62 lines
2.3 KiB
C
62 lines
2.3 KiB
C
#include "water_flow.h"
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Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile)
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{
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Entity_t* p_filler = add_entity(ent_manager, DYNMEM_ENT_TAG);
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if (p_filler == NULL) return NULL;
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CWaterRunner_t* p_crunner = add_component(p_filler, CWATERRUNNER_T);
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if (p_crunner == NULL)
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{
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remove_entity(ent_manager, p_filler->m_id);
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return NULL;
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}
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int32_t total = width * height;
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p_crunner->bfs_tilemap.tilemap = calloc(total, sizeof(BFSTile_t));
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if (p_crunner->bfs_tilemap.tilemap == NULL)
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{
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remove_entity(ent_manager, p_filler->m_id);
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return NULL;
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}
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p_crunner->bfs_tilemap.width = width;
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p_crunner->bfs_tilemap.height = height;
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p_crunner->bfs_tilemap.len = total;
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p_crunner->current_tile = start_tile;
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CTransform_t* p_ct = add_component(p_filler, CTRANSFORM_COMP_T);
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p_ct->movement_mode = KINEMATIC_MOVEMENT;
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add_component(p_filler, CTILECOORD_COMP_T);
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return p_filler;
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}
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void free_water_runner(Entity_t* ent, EntityManager_t* ent_manager)
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{
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CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
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free(p_crunner->bfs_tilemap.tilemap);
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remove_entity(ent_manager, ent->m_id);
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}
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void update_water_runner_system(Scene_t* scene)
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{
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// The core of the water runner is to:
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// - Reach the lowest possible point in the tilemap
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// - Scanline fill
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// A runner is given an amount of movement cost
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// Within the movement cost, do the following logic
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// Perform a modified DFS to find the lowest point:
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// - Solid tiles are not reachable
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// - If bottom tile is non-solid, that is the only reachable tile,
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// - If bottom tile is filled with water fully, down+left+right are reachable
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// - If bottom tile is solid, left+right are reachable
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// - If bottom tile is OOB, terminate
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// Use a LIFO to deal with this.
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// On DFS completion, find the path to the lowest point. Keep track of this
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// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
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// On completion, move up update tile reachability by DFS on the current level. (repeat first step)
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// - No need to recheck already reachable tiles
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// - If current tile is solid, scan left and right for reachable tile and start from there
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// Repeat scanline fill
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}
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