3dtoys/ps2/maze.c

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2024-09-07 15:40:24 +00:00
// clang-format off
// #define H3DEBUG_SKIPWHOLETRI
// #define H3DEBUG_NOCLIPPING
// #define H3DEBUG_SKIPTRIPIX
#define H3D_VOLATILE_FLOATS
#define MATHC_USE_UNIONS
#define MATHC_NO_STRUCT_FUNCTIONS
#include "../haloo3d/lib/mathc.c"
#define FNL_IMPL
#include "../haloo3d/lib/FastNoiseLite.h"
#include "../haloo3d/haloo3d.c"
#include "../haloo3d/haloo3dex_easy.c"
#include "../haloo3d/haloo3dex_gen.c"
#include "../haloo3d/haloo3dex_obj.c"
#include "../haloo3d/haloo3dex_print.c"
// clang-format on
#include "../resources/mazeendsprite.h"
#include "../resources/mousesprite.h"
#include "../resources/specwall.h"
#include "../resources/tetrahedron.h"
#include "SDL2/SDL.h"
#include "../ecs2.h"
#include "../maze_ecstypes.h"
#include <stdlib.h>
// INteresting flags for debugging
#define FASTFILL
#define NUMMICE 1
// #define MOUSELOGGING
#define PLAYERLOGGING
// #define NOWALLS
#define WIDTH 160
#define HEIGHT 120
#define ASPECT ((float)WIDTH / HEIGHT)
#define SWIDTH 640
#define SHEIGHT 480
#define NEARCLIP 0.1
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
#define AVGWEIGHT 0.85
// Try 0.5 and 3.5 or something
#define DITHERSTART 2.5
#define DITHEREND 3.5
// Game options
#define MAZESIZE 15
#define MAZEENDGAP (MAZESIZE / 5)
#define HSCALE 1.5
#define MOUSESCALE 0.24
#define MOUSESPEED 0.45 // Player speed is 0.5. Lower is faster
#define PAINTINGODDS 20
// Some arbitrarily large number, up to you
#define MAZEHRAND 100
// The pool of numbers to choose from when checking if a mouse
// will turn left or right randomly. Higher = less chance to turn
#define MOUSETURNRAND 4
// The horizontal choice will be this out of MAZEHRAND.
// So, if MAZEHRAND is 100, setting this to 80 will mean
// an 8 / 10 chance to go horizontal
#define MAZEHBIAS 60
#define PRINTMAZE
// Max amount of flip polys to generate in maze. actual amount can be lower,
// but there will always at least be 1
#define MAXFLIPPOLYS 5
// Min space between flip polys
#define FLIPPOLYBUFFER 3
// Maze grows in the positive direction
#define MAZENORTH 1
#define MAZEEAST 2
#define MAZEVISIT 4
#define MAZEFLIP 8
#define MAZETYPEFLIP 1
// When you rightshift these values, you "turn right".
// NOTE: north in this case is "towards the screen" because it moves in the
// positive direction. In this case, it's actually wound in the opposite
// direction of what you'd expect
#define DIRNORTH 8
#define DIRWEST 4
#define DIRSOUTH 2
#define DIREAST 1
#define TURNRIGHT(d) (d == 1 ? 8 : (d >> 1))
#define TURNLEFT(d) (d == 8 ? 1 : (d << 1))
#define STACKPUSH(s, t, v) s[t++] = v;
#define PAINTINGNAME "painting"
#define NUMPOLYS 1
const char POLYNAMES[NUMPOLYS][20] = {"tetrahedron"};
// Store all the values users can change at the beginning
float fov = 90.0;
float minlight = 0.15;
float speed = 1.0;
int fps = 24;
uint16_t sky = 0xF644;
struct vec2i dirtovec(uint8_t dir) {
struct vec2i result;
switch (dir) {
case DIREAST:
vec2i(result.v, 1, 0);
break;
case DIRWEST:
vec2i(result.v, -1, 0);
break;
case DIRNORTH:
vec2i(result.v, 0, 1);
break;
case DIRSOUTH:
vec2i(result.v, 0, -1);
break;
default:
vec2i(result.v, 0, 0);
}
return result;
}
mfloat_t dirtoyaw(uint8_t dir) {
switch (dir) {
case DIREAST:
return MPI_2;
case DIRWEST:
return -MPI_2;
case DIRNORTH:
return MPI;
case DIRSOUTH:
return 0;
default:
return 0;
}
}
int maze_visited(uint8_t *maze, int x, int y, int size) {
return (maze[x + y * size] & MAZEVISIT) > 0;
}
int maze_connected(uint8_t *maze, int x, int y, int size, uint8_t move) {
switch (move) {
case DIREAST:
return (maze[x + y * size] & MAZEEAST) == 0;
case DIRWEST:
return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
case DIRNORTH:
return (maze[x + y * size] & MAZENORTH) == 0;
case DIRSOUTH:
return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
default:
return 0;
}
}
void maze_to_pos(struct vec2i *maze, mfloat_t *dest, mfloat_t cellsize) {
dest[0] = cellsize * (maze->x + 0.5);
dest[2] = cellsize * (maze->y + 0.5);
}
// Calculate which direction from the given position would have you
// facing down the longest hallway
uint8_t maze_longesthallway(uint8_t *maze, int size, int x, int y) {
uint8_t face = DIRNORTH;
uint8_t maxface = face;
uint16_t maxdist = 0;
while (face) {
uint16_t dist = 0;
int dx = x, dy = y;
struct vec2i move = dirtovec(face);
while (maze_connected(maze, dx, dy, size, face)) {
dx += move.x;
dy += move.y;
dist++;
}
if (dist > maxdist) {
maxface = face;
maxdist = dist;
}
face >>= 1;
}
eprintf("MAXFACE: %d\n", maxface);
return maxface;
}
// Generate a (square) maze. Utilize one bit of the maze (#2) to
// indicate whether it is visited
void maze_generate(uint8_t *maze, int size, struct vec2i *start,
struct vec2i *end) {
const int mazesquare = (size) * (size);
for (int i = 0; i < mazesquare; i++) {
maze[i] = MAZENORTH | MAZEEAST;
}
start->x = rand() % size;
start->y = rand() % size;
// Extremely simple sidewinder algorithm. Because the maze grows northeast, we
// actually have to start from the end and work backwards
for (int y = size - 1; y >= 0; y--) {
if (y == size - 1) {
for (int x = 0; x < size - 1; x++) {
maze[x + y * size] &= ~MAZEEAST;
}
continue;
}
int xs = 0;
for (int x = 0; x < size; x++) {
// If we decide to stop (or it's the end), find a place in our
// current span to carve north
if ((x == size - 1) || ((rand() % MAZEHRAND) > MAZEHBIAS)) {
maze[xs + (rand() % (x - xs + 1)) + y * size] &= ~MAZENORTH;
xs = x + 1;
} else {
maze[x + y * size] &= ~MAZEEAST;
}
}
}
do {
end->x = rand() % size;
end->y = rand() % size;
} while (abs(end->x - start->x) < MAZEENDGAP &&
abs(end->y - start->y) < MAZEENDGAP);
#ifdef PRINTMAZE
char line[MAZESIZE * 4]; // IDK, just in case
// -1 because we draw the top line
for (int y = -1; y < size; y++) {
for (int x = size - 1; x >= 0; x--) {
line[x * 2] = (y == -1 || maze[x + y * size] & MAZENORTH) ? '_' : ' ';
line[x * 2 + 1] =
(y == -1 || (maze[x + y * size] & MAZEEAST) == 0) ? ' ' : '|';
}
line[size * 2] = 0;
eprintf("|%s\n", line);
}
#endif
eprintf("Maze generate: %d,%d -> %d,%d\n", start->x, start->y, end->x,
end->y);
}
void create_painting(struct vec2i mazepos, uint8_t dir,
haloo3d_easyinstancer *ins, mecs *ecs, ecs_world *world) {
// Create the painting render instance, set up the ecs instance, etc.
haloo3d_obj_instance *painting =
haloo3d_easyinstantiate(ins, PAINTINGNAME, H3D_EASYOBJSTATE_NOTRANS);
ecs_eid id = mecs_newentity(ecs, 0);
ECS_SETCOMPONENT(ecs, id, ecs_syncgrow){.obj = painting,
.scale = &world->scaleto,
.basescale = 1,
.timer = &world->scaletimer};
ECS_SETCOMPONENT(ecs, id, ecs_dieoninit){.obj = painting,
.render = ins->render,
.ws = world->state,
.diefunc = NULL};
// Fix up some things based on dir.
switch (dir) {
case DIRNORTH:
mazepos.y++;
break;
case DIREAST: // East also needs the rotation from west
mazepos.x++;
// fall through
case DIRWEST:
vec3(painting->lookvec.v, 1, 0, 0);
break;
}
// OK now that it's setup, we need to put it in the right spot and scale it
vec3(painting->pos.v, mazepos.x * world->state->cellsize, 0,
mazepos.y * world->state->cellsize);
vec3(painting->scale.v, HSCALE, world->scaleto, HSCALE);
// rotation is around the left edge. That's both where we put it AND
// where the painting rotates around.
}
void kill_flippoly(haloo3d_obj_instance *obj) { free(obj->lighting); }
void create_flippoly(struct vec2i mazepos, haloo3d_easyinstancer *ins,
mecs *ecs, ecs_world *world) {
// Create the render instance, set up the ecs instance, etc.
haloo3d_obj_instance *poly =
haloo3d_easyinstantiate(ins, POLYNAMES[0], H3D_EASYOBJSTATE_NOTRANS);
vec3(poly->scale.v, 0.15, world->scaleto, 0.15);
vec3(poly->pos.v, (mazepos.x + 0.5) * world->state->cellsize, 0.35,
(mazepos.y + 0.5) * world->state->cellsize);
ecs_eid id = mecs_newentity(ecs, 0);
mallocordie(poly->lighting, sizeof(struct vec3));
// vec3(poly->lighting->v, 0, 0, -1); //-MPI / 4, -1);
vec3(poly->lighting->v, 0, -MPI / 4, -1);
ECS_SETCOMPONENT(ecs, id, ecs_placement){
.pos = {.x = (mazepos.x + 0.5) * world->state->cellsize,
.y = 0.35,
.z = (mazepos.y + 0.5) * world->state->cellsize},
.rot = {.x = 0, .y = MPI * 0.3}};
ECS_SETCOMPONENT(ecs, id, ecs_syncgrow){.obj = poly,
.scale = &world->scaleto,
.basescale = poly->scale.x,
.timer = &world->scaletimer};
ECS_SETCOMPONENT(ecs, id, ecs_dieoninit){.obj = poly,
.render = ins->render,
.ws = world->state,
.diefunc = kill_flippoly};
ECS_SETCOMPONENT(ecs, id, ecs_autorotate){
.dest = {.x = MPI * 60 * 60 * 24, .y = 0}, .timer = fps * 60 * 60 * 24};
ECS_SETCOMPONENT(ecs, id, ecs_object) poly;
ECS_SETCOMPONENT(ecs, id, ecs_mazeentity){.type = MAZETYPEFLIP,
.mpos = mazepos};
}
// haloo3d_fb *paintingt;
// Generate walls AND create paintings. Kind of doing too much
void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj,
haloo3d_easyinstancer *ins, mecs *ecs,
ecs_world *world) {
// PS2ONLY: reset the painting texture
// uint16_t *oldf = paintingt->buffer;
// init_paintingtexture(paintingt);
// free(oldf);
eprintf("Generated new painting texture\n");
// Reset ALL walls
obj->numfaces = 0;
// Simple: for each cell, we check if north or east is a wall. If so,
// generate it. Also, generate walls for the south and west global wall
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
struct vec2i mazepos = {.x = x, .y = y};
if (!maze_connected(maze, x, y, size, DIREAST)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
if ((rand() % PAINTINGODDS) == 0) {
create_painting(mazepos, DIREAST, ins, ecs, world);
}
}
if (!maze_connected(maze, x, y, size, DIRNORTH)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
if ((rand() % PAINTINGODDS) == 0) {
create_painting(mazepos, DIRNORTH, ins, ecs, world);
}
}
}
}
for (int i = 0; i < size; i++) {
haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
}
}
enum {
WSTATE_INIT = 0,
WSTATE_SPINUP = 1,
WSTATE_GAMEPLAY = 2,
WSTATE_GAMEOVER = 3,
WSTATE_SPINDOWN = 4
};
void sys_billboard(ecs_billboard *bb) {
// In our current system, the lookvec is the direction it wants to face, not a
// "lookat" point. To lookat something, you simply get the vector pointing
// towards it. Since we want them to never be looking up or down, y is luckily
// 0.
// NOTE: since we look towards the -z dir, we invert z. IDK if that's right
// but things spawn looking in the same direction as the camera, so turning it
// to face the player would make the texture backwards.
bb->obj->lookvec.x = -(bb->lookat->x - bb->obj->pos.x);
bb->obj->lookvec.y = 0;
bb->obj->lookvec.z = -(bb->lookat->z - bb->obj->pos.z);
}
void sys_syncgrow(ecs_syncgrow *sg) {
// Only perform logic when a timer is running
if (*sg->timer) {
mfloat_t scale = sg->basescale * *sg->scale;
if (*sg->timer == 1) {
// Just jump right to it on the last frame. We don't run on frame 0
sg->obj->scale.y = scale;
} else {
mfloat_t scaleleft = scale - sg->obj->scale.y;
sg->obj->scale.y += scaleleft / *sg->timer;
}
}
}
void sys_autonav(ecs_autonav *nav, ecs_placement *p) {
// Only perform logic when the timer is running
if (nav->timer) {
// On the last frame, just set it outright, nothing else to do
if (nav->timer == 1) {
p->pos = nav->dest;
} else {
mfloat_t xdiff = nav->dest.x - p->pos.x;
mfloat_t ydiff = nav->dest.y - p->pos.y;
mfloat_t zdiff = nav->dest.z - p->pos.z;
p->pos.x += xdiff / nav->timer;
p->pos.y += ydiff / nav->timer;
p->pos.z += zdiff / nav->timer;
}
nav->timer--;
}
}
void sys_autorotate(ecs_autorotate *arot, ecs_placement *p) {
// Only perform logic when the timer is running
if (arot->timer) {
// On the last frame, set it outright
if (arot->timer == 1) {
p->rot = arot->dest;
} else {
mfloat_t xdiff = arot->dest.x - p->rot.x;
mfloat_t ydiff = arot->dest.y - p->rot.y;
p->rot.x += xdiff / arot->timer;
p->rot.y += ydiff / arot->timer;
}
arot->timer--;
}
}
// update camera with placement value on entity
void sys_camera(ecs_camera *cam, ecs_placement *p) {
(*cam)->pos = p->pos;
(*cam)->yaw = p->rot.x;
(*cam)->pitch = p->rot.y;
}
void sys_object(ecs_object *obj, ecs_placement *p) {
(*obj)->pos = p->pos;
YAWP2VEC(p->rot.x, p->rot.y, (*obj)->lookvec.v);
// eprintf("OBJ: %f %f %f (%f %f %f)\n", (*obj)->pos.x, (*obj)->pos.y,
// (*obj)->pos.z, (*obj)->lookvec.x, (*obj)->lookvec.y,
// (*obj)->lookvec.z);
}
void sys_dieoninit(ecs_dieoninit *die, mecs **ecs) {
if (die->ws->state == WSTATE_INIT) {
ecs_eid id = mecs_eid(ecs);
eprintf("DELETING SELF: %d\n", id);
if (die->diefunc) {
die->diefunc(die->obj);
}
// Trivially delete the entity from the renderer
haloo3d_easyrender_deleteinstance(die->render, die->obj);
// Delete ourselves from existence
mecs_deleteentity(*ecs, id);
}
}
void sys_world(ecs_world *w, mecs **ecs) {
const int spinspeed = fps * 4.0 / (5 * speed);
switch (w->state->state) {
case WSTATE_INIT:
// We don't need to free anything created from previous runs; they delete
// themselves
maze_generate(w->state->maze, w->state->size, &w->state->start,
&w->state->end);
maze_wall_generate(w->state->maze, w->state->size, w->wallmodel,
w->instancer, *ecs, w);
// SUPER simple flip poly generation
for (int i = 0; i < MAXFLIPPOLYS; i++) {
struct vec2i m = {.x = rand() % w->state->size,
.y = rand() % w->state->size};
if (m.x == w->state->start.x && m.y == w->state->start.y) {
continue;
}
for (int yc = m.y - FLIPPOLYBUFFER; yc <= m.y + FLIPPOLYBUFFER; yc++) {
if (yc < 0 || yc >= w->state->size)
continue;
for (int xc = m.x - FLIPPOLYBUFFER; xc <= m.x + FLIPPOLYBUFFER; xc++) {
if (xc < 0 || xc >= w->state->size)
continue;
if (w->state->maze[m.x + m.y * w->state->size] & MAZEFLIP) {
goto SKIPFLIPPOLYADD;
}
}
}
eprintf("ADDING FLIPPOLY TO %d,%d\n", m.x, m.y);
create_flippoly(m, w->instancer, *ecs, w);
w->state->maze[m.x + m.y * w->state->size] |= MAZEFLIP;
SKIPFLIPPOLYADD:;
}
haloo3d_easyrender_calctotals(w->instancer->render);
eprintf("INIT MAZE COMPLETE, spinning up walls\n");
maze_to_pos(&w->state->end, w->endobj->pos.v, w->state->cellsize);
w->state->state = WSTATE_SPINUP;
w->scaletimer = spinspeed;
w->scaleto = 1;
break;
case WSTATE_SPINUP:
w->scaletimer--;
if (w->scaletimer == 0) {
eprintf("SPINUP COMPLETE, starting gameplay\n");
// w->scaletimer = 1;
w->state->state = WSTATE_GAMEPLAY;
}
break;
case WSTATE_GAMEOVER:
w->scaletimer = spinspeed;
w->scaleto = 0;
w->state->state = WSTATE_SPINDOWN;
eprintf("GAME OVER, spinning down\n");
break;
case WSTATE_SPINDOWN:
// Bring walls down, timer down
w->scaletimer--;
if (w->scaletimer == 0) {
eprintf("SPINDOWN COMPLETE, reinitializing\n");
// Start gameplay. We won't know when it's done
w->state->state = WSTATE_INIT;
}
break;
}
}
enum { SAI_INIT, SAI_READY, SAI_GAMEPLAY, SAI_FLIP, SAI_HOLD };
int smartai_mazeend(ecs_smartai *smartai) {
if (smartai->mpos.x == smartai->ws->end.x &&
smartai->mpos.y == smartai->ws->end.y) {
eprintf("YOU WIN\n");
smartai->ws->state = WSTATE_GAMEOVER;
smartai->state = SAI_INIT;
return 1;
}
return 0;
}
void sys_smartai(ecs_smartai *smartai, ecs_placement *p, ecs_autonav *anav,
ecs_autorotate *arot, mecs **ecs, ecs_camera *cam) {
const int actiontime = fps / (2 * speed);
const int rotdelaytime = actiontime / 2; // 2 * actiontime / 5;
switch (smartai->state) {
case SAI_INIT:
// Here, we wait until the world state is spinup, in which
// case we can spawn and face
if (smartai->ws->state == WSTATE_SPINUP) {
// Reset up vector (even though I like starting upside down, it's a
// bit jarring)
vec3((*cam)->up.v, 0, 1, 0);
smartai->mpos = smartai->ws->start;
smartai->dir =
maze_longesthallway(smartai->ws->maze, smartai->ws->size,
smartai->ws->start.x, smartai->ws->start.y);
maze_to_pos(&smartai->mpos, p->pos.v, smartai->ws->cellsize);
p->rot.x = dirtoyaw(smartai->dir);
// Move startmarker to in front of player.
struct vec2i lookdir = dirtovec(smartai->dir);
smartai->startmarker->pos.x = p->pos.x + lookdir.x;
smartai->startmarker->pos.z = p->pos.z + lookdir.y;
// Reset autonav + autorotate
anav->dest = p->pos;
anav->timer = 0;
arot->dest = p->rot;
arot->timer = 0;
smartai->state = SAI_READY;
eprintf("PLAYER READY: %f %f (%f), waiting for spinup\n", anav->dest.x,
anav->dest.z, arot->dest.x);
}
break;
case SAI_READY:
if (smartai->ws->state == WSTATE_GAMEPLAY) {
smartai->state = SAI_GAMEPLAY;
eprintf("PLAYER STARTING GAMEPLAY\n");
}
break;
case SAI_GAMEPLAY:
// Normal gameplay: move through the maze, etc.
// Some states are triggered based on the timer
if (smartai->timer > 0) {
smartai->timer--;
}
// The rotation is delayed to make it feel a bit more like the original
// maze, which I think determined rotation and direction upon entering
// a tile. I instead calculate that in the middle of the tile. It doesn't
// really line up like it does on the windows screensaver but it's
// close enough for me.
if (smartai->timer == 0 && smartai->rotchange) {
#ifdef PLAYERLOGGING
eprintf("TURNING BY %f\n", smartai->rotchange);
#endif
arot->dest.x += smartai->rotchange;
smartai->rotchange = 0;
arot->timer = actiontime;
}
// Only decide to do things if you're not moving anymore. Movement is the
// most important thing
if (anav->timer == 0) {
#ifdef PLAYERLOGGING
eprintf("SMARTAI: %f TIMER: %d DIR: %d POS: (%f, %f)\n",
smartai->rotchange, smartai->timer, smartai->dir, p->pos.x,
p->pos.z);
#endif
if (smartai_mazeend(smartai)) {
return;
}
int mazeind = smartai->mpos.x + smartai->mpos.y * smartai->ws->size;
// I'm being SUPER lazy and we don't do proper collision detection with
// ecs, we just detect the tile and assign objects to tiles
// clang-format off
if (smartai->ws->maze[mazeind] & MAZEFLIP) {
ecs_eid eids[ECS_MAXENTITIES];
int count = mecs_query(*ecs, ecs_mazeentity_fl | ecs_placement_fl, eids);
eprintf("CHECKING MAZEFLIP (%d entities)\n", count);
for(int i = 0; i < count; i++) {
ecs_mazeentity * mze = &ECS_GETCOMPONENT(*ecs, eids[i], ecs_mazeentity);
if(mze->mpos.x == smartai->mpos.x && mze->mpos.y == smartai->mpos.y) {
eprintf("FLIPPING WORLD\n");
smartai->state = SAI_FLIP;
smartai->timer = 0;
// To be SUPER lazy, we just remove the flag and move the object
// somewhere else
ecs_placement * pl = &ECS_GETCOMPONENT(*ecs, eids[i], ecs_placement);
pl->pos.y = -10000;
smartai->ws->maze[mazeind] &= ~MAZEFLIP;
smartai->upsidedown = !smartai->upsidedown;
return;
}
}
}
// clang-format on
// Player can only move forward if there's nothing in front of them
if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
smartai->ws->size, smartai->dir)) {
struct vec2i movement = dirtovec(smartai->dir);
smartai->mpos.x += movement.x;
smartai->mpos.y += movement.y;
anav->timer = actiontime;
anav->dest.x = p->pos.x + smartai->ws->cellsize * movement.x;
anav->dest.z = p->pos.z + smartai->ws->cellsize * movement.y;
}
// Figure out if a rotation should be scheduled
if (!(smartai->mpos.x == smartai->ws->end.x &&
smartai->mpos.y == smartai->ws->end.y)) {
// Ok we might be moving, we might not be. Let's go ahead and
// calculate rotation based on the FUTURE direction we want to turn.
uint8_t rightdir = TURNRIGHT(smartai->dir);
uint8_t leftdir = TURNLEFT(smartai->dir);
if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
smartai->ws->size, rightdir)) {
// Always choose right over left
smartai->rotchange += MPI_2;
smartai->timer = rotdelaytime;
smartai->dir = TURNRIGHT(smartai->dir);
#ifdef PLAYERLOGGING
eprintf("WILL TURN RIGHT TO: %d\n", rightdir);
#endif
} else {
// This while loop lets us turn around if necessary, so reaching a
// dead end isn't super painful waiting for two rotations
while (!maze_connected(smartai->ws->maze, smartai->mpos.x,
smartai->mpos.y, smartai->ws->size,
smartai->dir)) {
// We seem to have reached a wall. Do we need to turn ALL the way
// around? We only move left if the player can't move forward or
// right
smartai->rotchange -= MPI_2;
smartai->timer = rotdelaytime;
smartai->dir = TURNLEFT(smartai->dir);
#ifdef PLAYERLOGGING
eprintf("WILL TURN LEFT (stuck) TO: %d\n", leftdir);
#endif
}
}
}
}
break;
case SAI_FLIP:
smartai->timer++;
mfloat_t towards = smartai->upsidedown ? -1 : 1;
if (smartai->timer >= actiontime) {
eprintf("FLIP COMPLETE\n");
smartai->timer = actiontime / 8;
smartai->state = SAI_HOLD;
vec3((*cam)->up.v, 0, towards, 0);
} else {
mfloat_t angle = MPI * smartai->timer / actiontime;
mfloat_t y = towards * -cos(angle);
mfloat_t x = towards * -sin(angle);
switch (smartai->dir) {
case DIRNORTH:
vec3((*cam)->up.v, -x, y, 0);
break;
case DIRSOUTH:
vec3((*cam)->up.v, x, y, 0);
break;
case DIREAST:
vec3((*cam)->up.v, 0, y, x);
break;
case DIRWEST:
vec3((*cam)->up.v, 0, y, -x);
break;
}
}
break;
case SAI_HOLD:
smartai->timer--;
if (smartai->timer <= 0) {
eprintf("HOLD COMPLETE\n");
smartai->state = SAI_GAMEPLAY;
}
break;
}
}
void sys_mouseai(ecs_mouseai *mouseai, ecs_placement *p, ecs_autonav *anav) {
const int actiontime = fps * MOUSESPEED / speed;
switch (mouseai->state) {
case SAI_INIT: // Just reuse smartai state
// Here, we wait until the world state is spinup, in which
// case we can spawn and face
if (mouseai->ws->state == WSTATE_SPINUP) {
mouseai->mpos = (struct vec2i){.x = rand() % mouseai->ws->size,
.y = rand() % mouseai->ws->size};
mouseai->dir = 1;
maze_to_pos(&mouseai->mpos, p->pos.v, mouseai->ws->cellsize);
// Reset autonav + autorotate
anav->dest = p->pos;
anav->timer = 0;
mouseai->state = SAI_READY;
#ifdef MOUSELOGGING
eprintf("MOUSE READY: %f %f, waiting for spinup\n", anav->dest.x,
anav->dest.z);
#endif
}
break;
case SAI_READY:
if (mouseai->ws->state == WSTATE_GAMEPLAY) {
mouseai->state = SAI_GAMEPLAY;
#ifdef MOUSELOGGING
eprintf("MOUSE STARTING GAMEPLAY\n");
#endif
}
break;
case SAI_GAMEPLAY:
// Normal gameplay: move through the maze, etc.
if (mouseai->ws->state != WSTATE_GAMEPLAY) {
#ifdef MOUSELOGGING
eprintf("GAMEPLAY OVER, MOUSE RESETTING\n");
#endif
mouseai->state = SAI_INIT;
anav->timer = 0; // Stop moving
return;
}
// Only decide to do things if you're not moving anymore. Movement is the
// most important thing
if (anav->timer == 0) {
#ifdef MOUSELOGGING
eprintf("MOUSEAI DIR: %d POS: (%f, %f)\n", mouseai->dir, p->pos.x,
p->pos.z);
#endif
// Look left or right randomly. You can affect how "straight" the mouse
// moves by increasing the MOUSETURNRAND
uint8_t ndir;
switch (rand() % MOUSETURNRAND) {
case 0:
ndir = TURNRIGHT(mouseai->dir);
break;
case 1:
ndir = TURNLEFT(mouseai->dir);
break;
default:
ndir = mouseai->dir;
}
// If the direction is valid, switch to it. This means that if the mouse
// is faced with just one new direction while walking down a hallway,
// there's only a CHANCE it will move that way. This ALSO allows the mouse
// to handle hitting a wall, as they will eventually choose a valid
// direction
if (maze_connected(mouseai->ws->maze, mouseai->mpos.x, mouseai->mpos.y,
mouseai->ws->size, ndir)) {
mouseai->dir = ndir;
}
// Now, regardless of what happened above, make sure the current direction
// we're moving is valid before we step that direction
if (maze_connected(mouseai->ws->maze, mouseai->mpos.x, mouseai->mpos.y,
mouseai->ws->size, mouseai->dir)) {
struct vec2i movement = dirtovec(mouseai->dir);
mouseai->mpos.x += movement.x;
mouseai->mpos.y += movement.y;
anav->timer = actiontime;
anav->dest.x = p->pos.x + mouseai->ws->cellsize * movement.x;
anav->dest.z = p->pos.z + mouseai->ws->cellsize * movement.y;
} else {
// Choose a direction at random if we can't move
mouseai->dir = (1 << (rand() % 4));
}
}
break;
}
}
ECS_SYSTEM2(mecs, sys_world, ecs_world, mecs);
ECS_SYSTEM2(mecs, sys_dieoninit, ecs_dieoninit, mecs);
ECS_SYSTEM1(mecs, sys_syncgrow, ecs_syncgrow);
ECS_SYSTEM1(mecs, sys_billboard, ecs_billboard);
ECS_SYSTEM2(mecs, sys_autonav, ecs_autonav, ecs_placement);
ECS_SYSTEM2(mecs, sys_autorotate, ecs_autorotate, ecs_placement);
ECS_SYSTEM2(mecs, sys_camera, ecs_camera, ecs_placement);
ECS_SYSTEM2(mecs, sys_object, ecs_object, ecs_placement);
ECS_SYSTEM6(mecs, sys_smartai, ecs_smartai, ecs_placement, ecs_autonav,
ecs_autorotate, mecs, ecs_camera);
ECS_SYSTEM3(mecs, sys_mouseai, ecs_mouseai, ecs_placement, ecs_autonav);
void init_floortexture(haloo3d_fb *floort) {
uint16_t cols[1] = {0xFD93};
haloo3d_fb_init_tex(floort, 64, 64);
haloo3d_apply_alternating(floort, cols, 1);
haloo3d_apply_noise(floort, NULL, 1.0 / 6);
}
void init_ceilingtexture(haloo3d_fb *ceilt) {
uint16_t cols[1] = {0xFFFF};
haloo3d_fb_init_tex(ceilt, 64, 64);
haloo3d_apply_alternating(ceilt, cols, 1);
haloo3d_apply_noise(ceilt, NULL, 1.0 / 4);
haloo3d_apply_brick(ceilt, 16, 8, 0xFAAA);
}
void init_walltexture(haloo3d_fb *wallt) {
haloo3d_fb_init_tex(wallt, 64, 64);
uint16_t wallcols[] = {0xFA22};
haloo3d_apply_alternating(wallt, wallcols, 1);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
haloo3d_apply_brick(wallt, 18, 13, 0xFEEE);
// haloo3d_apply_brick(wallt, 14, 8, 0xFD94);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
}
void init_starttexture(haloo3d_fb *startt) {
haloo3d_fb_init_tex(startt, 64, 128);
// Fill buffer with 0
memset(startt->buffer, 0, startt->width * startt->height * sizeof(uint16_t));
haloo3d_recti rect = {.x1 = 4, .x2 = 60, .y1 = 58, .y2 = 71};
// Create a temporary printing system just to print to this. IDK, maybe I'll
// make this betterin the future
haloo3d_print_tracker pt;
const uint16_t bgcol = 0xF888;
const uint16_t fgcol = 0xF222;
char buf[64];
uint8_t dither[8];
haloo3d_print_initdefault(&pt, buf, sizeof(buf));
pt.bcolor = 0; // Full transparency
pt.fb = startt;
// haloo3d_getdither4x4(1.0, dither);
// haloo3d_apply_fillrect(startt, &rect, 0xFAAA, dither);
int pbx = rect.x2 - 42;
int pby = rect.y1 + 2;
for (int i = 0; i < 9; i++) {
int x = -1 + (i % 3);
int y = -1 + (i / 3);
pt.fcolor = 0xFAAA;
pt.x = pbx + x;
pt.y = pby + y;
haloo3d_print(&pt, "START");
}
pt.fcolor = fgcol;
pt.x = pbx;
pt.y = pby;
haloo3d_print(&pt, "START");
uint16_t binbows[4] = {0xF6C5, 0xFF63, 0xFFC0, 0xF48D};
haloo3d_getdither4x4(1, dither);
for (int i = 0; i < 4; i++) {
int x = rect.x1 + 2 + 5 * (i % 2);
int y = rect.y1 + 2 + 5 * (i / 2);
haloo3d_recti wrect = {.x1 = x, .x2 = x + 4, .y1 = y, .y2 = y + 4};
haloo3d_apply_fillrect(startt, wrect, binbows[i], dither);
}
haloo3d_apply_rect(startt, rect, bgcol, 1);
rect.x1--;
rect.x2++;
rect.y1--;
rect.y2++;
haloo3d_apply_rect(startt, rect, fgcol, 1);
}
void init_endtexture(haloo3d_fb *endt) {
endt->width = mazeendsprite_width;
endt->height = mazeendsprite_height;
// We "promise" we won't modify the sprite...
endt->buffer = (uint16_t *)mazeendsprite_data;
}
void init_mousetexture(haloo3d_fb *mouset) {
mouset->width = mousesprite_width;
mouset->height = mousesprite_height;
// We "promise" we won't modify mouse sprite...
mouset->buffer = (uint16_t *)mousesprite_data;
}
void init_paintingtexture(haloo3d_fb *endt) {
endt->width = specwall_width;
endt->height = specwall_height;
// We "promise" we won't modify the sprite...
endt->buffer = (uint16_t *)specwall_data;
// haloo3d_fb_init_tex(endt, 16, 16);
// haloo3d_img_loadppmfile(endt, PAINTINGTEXTURE);
}
void init_billboard(haloo3d_obj_instance *bb, mfloat_t scale) {
// Haven't actually generated the object yet, oops. We don't let billboards
// all share the same model, as they might require slightly different
// requirements.
struct vec3 center = {.x = 0, .y = 0.5, .z = 0};
haloo3d_gen_quad(bb->model, bb->texture, center);
bb->cullbackface = 0;
// This only works if bb is not centered at 0,0. We do this so that the
// billboards "grow up" like the walls do, instead of just expanding out of
// nothingness
bb->pos.y = 0.5 * (1 - scale);
vec3(bb->scale.v, scale, 0, scale);
}
void init_mazeinstances(haloo3d_obj_instance *floori,
haloo3d_obj_instance *ceili,
haloo3d_obj_instance *walli) {
floori->cullbackface = 0;
ceili->cullbackface = 0;
walli->cullbackface = 0;
vec3(floori->scale.v, HSCALE, 1, HSCALE);
vec3(ceili->scale.v, HSCALE, 1, HSCALE);
vec3(walli->scale.v, HSCALE, 0, HSCALE);
floori->pos.x += MAZESIZE / 2.0 * HSCALE;
floori->pos.z += MAZESIZE / 2.0 * HSCALE;
ceili->pos.x += MAZESIZE / 2.0 * HSCALE;
ceili->pos.z += MAZESIZE / 2.0 * HSCALE;
walli->pos.x += MAZESIZE / 2.0 * HSCALE;
walli->pos.z += MAZESIZE / 2.0 * HSCALE;
ceili->pos.y = 1;
}
// Given a pointer into an obj, fill it with everything required to make
// the painting that clips with the wall (it's a cube)
void create_paintingobj(haloo3d_obj *obj) {
// 2 for each face; we have 4 faces (top and bottom don't need anything)
haloo3d_gen_obj_prealloc(obj, 8, 8, 8);
// ppm is 128x128 but 1 pixel along the top is the wall side
const mfloat_t ptextop = 1.0 / 128.0;
const mfloat_t thickness = 1.0 / 64.0;
// box will be aligned along x/y axis, so it will be "facing" the negative z
// dir like most other models. Box is topleft, topright, bottomleft,
// bottomright, then same on other side. Box is not centered around 0,
// intstead it is the same as a wall where iti starts from y=0 and goes to
// y=1
vec4(obj->vertices[0].v, 0, 1, thickness, 1);
vec4(obj->vertices[1].v, 1, 1, thickness, 1);
vec4(obj->vertices[2].v, 0, 0, thickness, 1);
vec4(obj->vertices[3].v, 1, 0, thickness, 1);
vec4(obj->vertices[4].v, 0, 1, -thickness, 1);
vec4(obj->vertices[5].v, 1, 1, -thickness, 1);
vec4(obj->vertices[6].v, 0, 0, -thickness, 1);
vec4(obj->vertices[7].v, 1, 0, -thickness, 1);
// Now, the vtexture points. Some might be dupes, I don't care. First 4 are
// the painting texture, next 4 are the wall texture
vec3(obj->vtexture[0].v, 0.001, 0.999 - ptextop, 0);
vec3(obj->vtexture[1].v, 0.999, 0.999 - ptextop, 0);
vec3(obj->vtexture[2].v, 0.001, 0.001, 0);
vec3(obj->vtexture[3].v, 0.999, 0.001, 0);
vec3(obj->vtexture[4].v, 0.001, 0.999, 0);
vec3(obj->vtexture[5].v, 0.999, 0.999, 0);
vec3(obj->vtexture[6].v, 0.001, 1.0 - ptextop, 0);
vec3(obj->vtexture[7].v, 0.999, 1.0 - ptextop, 0);
// Preconstruct the simplified format of the face vertices and vtexture.
// First 3 are vertices, next are vtexture
// clang-format: off
const uint8_t f[8][6] = {
{0, 2, 3, 0, 2, 3}, // front face
{0, 3, 1, 0, 3, 1}, {5, 7, 6, 0, 2, 3}, // back face
{5, 6, 4, 0, 3, 1}, {1, 3, 7, 4, 6, 7}, // front side
{1, 7, 5, 4, 7, 5}, {4, 6, 2, 4, 6, 7}, // back side
{4, 2, 0, 4, 7, 5},
};
// clang-format: on
for (int fi = 0; fi < obj->numfaces; fi++) {
for (int v = 0; v < 3; v++) {
obj->faces[fi][v].posi = f[fi][v];
obj->faces[fi][v].texi = f[fi][v + 3];
}
}
}
static inline void unigi_platform_color_16_to_32(uint16_t color, uint8_t *a,
uint8_t *r, uint8_t *g,
uint8_t *b) {
*a = (color >> 12) & 0xF;
*a = *a << 4;
*r = (color >> 8) & 0xF;
*r = *r << 4;
*g = (color >> 4) & 0xF;
*g = *g << 4;
*b = color & 0xF;
*b = *b << 4;
}
uint16_t *sdlcolors;
void unigi_graphics_init(SDL_Surface *surface) {
// int bpp = surface->format->BytesPerPixel;
sdlcolors = malloc(4096 * 2);
printf("BYTESPERPIXEL: %d\n", surface->format->BytesPerPixel);
printf("RMASK, GMASK, BMASK: %x, %x, %x\n", surface->format->Rmask,
surface->format->Gmask, surface->format->Bmask);
uint16_t color = 0;
while (color < 4096) {
uint16_t r = ((color >> 8) & 0xF) / 15.0 * 255;
uint16_t g = ((color >> 4) & 0xF) / 15.0 * 255;
uint16_t b = (color & 0xF) / 15.0 * 255;
// uint32_t col = SDL_MapRGB(surface->format, r / 2, g / 2, b / 2);
sdlcolors[color] = SDL_MapRGB(surface->format, r / 2, g / 2, b / 2);
// uint8_t *col8 = (uint8_t *)&col;
// for (int i = 0; i < bpp; i++) {
// sdlcolors[color * bpp + i] = col8[i];
// }
// sdlcolors[color] = SDL_MapRGB(surface->format, r, g, b);
// 0x8000 | (b << 10) | (g << 5) | (r);
++color;
}
}
void haloo3d_fb_fill2(haloo3d_fb *dst, haloo3d_fb *src) {
int scalex = dst->width / src->width;
int scaley = dst->height / src->height;
int scale = scalex < scaley ? scalex : scaley;
if (scale == 0) {
return;
}
int newwidth = scale * src->width;
int newheight = scale * src->height;
int dstofsx = (dst->width - newwidth) / 2;
int dstofsy = (dst->height - newheight) / 2;
// Need a step per y of src and a step per y of dst
uint16_t *dbuf_y = &dst->buffer[dstofsx + dstofsy * dst->width];
uint16_t *sbuf_y = src->buffer;
uint16_t *sbuf_ye = src->buffer + src->width * src->height;
// Iterate over original image
while (sbuf_y < sbuf_ye) {
for (int sy = 0; sy < scale; sy++) {
uint16_t *sbuf = sbuf_y;
uint16_t *sbufe = sbuf_y + src->width;
uint16_t *dbuf = dbuf_y + dstofsx;
while (sbuf < sbufe) {
uint16_t sdlcol = sdlcolors[(*sbuf) & 0xFFF];
// uint16_t sdlcol = ((uint16_t *)sdlcolors)[(*sbuf) & 0xFFF];
for (int sx = 0; sx < scale; sx++) {
*dbuf = sdlcol;
dbuf++;
}
sbuf++;
}
dbuf_y += dst->width;
}
sbuf_y += src->width;
}
}
int main() { // int argc, char **argv) {
srand(clock());
printf("SDL_Init\n");
SDL_Init(SDL_INIT_VIDEO);
printf("SDL_Window\n");
SDL_Window *window = SDL_CreateWindow("game", 0, 0, SWIDTH, SHEIGHT, 0);
// SDL_WINDOW_FULLSCREEN_DESKTOP); // | SDL_WINDOW_ALLOW_HIGHDPI);
// surface->format->format = SDL_PIXELFORMAT_BGR24;
// fsFlag = SDL_WINDOW_FULLSCREEN;
// SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
// SDL_DestroyWindow(window);
// window = SDL_CreateWindow("game", 0, 0, SWIDTH, SHEIGHT,
// SDL_WINDOW_ALLOW_HIGHDPI); SDL_SetWindowFullscreen(window,
// SDL_WINDOW_FULLSCREEN);
SDL_Surface *surface = SDL_GetWindowSurface(window);
unigi_graphics_init(surface);
haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
haloo3d_fb screen;
screen.width = SWIDTH;
screen.height = SHEIGHT;
screen.buffer = surface->pixels;
haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
render.camera.pos.y = 0.5;
render.tprint.fb = &screen;
2024-09-07 16:03:13 +00:00
render.tprint.bcolor = 0x8000; // Because ps2 is A1B5G5R5
2024-09-07 15:40:24 +00:00
render.autolightfix = 1;
render.rendersettings.ditherclose = DITHERSTART;
render.rendersettings.ditherfar = DITHEREND;
// render.rendersettings.flags &= ~(H3DR_TEXTURED);
render.rendersettings.pctminsize = 0;
// render.rendersettings.flags = (H3DR_PCT | H3DR_TEXTURED | H3DR_TRANSPARENCY
// | H3DR_LIGHTING | H3DR_DITHERTRI);
eprintf("Initialized renderer\n");
haloo3d_easyinstancer instancer = {.storage = &storage, .render = &render};
haloo3d_easytimer frametimer, sdltimer, filltimer, logictimer;
haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
haloo3d_easytimer_init(&filltimer, AVGWEIGHT);
haloo3d_easytimer_init(&logictimer, AVGWEIGHT);
// Load the junk + generate stuff. The floor and ceiling use the SAME model
haloo3d_obj *planeo = haloo3d_easystore_addobj(&storage, "plane");
haloo3d_obj *wallo = haloo3d_easystore_addobj(&storage, "walls");
haloo3d_obj *starto = haloo3d_easystore_addobj(&storage, "start");
haloo3d_obj *endo = haloo3d_easystore_addobj(&storage, "end");
haloo3d_obj *mouseo = haloo3d_easystore_addobj(&storage, "mouse");
haloo3d_obj *paintingo = haloo3d_easystore_addobj(&storage, PAINTINGNAME);
haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor");
haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling");
haloo3d_fb *wallt = haloo3d_easystore_addtex(&storage, "walls");
haloo3d_fb *startt = haloo3d_easystore_addtex(&storage, "start");
haloo3d_fb *endt = haloo3d_easystore_addtex(&storage, "end");
haloo3d_fb *mouset = haloo3d_easystore_addtex(&storage, "mouse");
haloo3d_fb *paintingt = haloo3d_easystore_addtex(&storage, PAINTINGNAME);
for (int i = 0; i < NUMPOLYS; i++) {
haloo3d_fb *polyt = haloo3d_easystore_addtex(&storage, POLYNAMES[i]);
haloo3d_obj *polyo = haloo3d_easystore_addobj(&storage, POLYNAMES[i]);
switch (i) {
default:
haloo3d_obj_loadstring(polyo, tetrahedron_string);
break;
}
haloo3d_gen_solidtex(polyt, 0xFDDD);
}
haloo3d_gen_plane(planeo, MAZESIZE);
haloo3d_gen_grid(wallo, MAZESIZE, 0);
create_paintingobj(paintingo);
init_floortexture(floort);
init_ceilingtexture(ceilt);
init_walltexture(wallt);
init_starttexture(startt);
init_endtexture(endt);
init_mousetexture(mouset);
init_paintingtexture(paintingt);
eprintf("Initialized models and textures\n");
worldstate wstate;
memset(&wstate, 0, sizeof(worldstate));
// The maze won't change size (for now), so we can set it here to some
// constant array
uint8_t maze[MAZESIZE * MAZESIZE];
wstate.size = MAZESIZE;
wstate.maze = maze;
wstate.state = WSTATE_INIT;
wstate.cellsize = HSCALE;
// Lighting. Note that for performance, the lighting is always calculated
// against the base model, and is thus not realistic if the object rotates
// in the world. This can be fixed easily, since each object gets its own
// lighting vector, which can easily be rotated in the opposite direction of
// the model
struct vec3 light;
vec3(light.v, 0, -MCOS(LIGHTANG), MSIN(LIGHTANG));
// WARN: the order you draw these things can matter greatly!
haloo3d_obj_instance *walli = haloo3d_easyrender_addinstance(
&render, wallo, wallt, H3D_EASYOBJSTATE_NOTRANS);
haloo3d_obj_instance *floori = haloo3d_easyrender_addinstance(
&render, planeo, floort, H3D_EASYOBJSTATE_NOTRANS);
haloo3d_obj_instance *ceili = haloo3d_easyrender_addinstance(
&render, planeo, ceilt, H3D_EASYOBJSTATE_NOTRANS);
haloo3d_obj_instance *starti =
haloo3d_easyrender_addinstance(&render, starto, startt, 0);
haloo3d_obj_instance *endi =
haloo3d_easyrender_addinstance(&render, endo, endt, 0);
init_mazeinstances(floori, ceili, walli);
init_billboard(starti, 1.0);
init_billboard(endi, 0.25);
eprintf("Setup all static object instances\n");
int totaldrawn = 0;
eprintf("Scene has %d tris, %d verts\n", render.totalfaces,
render.totalverts);
// Set up ECS entities. For this game, we mostly have global entities.
mecs ecs;
mecs_init(&ecs);
eprintf("ECS sys size: %zu\n", sizeof(mecs));
ecs_eid worldid = mecs_newentity(&ecs, 0);
eprintf("World eid: %d\n", worldid);
ECS_SETCOMPONENT(&ecs, worldid, ecs_world){.state = &wstate,
.wallmodel = wallo,
.endobj = endi,
.scaletimer = 0,
.instancer = &instancer};
ecs_world *eworld = ecs.c_ecs_world + worldid;
// Setup some dynamic objects
ecs_eid wallid = mecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, wallid, ecs_syncgrow){
.obj = walli,
.scale = &eworld->scaleto,
#ifdef NOWALLS
.basescale = 0, // can't set to scale because hscale
#else
.basescale = 1,
#endif
.timer = &eworld->scaletimer};
ecs_eid startid = mecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, startid, ecs_syncgrow){.obj = starti,
.scale = &eworld->scaleto,
.basescale = starti->scale.x,
.timer = &eworld->scaletimer};
ECS_SETCOMPONENT(&ecs, startid, ecs_billboard){.obj = starti,
.lookat = &render.camera.pos};
ecs_eid endid = mecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, endid, ecs_syncgrow){.obj = endi,
.scale = &eworld->scaleto,
.basescale = endi->scale.x,
.timer = &eworld->scaletimer};
ECS_SETCOMPONENT(&ecs, endid, ecs_billboard){.obj = endi,
.lookat = &render.camera.pos};
// Player is ofc most complicated
ecs_eid playerid = mecs_newentity(&ecs, 0);
eprintf("Player eid: %d\n", playerid);
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
.pos = render.camera.pos,
.rot = {.x = render.camera.yaw, .y = render.camera.pitch}};
ECS_SETCOMPONENT(&ecs, playerid, ecs_camera) & render.camera;
ECS_SETCOMPONENT(&ecs, playerid, ecs_autonav){.timer = 0};
ECS_SETCOMPONENT(&ecs, playerid, ecs_autorotate){.timer = 0};
ECS_SETCOMPONENT(&ecs, playerid, ecs_smartai){.state = SAI_INIT,
.ws = &wstate,
.rotchange = 0,
.timer = 0,
.upsidedown = 0,
.startmarker = starti};
for (int i = 0; i < NUMMICE; i++) {
haloo3d_obj_instance *mousei =
haloo3d_easyrender_addinstance(&render, mouseo, mouset, 0);
init_billboard(mousei, MOUSESCALE);
// Mouse should be near the floor
mousei->pos.y = MOUSESCALE;
ecs_eid mouseid = mecs_newentity(&ecs, 0);
eprintf("Mouse eid: %d\n", mouseid);
ECS_SETCOMPONENT(&ecs, mouseid, ecs_placement){.pos = mousei->pos,
.rot = {.x = 0, .y = 0}};
ECS_SETCOMPONENT(&ecs, mouseid, ecs_autonav){.timer = 0};
ECS_SETCOMPONENT(&ecs, mouseid, ecs_object) mousei;
ECS_SETCOMPONENT(&ecs, mouseid, ecs_mouseai){.state = SAI_INIT,
.ws = &wstate};
ECS_SETCOMPONENT(&ecs, mouseid, ecs_billboard){
.obj = mousei, .lookat = &render.camera.pos};
ECS_SETCOMPONENT(&ecs, mouseid, ecs_syncgrow){.obj = mousei,
.scale = &eworld->scaleto,
.basescale = mousei->scale.x,
.timer = &eworld->scaletimer};
}
// -----------------------------------
// Actual rendering
// -----------------------------------
// ceili->texture = &render.window;
while (1) {
haloo3d_easytimer_start(&frametimer);
// render.camera.yaw += 0.008;
haloo3d_perspective(render.perspective, fov, ASPECT, NEARCLIP, FARCLIP);
haloo3d_easyrender_beginframe(&render);
haloo3d_fb_clear(&render.window, sky);
// ---------------------------
// Game logic?
// ---------------------------
haloo3d_easytimer_start(&logictimer);
for (int i = 0; i < ECS_MAXENTITIES; i++) {
sys_world_run(&ecs, i);
sys_smartai_run(&ecs, i);
sys_mouseai_run(&ecs, i);
sys_syncgrow_run(&ecs, i);
sys_autonav_run(&ecs, i);
sys_autorotate_run(&ecs, i);
sys_camera_run(&ecs, i);
// NOTE: must run object BEFORE billboard so that billboard
// overrides the rotation from object (we want this)
sys_object_run(&ecs, i);
sys_billboard_run(&ecs, i);
sys_dieoninit_run(&ecs, i);
}
haloo3d_easytimer_end(&logictimer);
totaldrawn = 0;
haloo3d_obj_instance *object = NULL;
// Iterate over objects
while ((object = haloo3d_easyrender_nextinstance(&render, object)) !=
NULL) {
// Setup final model matrix and the precalced vertices
haloo3d_easyrender_beginmodel(&render, object);
// Iterate over object faces
for (int fi = 0; fi < object->model->numfaces; fi++) {
totaldrawn +=
haloo3d_easyrender_renderface(&render, object, fi, minlight);
}
}
haloo3d_easytimer_start(&filltimer);
#ifdef FASTFILL
haloo3d_fb_fill2(&screen, &render.window);
// for (int y = 0; y < 255; y++) {
// for (int x = 0; x < 50; x++) {
// haloo3d_fb_set(&screen, x + 250, y + 100,
// SDL_MapRGB(surface->format, y, 0, 0));
// }
// }
// for (int y = 0; y < 64; y++) {
// for (int x = 0; x < 64; x++) {
// haloo3d_fb_set(&screen, x + 250, y + 250, sdlcolors[x + y * 64]);
// }
// }
#else
haloo3d_recti texrect = {.x1 = 0, .y1 = 0, .x2 = WIDTH, .y2 = HEIGHT};
haloo3d_recti screenrect = {.x1 = 0, .y1 = 0, .x2 = SWIDTH, .y2 = SHEIGHT};
haloo3d_sprite(&screen, &render.window, texrect, screenrect);
#endif
haloo3d_easytimer_end(&filltimer);
haloo3d_print(
&render.tprint,
2024-09-07 16:03:13 +00:00
"\n Pframe: %05.2f (%05.2f)\n MinMax: %05.2f / %05.2f\n PSDLFl: "
2024-09-07 15:40:24 +00:00
"%05.2f (%05.2f)\n Fill: %05.2f "
"(%05.2f)\n Logic: %05.2f (%05.2f)\n Tris: %d / %d\n Verts: "
"%d\n WState: %d",
frametimer.last * 1000, frametimer.sum * 1000, frametimer.min * 1000,
frametimer.max * 1000, sdltimer.last * 1000, sdltimer.sum * 1000,
filltimer.last * 1000, filltimer.sum * 1000, logictimer.last * 1000,
logictimer.sum * 1000, totaldrawn, render.totalfaces, render.totalverts,
wstate.state);
haloo3d_easytimer_start(&sdltimer);
SDL_UpdateWindowSurface(window);
haloo3d_easytimer_end(&sdltimer);
haloo3d_easytimer_end(&frametimer);
float waittime = (1.0 / fps) - frametimer.last;
if (waittime > 0) {
SDL_Delay(waittime * 1000);
}
}
// Just to get the compiler to STOP COMPLAINING about unused
mecs_deleteentity(&ecs, worldid);
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}