[MAX_NAME_LEN];
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}SoundData_t;
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typedef struct LevelPackData
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{
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LevelPack_t pack;
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char name[MAX_NAME_LEN];
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}LevelPackData_t;
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static TextureData_t textures[MAX_TEXTURES];
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static FontData_t fonts[MAX_FONTS];
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static SoundData_t sfx[MAX_SOUNDS];
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static SpriteData_t sprites[MAX_SPRITES];
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static LevelPackData_t levelpacks[MAX_LEVEL_PACK];
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#define DECOMPRESSOR_INBUF_LEN 4096
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#define DECOMPRESSOR_OUTBUF_LEN 4096
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static struct ZstdDecompressor
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{
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ZSTD_DCtx* ctx;
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uint8_t in_buffer[DECOMPRESSOR_INBUF_LEN];
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uint8_t out_buffer[DECOMPRESSOR_OUTBUF_LEN];
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}level_decompressor;
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static void unload_level_pack(LevelPack_t pack)
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{
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for (uint8_t i = 0; i < pack.n_levels; ++i)
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{
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free(pack.levels[i].tiles);
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}
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free(pack.levels);
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}
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// Maybe need a circular buffer??
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Texture2D* add_texture(Assets_t* assets, const char* name, const char* path)
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{
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uint8_t tex_idx = n_loaded[0];
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assert(tex_idx < MAX_TEXTURES);
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Texture2D tex = LoadTexture(path);
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if (tex.width == 0 || tex.height == 0) return NULL;
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textures[tex_idx].texture = tex;
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strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
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n_loaded[0]++;
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return &textures[tex_idx].texture;
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}
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Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
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{
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uint8_t spr_idx = n_loaded[1];
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assert(spr_idx < MAX_SPRITES);
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memset(sprites + spr_idx, 0, sizeof(Sprite_t));
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sprites[spr_idx].sprite.texture = texture;
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strncpy(sprites[spr_idx].name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_sprites, sprites[spr_idx].name, spr_idx);
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n_loaded[1]++;
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return &sprites[spr_idx].sprite;
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}
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Sound* add_sound(Assets_t* assets, const char* name, const char* path)
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{
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uint8_t snd_idx = n_loaded[2];
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assert(snd_idx < MAX_SOUNDS);
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sfx[snd_idx].sound = LoadSound(path);
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strncpy(sfx[snd_idx].name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_sounds, sfx[snd_idx].name, snd_idx);
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n_loaded[2]++;
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return &sfx[snd_idx].sound;
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}
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Font* add_font(Assets_t* assets, const char* name, const char* path)
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{
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uint8_t fnt_idx = n_loaded[3];
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assert(fnt_idx < MAX_FONTS);
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fonts[fnt_idx].font = LoadFont(path);
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strncpy(fonts[fnt_idx].name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_fonts, fonts[fnt_idx].name, fnt_idx);
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n_loaded[3]++;
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return &fonts[fnt_idx].font;
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}
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LevelPack_t* add_level_pack(Assets_t* assets, const char* name, const char* path)
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{
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FILE* file = fopen(path, "rb");
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if (file == NULL) return NULL;
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LevelPackData_t* pack_info = levelpacks + n_loaded[4];
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fread(&pack_info->pack.n_levels, sizeof(uint32_t), 1, file);
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pack_info->pack.levels = calloc(pack_info->pack.n_levels, sizeof(LevelMap_t));
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for (uint8_t i = 0; i < pack_info->pack.n_levels; ++i)
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{
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fread(pack_info->pack.levels[i].level_name, sizeof(char), 32, file);
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fread(&pack_info->pack.levels[i].width, sizeof(uint16_t), 1, file);
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fread(&pack_info->pack.levels[i].height, sizeof(uint16_t), 1, file);
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uint32_t n_tiles = pack_info->pack.levels[i].width * pack_info->pack.levels[i].height;
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pack_info->pack.levels[i].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
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fread(pack_info->pack.levels[i].tiles, 4, n_tiles, file);
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}
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fclose(file);
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uint8_t pack_idx = n_loaded[4];
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strncpy(pack_info->name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
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n_loaded[4]++;
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return &levelpacks[pack_idx].pack;
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}
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LevelPack_t* uncompress_level_pack(Assets_t* assets, const char* name, const char* path)
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{
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FILE* file = fopen(path, "rb");
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if (file == NULL) return NULL;
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LevelPackData_t* pack_info = levelpacks + n_loaded[4];
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size_t read = 0;
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ZSTD_inBuffer input = { level_decompressor.in_buffer, read, 0 };
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ZSTD_outBuffer output = { level_decompressor.out_buffer, 4, 0 };
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do
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{
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if (input.pos == input.size)
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{
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puts("Read more");
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read = fread(level_decompressor.in_buffer, 1, DECOMPRESSOR_INBUF_LEN, file);
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if (read == 0) break;
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input.size = read;
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input.pos = 0;
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}
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size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
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if (ZSTD_isError(ret))
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{
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printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
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break;
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}
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}
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while (output.pos == 0);
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if (output.pos == 0)
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{
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perror("Could not read number of levels");
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return NULL;
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}
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// Read number of levels and alloc the memory for the levels
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uint32_t n_levels = 0;
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uint8_t lvls = 0;
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bool err = false;
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memcpy(&n_levels, level_decompressor.out_buffer, 4);
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pack_info->pack.levels = calloc(n_levels, sizeof(LevelMap_t));
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for (lvls = 0; lvls < n_levels; ++lvls)
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{
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printf("Parsing level %u\n", lvls);
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output.size = 36;
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output.pos = 0;
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do
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{
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if (input.pos == input.size)
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{
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read = fread(level_decompressor.in_buffer, 1, DECOMPRESSOR_INBUF_LEN, file);
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if (read == 0) break;
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input.size = read;
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input.pos = 0;
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}
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size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
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if (ZSTD_isError(ret))
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{
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printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
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break;
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}
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printf("Compare %lu to %lu\n", output.pos, output.size);
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}
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while (output.pos != output.size);
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if (output.pos != output.size)
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{
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perror("Could not read level");
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err = true;
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goto load_end;
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}
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memcpy(pack_info->pack.levels[lvls].level_name, level_decompressor.out_buffer, 32);
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memcpy(&pack_info->pack.levels[lvls].width, level_decompressor.out_buffer + 32, 2);
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memcpy(&pack_info->pack.levels[lvls].height, level_decompressor.out_buffer + 34, 2);
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pack_info->pack.levels[lvls].level_name[31] = '\0';
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printf("Level name: %s\n", pack_info->pack.levels[lvls].level_name);
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printf("WxH: %u %u\n", pack_info->pack.levels[lvls].width, pack_info->pack.levels[lvls].height);
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uint32_t n_tiles = pack_info->pack.levels[lvls].width * pack_info->pack.levels[lvls].height;
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uint32_t remaining_len = n_tiles * 4;
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pack_info->pack.levels[lvls].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
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output.size = DECOMPRESSOR_OUTBUF_LEN;
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output.pos = 0;
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uint8_t* data_ptr = (uint8_t*)pack_info->pack.levels[lvls].tiles;
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do
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{
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if (input.pos == input.size)
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{
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read = fread(level_decompressor.in_buffer, 1, DECOMPRESSOR_INBUF_LEN, file);
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if (read == 0) break;
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input.size = read;
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input.pos = 0;
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}
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size_t to_read = (remaining_len > DECOMPRESSOR_OUTBUF_LEN) ? DECOMPRESSOR_OUTBUF_LEN : remaining_len;
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output.size = to_read;
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output.pos = 0;
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size_t const ret = ZSTD_decompressStream(level_decompressor.ctx, &output , &input);
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if (ZSTD_isError(ret))
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{
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printf("Decompression Error: %s\n", ZSTD_getErrorName(ret));
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break;
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}
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memcpy(data_ptr, level_decompressor.out_buffer, output.pos);
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data_ptr += output.pos;
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remaining_len -= output.pos;
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}
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while (remaining_len > 0);
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if (remaining_len > 0)
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{
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free(pack_info->pack.levels[lvls].tiles);
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perror("Could not read level tiles");
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err = true;
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goto load_end;
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}
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}
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load_end:
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fclose(file);
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if (err)
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{
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unload_level_pack(pack_info->pack);
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return NULL;
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}
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pack_info->pack.n_levels = lvls;
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uint8_t pack_idx = n_loaded[4];
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strncpy(pack_info->name, name, MAX_NAME_LEN);
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sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
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n_loaded[4]++;
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return &levelpacks[pack_idx].pack;
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}
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void init_assets(Assets_t* assets)
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{
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sc_map_init_s64(&assets->m_fonts, MAX_FONTS, 0);
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sc_map_init_s64(&assets->m_sprites, MAX_SPRITES, 0);
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sc_map_init_s64(&assets->m_textures, MAX_TEXTURES, 0);
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sc_map_init_s64(&assets->m_sounds, MAX_SOUNDS, 0);
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sc_map_init_s64(&assets->m_levelpacks, MAX_LEVEL_PACK, 0);
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level_decompressor.ctx = ZSTD_createDCtx();
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}
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void free_all_assets(Assets_t* assets)
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{
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for (uint8_t i = 0; i < n_loaded[0]; ++i)
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{
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UnloadTexture(textures[i].texture);
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}
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for (uint8_t i = 0; i < n_loaded[2]; ++i)
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{
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UnloadSound(sfx[i].sound);
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}
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for (uint8_t i = 0; i < n_loaded[3]; ++i)
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{
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UnloadFont(fonts[i].font);
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}
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for (uint8_t i = 0; i < n_loaded[4]; ++i)
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{
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unload_level_pack(levelpacks[i].pack);
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}
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sc_map_clear_s64(&assets->m_textures);
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sc_map_clear_s64(&assets->m_fonts);
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sc_map_clear_s64(&assets->m_sounds);
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sc_map_clear_s64(&assets->m_sprites);
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sc_map_clear_s64(&assets->m_levelpacks);
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memset(n_loaded, 0, sizeof(n_loaded));
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}
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void term_assets(Assets_t* assets)
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{
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free_all_assets(assets);
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sc_map_term_s64(&assets->m_textures);
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sc_map_term_s64(&assets->m_fonts);
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sc_map_term_s64(&assets->m_sounds);
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sc_map_term_s64(&assets->m_sprites);
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sc_map_term_s64(&assets->m_levelpacks);
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ZSTD_freeDCtx(level_decompressor.ctx);
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}
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Texture2D* get_texture(Assets_t* assets, const char* name)
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{
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uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
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if (sc_map_found(&assets->m_textures))
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{
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return &textures[tex_idx].texture;
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}
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return NULL;
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}
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Sprite_t* get_sprite(Assets_t* assets, const char* name)
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{
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uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
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if (sc_map_found(&assets->m_sprites))
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{
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return &sprites[spr_idx].sprite;
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}
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return NULL;
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}
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Sound* get_sound(Assets_t* assets, const char* name)
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{
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uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
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if (sc_map_found(&assets->m_sounds))
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{
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return &sfx[snd_idx].sound;
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}
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return NULL;
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}
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Font* get_font(Assets_t* assets, const char* name)
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{
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uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
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if (sc_map_found(&assets->m_fonts))
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{
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return &fonts[fnt_idx].font;
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}
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return NULL;
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}
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LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
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{
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uint8_t pack_idx = sc_map_get_s64(&assets->m_levelpacks, name);
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if (sc_map_found(&assets->m_levelpacks))
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{
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return &levelpacks[pack_idx].pack;
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}
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return NULL;
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}
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void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x)
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{
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Rectangle rec = {
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spr->origin.x + spr->frame_size.x * spr->current_frame,
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spr->origin.y,
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spr->frame_size.x * (flip_x ? -1:1),
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spr->frame_size.y
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};
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DrawTextureRec(*spr->texture, rec, pos, WHITE);
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}
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