2D_Engine_C/core/map.c

502 lines
17 KiB
C

#include "map.h"
#include "asset_manager.h"
#include "game.h"
#include "ecs.h"
#include "components.h"
#include "vector2d.h"
#include "display.h"
#include "memory_alloc.h"
#include "errors.h"
map_t *load_map(void)
{
map_t *map = malloc(sizeof(map_t));
if(fread(&map->width, sizeof(map->width), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
if(fread(&map->height, sizeof(map->height), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
if(fread(&map->backgroundlayernb, sizeof(map->backgroundlayernb), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
linked_list_init(&map->backgroundlayers, map->width * map->height * sizeof(uint16_t), NULL, NULL);
if(linked_list_reserve(&map->backgroundlayers, map->backgroundlayernb)) return_failure_ptr;
for(uint8_t i = 0; i < map->backgroundlayernb; i++)
{
elem_t *backgroundlayer_elem = create_elem(&map->backgroundlayers);
if(!backgroundlayer_elem) return_failure_ptr;
uint16_t *backgroundlayer = backgroundlayer_elem->data;
if(fread(backgroundlayer, sizeof(*backgroundlayer), map->width * map->height, game.asset_manager.asset_file) != (size_t)map->width * (size_t)map->height)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
linked_list_push_back(&map->backgroundlayers, backgroundlayer_elem);
}
map->foregroundlayer = malloc(map->width * map->height * sizeof(*map->foregroundlayer));
if(fread(map->foregroundlayer, sizeof(*map->foregroundlayer), map->width * map->height, game.asset_manager.asset_file) != (size_t)map->width * (size_t)map->height)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
map->hitboxes = malloc(map->width * map->height * sizeof(*map->hitboxes));
if(fread(map->hitboxes, sizeof(*map->hitboxes), map->width * map->height, game.asset_manager.asset_file) != (size_t)map->width * (size_t)map->height)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
if(fread(&map->entities_nb, sizeof(map->entities_nb), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
map->entities_defs = calloc(map->entities_nb, sizeof(map_entity_def_t));
for(uint32_t i = 0; i < map->entities_nb; i++)
{
map_entity_def_t *entity_def = &map->entities_defs[i];
if(fread(&entity_def->id, sizeof(entity_def->id), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
if(fread(&entity_def->components_nb, sizeof(entity_def->components_nb), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
entity_def->components_defs = calloc(entity_def->components_nb, sizeof(map_entity_component_def_t));
for(uint32_t j = 0; j < entity_def->components_nb; j++)
{
map_entity_component_def_t *component_def = &entity_def->components_defs[j];
if(fread(&component_def->type, sizeof(component_def->type), 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
switch(component_def->type)
{
size_t data_size;
case TRANSFORM_COMPONENT:
case HITBOX_COMPONENT:
data_size = sizeof(fvector2d_t) * 2;
component_def->attributes = malloc(data_size);
if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
break;
case SPRITE_COMPONENT:
{
size_t name_size = 0;
int ch = EOF;
do
{
name_size++;
component_def->attributes = realloc(component_def->attributes, name_size);
ch = fgetc(game.asset_manager.asset_file);
if(ch == EOF)
{
error_printf("Failed to read asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
((uint8_t *)component_def->attributes)[name_size - 1] = ch;
}
while(ch != '\0');
((uint8_t *)component_def->attributes)[name_size] = '\0';
break;
}
case ANIMATION_SYSTEM:
data_size = sizeof(int) * 2 + sizeof(float) + sizeof(bool) * 3;
component_def->attributes = malloc(data_size);
if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
break;
case INTERACT_COMPONENT:
data_size = sizeof(fvector2d_t) * 2 + sizeof(int) * 3;
component_def->attributes = malloc(data_size);
if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
break;
case DOOR_COMPONENT:
data_size = sizeof(int) + sizeof(bool);
component_def->attributes = malloc(data_size);
if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
break;
case LEVER_COMPONENT:
data_size = sizeof(int) + sizeof(bool);
component_def->attributes = malloc(data_size);
if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
{
error_printf("Failed to read in asset file : %d", ferror(game.asset_manager.asset_file));
return NULL;
}
break;
default:
error_printf("Component type not supported for loading : %s (%d)", component_type_to_name(component_def->type), component_def->type);
return NULL;
}
}
}
return map;
}
int destroy_map(map_t *map)
{
if(map->entities_defs)
{
for(uint32_t i = 0; i < map->entities_nb; i++)
{
map_entity_def_t *entity_def = &map->entities_defs[i];
if(entity_def->components_defs)
{
for(uint32_t j = 0; j < entity_def->components_nb; j++)
{
map_entity_component_def_t *component_def = &entity_def->components_defs[j];
if(component_def->attributes) free(component_def->attributes);
}
free(entity_def->components_defs);
}
}
free(map->entities_defs);
}
if(map->hitboxes) free(map->hitboxes);
if(map->foregroundlayer) free(map->foregroundlayer);
if(linked_list_exit(&map->backgroundlayers)) return_failure_int;
free(map);
return EXIT_SUCCESS;
}
int map_load_entities(map_t *map)
{
for(uint32_t i = 0; i < map->entities_nb; i++)
{
map_entity_def_t *entity_def = &map->entities_defs[i];
entity_t *entity = entity_manager_new_entity(entity_def->id);
if(!entity) return_failure_int;
for(uint32_t j = 0; j < entity_def->components_nb; j++)
{
map_entity_component_def_t *component_def = &entity_def->components_defs[j];
component_t *component = entity_new_component(entity, component_def->type);
if(!entity) return_failure_int;
switch(component_def->type)
{
case TRANSFORM_COMPONENT:
{
struct {
frect_t bounds;
} *data = component_def->attributes;
transform_component_data_t *component_data = component->data;
component_data->bounds = data->bounds;
break;
}
case SPRITE_COMPONENT:
{
sprite_component_data_t *component_data = component->data;
asset_t *texture_asset = asset_manager_load_asset((char *)component_def->attributes, ASSET_TEXTURE);
if(!texture_asset) return_failure_int;
component_data->texture = texture_asset->data;
break;
}
case ANIMATION_SYSTEM:
{
struct {
int nb_frames;
int current_frame_nb;
float frame_delay_ms;
bool play;
bool loop;
bool reverse;
} *data = component_def->attributes;
animation_system_data_t *system_data = component->data;
system_data->nb_frames = data->nb_frames;
system_data->current_frame_nb = data->current_frame_nb;
system_data->frame_delay_ms = data->frame_delay_ms;
system_data->play = data->play;
system_data->loop = data->loop;
system_data->reverse = data->reverse;
if(animation_system_apply_changes(component)) return_failure_int;
break;
}
case HITBOX_COMPONENT:
{
struct {
fvector2d_t position;
fvector2d_t scale;
} *data = component_def->attributes;
hitbox_component_data_t *component_data = component->data;
component_data->position = data->position;
component_data->scale = data->scale;
break;
}
case DOOR_COMPONENT:
{
struct {
int topic_id;
bool state;
} *data = component_def->attributes;
door_component_data_t *component_data = component->data;
component_data->topic_id = data->topic_id;
component_data->state = data->state;
if(door_component_subscribe(component)) return_failure_int;
break;
}
case INTERACT_COMPONENT:
{
struct {
fvector2d_t position;
fvector2d_t scale;
int topic_id;
int type;
int state;
} *data = component_def->attributes;
interact_component_data_t *component_data = component->data;
component_data->position = data->position;
component_data->scale = data->scale;
component_data->type = data->type;
component_data->state = data->state;
if(event_bus_new_topic(data->topic_id)) return_failure_int;
break;
}
case LEVER_COMPONENT:
{
struct {
int topic_id;
bool state;
} *data = component_def->attributes;
lever_component_data_t *component_data = component->data;
component_data->topic_id = data->topic_id;
component_data->state = data->state;
if(lever_component_subscribe(component)) return_failure_int;
break;
}
default:
error_printf("Component type not supported for loading : %s (%d)", component_type_to_name(component_def->type), component_def->type);
return EXIT_FAILURE;
}
}
}
return EXIT_SUCCESS;
}
int map_remove_entities(map_t *map)
{
for(uint32_t i = 0; i < map->entities_nb; i++)
{
map_entity_def_t *entity_def = &map->entities_defs[i];
if(entity_manager_remove_entity(entity_def->id)) return_failure_int;
for(uint32_t j = 0; j < entity_def->components_nb; j++)
{
map_entity_component_def_t *component_def = &entity_def->components_defs[j];
switch(component_def->type)
{
case SPRITE_COMPONENT:
if(asset_manager_let_go_asset((char *)component_def->attributes)) return_failure_int;
break;
case INTERACT_COMPONENT:
{
struct {
fvector2d_t position;
fvector2d_t scale;
int topic_id;
int type;
int state;
} *data = component_def->attributes;
if(event_bus_remove_topic(data->topic_id)) return_failure_int;
break;
}
default:
break;
}
}
}
return EXIT_SUCCESS;
}
static inline int draw_tile(uint16_t tile_x, uint16_t tile_y, uint16_t tile_id)
{
if(!tile_id) return EXIT_SUCCESS;
rect_t src_frect = {
.x = tile_id * TILE_SIZE % texture_get_width(game.map->tileset),
.y = tile_id * TILE_SIZE / texture_get_width(game.map->tileset) * TILE_SIZE,
.w = TILE_SIZE,
.h = TILE_SIZE
};
rect_t dst_frect = {
.x = tile_x * TILE_SIZE,
.y = tile_y * TILE_SIZE,
.w = TILE_SIZE,
.h = TILE_SIZE
};
if(display_draw_texture(game.map->tileset, &src_frect, &dst_frect, false)) return_failure_int;
return EXIT_SUCCESS;
}
int map_display_background(void)
{
uint16_t left_tile = 0;
if(game.camera.view_rect.x / TILE_SIZE > 0)
left_tile = game.camera.view_rect.x / TILE_SIZE;
uint16_t right_tile = game.map->width;
if((game.camera.view_rect.x + game.camera.view_rect.w) / TILE_SIZE + 1 < game.map->width)
right_tile = (game.camera.view_rect.x + game.camera.view_rect.w) / TILE_SIZE + 1;
uint16_t top_tile = 0;
if(game.camera.view_rect.y / TILE_SIZE > 0)
top_tile = game.camera.view_rect.y / TILE_SIZE;
uint16_t bottom_tile = game.map->height;
if((game.camera.view_rect.y + game.camera.view_rect.h) / TILE_SIZE + 1 < game.map->height)
bottom_tile = (game.camera.view_rect.y + game.camera.view_rect.h) / TILE_SIZE + 1;
for(uint16_t tile_y = top_tile; tile_y < bottom_tile; tile_y++)
for(uint16_t tile_x = left_tile; tile_x < right_tile; tile_x++)
{
elem_t *backgroundlayer_elem = game.map->backgroundlayers.first;
while(backgroundlayer_elem)
{
if(draw_tile(tile_x, tile_y, ((uint16_t *)backgroundlayer_elem->data)[tile_y * game.map->width + tile_x])) return_failure_int;
backgroundlayer_elem = backgroundlayer_elem->next;
}
}
return EXIT_SUCCESS;
}
int map_display_foreground(void)
{
uint32_t left_tile = 0;
if(game.camera.view_rect.x / TILE_SIZE > 0)
left_tile = game.camera.view_rect.x / TILE_SIZE;
uint32_t right_tile = game.map->width;
if((game.camera.view_rect.x + game.camera.view_rect.w) / TILE_SIZE + 1 < (int)game.map->width)
right_tile = (game.camera.view_rect.x + game.camera.view_rect.w) / TILE_SIZE + 1;
uint32_t top_tile = 0;
if(game.camera.view_rect.y / TILE_SIZE > 0)
top_tile = game.camera.view_rect.y / TILE_SIZE;
uint32_t bottom_tile = game.map->height;
if((game.camera.view_rect.y + game.camera.view_rect.h) / TILE_SIZE + 1 < (int)game.map->height)
bottom_tile = (game.camera.view_rect.y + game.camera.view_rect.h) / TILE_SIZE + 1;
for(uint32_t tile_y = top_tile; tile_y < bottom_tile; tile_y++)
for(uint32_t tile_x = left_tile; tile_x < right_tile; tile_x++)
{
if(draw_tile(tile_x, tile_y, game.map->foregroundlayer[tile_y * game.map->width + tile_x])) return_failure_int;
}
return EXIT_SUCCESS;
}