HATPC/scenes/water_flow.c

170 lines
7.0 KiB
C

#include "water_flow.h"
#include "sc/queue/sc_queue.h"
#include <stdio.h>
Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile)
{
Entity_t* p_filler = add_entity(ent_manager, DYNMEM_ENT_TAG);
if (p_filler == NULL) return NULL;
CWaterRunner_t* p_crunner = add_component(p_filler, CWATERRUNNER_T);
if (p_crunner == NULL)
{
remove_entity(ent_manager, p_filler->m_id);
return NULL;
}
int32_t total = width * height;
p_crunner->bfs_tilemap.tilemap = calloc(total, sizeof(BFSTile_t));
if (p_crunner->bfs_tilemap.tilemap == NULL)
{
remove_entity(ent_manager, p_filler->m_id);
return NULL;
}
p_crunner->bfs_tilemap.width = width;
p_crunner->bfs_tilemap.height = height;
p_crunner->bfs_tilemap.len = total;
sc_queue_init(&p_crunner->bfs_queue);
p_crunner->visited = calloc(total, sizeof(bool));
p_crunner->current_tile = start_tile;
p_crunner->target_tile = total;
CTransform_t* p_ct = add_component(p_filler, CTRANSFORM_COMP_T);
p_ct->movement_mode = KINEMATIC_MOVEMENT;
add_component(p_filler, CTILECOORD_COMP_T);
return p_filler;
}
void free_water_runner(Entity_t* ent, EntityManager_t* ent_manager)
{
CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
free(p_crunner->bfs_tilemap.tilemap);
free(p_crunner->visited);
sc_queue_term(&p_crunner->bfs_queue);
remove_entity(ent_manager, ent->m_id);
}
void update_water_runner_system(Scene_t* scene)
{
// The core of the water runner is to:
// - Reach the lowest possible point in the tilemap
// - Scanline fill
// A runner is given an amount of movement cost
// Within the movement cost, do the following logic
// Perform a modified BFS to find the lowest point:
// - Solid tiles are not reachable
// - If bottom tile is non-solid, that is the only reachable tile,
// - If bottom tile is filled with water fully, down+left+right are reachable
// - If bottom tile is solid, left+right are reachable
// - If bottom tile is OOB, terminate
// Use a FIFO to deal with this.
// On DFS completion, find the path to the lowest point. Keep track of this
// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
// On completion, move up update tile reachability by DFS on the current level. (repeat first step)
// - No need to recheck already reachable tiles
// - If current tile is solid, scan left and right for reachable tile and start from there
// Repeat scanline fill
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
CWaterRunner_t* p_crunner;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CWATERRUNNER_T], ent_idx, p_crunner)
{
//Entity_t* ent = get_entity(&scene->ent_manager, ent_idx);
sc_queue_add_last(&p_crunner->bfs_queue, p_crunner->current_tile);
switch (p_crunner->state)
{
case LOWEST_POINT_SEARCH:
{
for (size_t i = 0; i < p_crunner->bfs_tilemap.len; ++i)
{
p_crunner->bfs_tilemap.tilemap[i].from = -1;
}
memset(p_crunner->visited, 0, p_crunner->bfs_tilemap.len * sizeof(bool));
int32_t lowest_tile = p_crunner->current_tile;
while (!sc_queue_empty(&p_crunner->bfs_queue))
{
unsigned int curr_idx = sc_queue_peek_first(&p_crunner->bfs_queue);
sc_queue_del_first(&p_crunner->bfs_queue);
unsigned int curr_height = curr_idx / p_crunner->bfs_tilemap.width;
unsigned int curr_low = lowest_tile / p_crunner->bfs_tilemap.width;
if (curr_height > curr_low)
{
lowest_tile = curr_idx;
}
p_crunner->visited[curr_idx] = true;
p_crunner->bfs_tilemap.tilemap[curr_idx].reachable = true;
// Possible optimisation to avoid repeated BFS, dunno how possible
unsigned int next = curr_idx + p_crunner->bfs_tilemap.width;
if (next >= p_crunner->bfs_tilemap.len) continue;
Tile_t* next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
}
else
{
next = curr_idx - 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
}
}
next = curr_idx + 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap.tiles + next;
if (
next_tile->solid != SOLID
&& next_tile->water_level < next_tile->max_water_level
&& !p_crunner->visited[next]
)
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
}
}
}
}
p_crunner->target_tile = lowest_tile;
// Trace path from lowest_tile
unsigned int prev_idx = lowest_tile;
unsigned int curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
while (p_crunner->bfs_tilemap.tilemap[prev_idx].from >= 0)
{
p_crunner->bfs_tilemap.tilemap[curr_idx].to = prev_idx;
prev_idx = curr_idx;
curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
}
p_crunner->state = LOWEST_POINT_MOVEMENT;
}
break;
default:
break;
}
}
}
void init_water_runner_system(void)
{
}