Really messed up those directions...
This commit is contained in:
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9717b88e22
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6
ecs.h
6
ecs.h
@ -102,10 +102,10 @@ static int haloo_ecs_newcomponent(haloo_ecs *ecs, void *component) {
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// components MUST be passed in the EXACT order the function expects them!
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// components MUST be passed in the EXACT order the function expects them!
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#define HECS_RUNSYS(ecs, eid, func, ...) \
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#define HECS_RUNSYS(ecs, eid, func, ...) \
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{ \
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{ \
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hecs_cidt _hecstemp[] = {__VA_ARGS__}; \
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const hecs_cidt _hecstemp[] = {__VA_ARGS__}; \
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const int _hecsnumargs = sizeof(_hecstemp) / sizeof(hecs_cidt); \
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hecs_cidt _hecsflags = 0; \
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hecs_cidt _hecsflags = 0; \
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for (int _hecsi = 0; _hecsi < sizeof(_hecstemp) / sizeof(hecs_cidt); \
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for (int _hecsi = 0; _hecsi < _hecsnumargs; _hecsi++) { \
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_hecsi++) { \
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_hecsflags |= _hecstemp[_hecsi]; \
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_hecsflags |= _hecstemp[_hecsi]; \
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} \
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} \
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if (haloo_ecs_match(ecs, eid, _hecsflags)) { \
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if (haloo_ecs_match(ecs, eid, _hecsflags)) { \
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170
maze.c
170
maze.c
@ -18,10 +18,10 @@
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// INteresting flags for performance comparisons
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// INteresting flags for performance comparisons
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#define FASTFILL
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#define FASTFILL
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#define WIDTH 640
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#define WIDTH 320
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#define HEIGHT 400
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#define HEIGHT 200
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#define ASPECT ((float)WIDTH / HEIGHT)
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#define ASPECT ((float)WIDTH / HEIGHT)
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#define SCREENSCALE 1
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#define SCREENSCALE 3
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#define SWIDTH (WIDTH * SCREENSCALE)
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#define SWIDTH (WIDTH * SCREENSCALE)
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#define SHEIGHT (HEIGHT * SCREENSCALE)
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#define SHEIGHT (HEIGHT * SCREENSCALE)
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#define NEARCLIP 0.01
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#define NEARCLIP 0.01
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@ -30,78 +30,69 @@
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#define AVGWEIGHT 0.85
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#define AVGWEIGHT 0.85
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// Game options
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// Game options
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#define MAZESIZE 31
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#define MAZESIZE 15
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#define HSCALE 2.0
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#define HSCALE 2.0
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// Maze grows down and to the right.
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// Maze grows in the positive direction
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#define MAZESOUTH 1
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#define MAZENORTH 1
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#define MAZEEAST 2
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#define MAZEEAST 2
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#define MAZEVISIT 4
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#define MAZEVISIT 4
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// When you rightshift these values, you "turn right"
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#define DIRNORTH 8
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#define DIREAST 4
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#define DIRSOUTH 2
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#define DIRWEST 1
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#define STACKPUSH(s, t, v) s[t++] = v;
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#define STACKPUSH(s, t, v) s[t++] = v;
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// everything in the maze is controlled by the CPU. As such, movement
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// everything in the maze is controlled by the CPU. As such, movement
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// is as simple as "go here by this time". No need to complicate the
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// is as simple as "go here by this time". No need to complicate the
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// components?
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// components?
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// Allows movement in 3 dimensions
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// typedef struct {
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// struct vec3 pos;
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// struct vec3 vel;
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// } ecs_movement;
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// Allows rotational movement only with yaw and pitch (in that order)
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struct vec2i dirtovec(uint8_t dir) {
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// typedef struct {
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struct vec2i result;
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// struct vec2 rot;
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switch (dir) {
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// struct vec2 rotvel;
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case DIREAST:
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// } ecs_rotmovement;
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vec2i(result.v, 1, 0);
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break;
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case DIRWEST:
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vec2i(result.v, -1, 0);
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break;
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case DIRNORTH:
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vec2i(result.v, 0, 1);
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break;
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case DIRSOUTH:
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vec2i(result.v, 0, -1);
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break;
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default:
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vec2i(result.v, 0, 0);
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}
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return result;
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}
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// A general position within the maze, and a pointer to the maze itself.
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// A general position within the maze, and a pointer to the maze itself.
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// Can be used to traverse the maze
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// Can be used to traverse the maze
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typedef struct {
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typedef struct {
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uint8_t *maze;
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uint8_t *maze;
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int size;
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struct vec2i pos; // tile position within maze
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struct vec2i pos; // tile position within maze
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struct vec2i dir; // facing dir
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int size;
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uint8_t dir; // facing dir (see DIREAST/DIRSOUTH/etc);
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} ecs_maze;
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} ecs_maze;
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// A component which can track progress towards some destination. Each
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// frame it is expected that the timer will decrease, and that on 0,
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// the destination should be reached
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// typedef struct {
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// int timer;
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// struct vec3 dst;
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// } ecs_destination;
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// // A component that simply points back to an object instance. If combined
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// // with movement, will pull pos from objin at start of frame, then write
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// // pos back to obj at end of frame.
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// typedef haloo3d_obj_instance *ecs_objin;
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//
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// // Like objin, this component simply points to a camera. It will set the
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// // position AND rotation at the start of the frame, and pull the pos/
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// // rotation back into the camera at the end.
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// typedef haloo3d_camera *ecs_camera;
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// typedef struct vec2i ecs_cpos;
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// typedef struct vec2i ecs_npos;
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// typedef struct vec2i ecs_cdir;
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// typedef struct vec2i ecs_ndir;
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// typedef haloo3d_obj_instance *ecs_objin;
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// typedef haloo3d_camera *ecs_cam;
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int maze_visited(uint8_t *maze, int x, int y, int size) {
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int maze_visited(uint8_t *maze, int x, int y, int size) {
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return (maze[x + y * size] & MAZEVISIT) > 0;
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return (maze[x + y * size] & MAZEVISIT) > 0;
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}
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}
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int maze_connected(uint8_t *maze, int x, int y, int size, struct vec2i move) {
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int maze_connected(uint8_t *maze, int x, int y, int size, uint8_t move) {
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if (move.x == 1) {
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if (move == DIREAST) {
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return (maze[x + y * size] & MAZEEAST) == 0;
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return (maze[x + y * size] & MAZEEAST) == 0;
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} else if (move.x == -1) {
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} else if (move == DIRWEST) {
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return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
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return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
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} else if (move.y == 1) {
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} else if (move == DIRNORTH) {
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return (maze[x + y * size] & MAZESOUTH) == 0;
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return (maze[x + y * size] & MAZENORTH) == 0;
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} else if (move.y == -1) {
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} else if (move == DIRSOUTH) {
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return (y > 0) && ((maze[x + (y - 1) * size] & MAZESOUTH) == 0);
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return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
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}
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}
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return 0;
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return 0;
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}
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}
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@ -111,7 +102,7 @@ int maze_connected(uint8_t *maze, int x, int y, int size, struct vec2i move) {
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void maze_generate(uint8_t *maze, int size) {
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void maze_generate(uint8_t *maze, int size) {
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const int mazesquare = (size) * (size);
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const int mazesquare = (size) * (size);
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for (int i = 0; i < mazesquare; i++) {
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for (int i = 0; i < mazesquare; i++) {
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maze[i] = MAZESOUTH | MAZEEAST;
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maze[i] = MAZENORTH | MAZEEAST;
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}
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}
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int *mazestack;
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int *mazestack;
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mallocordie(mazestack, sizeof(int) * mazesquare);
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mallocordie(mazestack, sizeof(int) * mazesquare);
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@ -124,7 +115,8 @@ void maze_generate(uint8_t *maze, int size) {
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int mazetop = 0;
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int mazetop = 0;
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STACKPUSH(mazestack, mazetop, x + y * size);
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STACKPUSH(mazestack, mazetop, x + y * size);
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maze[x + y * size] |= MAZEVISIT;
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maze[x + y * size] |= MAZEVISIT;
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struct vec2i visitable[4];
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// struct vec2i visitable[4];
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uint8_t visitable[4];
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int visittop = 0;
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int visittop = 0;
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// Now let's make a maze!
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// Now let's make a maze!
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@ -134,37 +126,34 @@ void maze_generate(uint8_t *maze, int size) {
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x = mazestack[mazetop] % size;
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x = mazestack[mazetop] % size;
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y = mazestack[mazetop] / size;
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y = mazestack[mazetop] / size;
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if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
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if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
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visitable[visittop].x = -1;
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visitable[visittop++] = DIRWEST;
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visitable[visittop++].y = 0;
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}
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}
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if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
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if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
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visitable[visittop].x = 1;
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visitable[visittop++] = DIREAST;
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visitable[visittop++].y = 0;
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}
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}
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if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
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if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
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visitable[visittop].x = 0;
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visitable[visittop++] = DIRSOUTH;
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visitable[visittop++].y = -1;
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}
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}
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if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
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if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
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visitable[visittop].x = 0;
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visitable[visittop++] = DIRNORTH;
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visitable[visittop++].y = 1;
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}
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}
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// You can generate a random location!
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// You can generate a random location!
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if (visittop) {
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if (visittop) {
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// Readd ourselves, we're moving
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// Readd ourselves, we're moving
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STACKPUSH(mazestack, mazetop, x + y * size);
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STACKPUSH(mazestack, mazetop, x + y * size);
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struct vec2i movedir = visitable[rand() % visittop];
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uint8_t dir = visitable[rand() % visittop];
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struct vec2i movedir = dirtovec(dir);
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int nx = x + movedir.x;
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int nx = x + movedir.x;
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int ny = y + movedir.y;
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int ny = y + movedir.y;
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// Trust that the visitable array is always valid
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// Trust that the visitable array is always valid
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if (movedir.x == 1) { // Tear down east wall
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if (dir == DIREAST) { // Tear down east wall
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maze[x + y * size] &= ~MAZEEAST;
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maze[x + y * size] &= ~MAZEEAST;
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} else if (movedir.x == -1) { // Move left and tear down east wall
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} else if (dir == DIRWEST) { // Move left and tear down east wall
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maze[(x - 1) + y * size] &= ~MAZEEAST;
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maze[(x - 1) + y * size] &= ~MAZEEAST;
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} else if (movedir.y == 1) { // tear down south wall
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} else if (dir == DIRNORTH) { // tear down north wall
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maze[x + y * size] &= ~MAZESOUTH;
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maze[x + y * size] &= ~MAZENORTH;
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} else if (movedir.y == -1) { // move up and tear down south wall
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} else if (dir == DIRSOUTH) { // move down and tear down north wall
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maze[x + (y - 1) * size] &= ~MAZESOUTH;
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maze[x + (y - 1) * size] &= ~MAZENORTH;
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}
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}
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// Push onto stack and set visited
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// Push onto stack and set visited
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STACKPUSH(mazestack, mazetop, nx + ny * size);
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STACKPUSH(mazestack, mazetop, nx + ny * size);
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@ -176,30 +165,21 @@ void maze_generate(uint8_t *maze, int size) {
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}
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}
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void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
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void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
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// Simple: for each cell, we check if south or east is a wall. If so,
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// Simple: for each cell, we check if north or east is a wall. If so,
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// generate it. Also, generate walls for the north and west global wall
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// generate it. Also, generate walls for the north and west global wall
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struct vec2i dir;
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for (int y = 0; y < size; y++) {
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for (int y = 0; y < size; y++) {
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for (int x = 0; x < size; x++) {
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for (int x = 0; x < size; x++) {
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dir.x = 1;
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if (!maze_connected(maze, x, y, size, DIREAST)) {
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dir.y = 0;
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haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
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if (!maze_connected(maze, x, y, size, dir)) {
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haloo3d_gen_grid_quad(obj, x, y, dir);
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}
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}
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dir.x = 0;
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if (!maze_connected(maze, x, y, size, DIRNORTH)) {
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dir.y = 1;
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haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
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if (!maze_connected(maze, x, y, size, dir)) {
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haloo3d_gen_grid_quad(obj, x, y, dir);
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}
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}
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}
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}
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}
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}
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for (int i = 0; i < size; i++) {
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for (int i = 0; i < size; i++) {
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dir.x = -1;
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haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
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dir.y = 0;
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haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
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haloo3d_gen_grid_quad(obj, 0, i, dir);
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dir.x = 0;
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dir.y = -1;
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haloo3d_gen_grid_quad(obj, i, 0, dir);
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}
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}
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}
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}
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@ -318,9 +298,9 @@ int main() { // int argc, char **argv) {
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unigi_graphics_init();
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unigi_graphics_init();
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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// render.camera.pos.y = 5;
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render.camera.pos.y = 5;
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// render.camera.pitch = 2.2;
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render.camera.pitch = 2.2;
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// ceili->pos.y = -10;
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ceili->pos.y = -10;
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haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
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haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
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@ -329,19 +309,20 @@ int main() { // int argc, char **argv) {
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haloo_ecs_init(&ecs);
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haloo_ecs_init(&ecs);
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HECS_ADDNEWCOMPONENT(ecs_moveto, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_moveto, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_rotateto, &ecs);
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// HECS_ADDNEWCOMPONENT(ecs_rotateto, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_maze, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_maze, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_objin, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_objin, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_camera, &ecs);
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HECS_ADDNEWCOMPONENT(ecs_camera, &ecs);
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hecs_eidt playerid = haloo_ecs_newentity(&ecs, 0);
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hecs_eidt playerid = haloo_ecs_newentity(&ecs, 0);
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// struct vec2i playerstart = {.x = 0, .y = 0};
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// struct vec2i playerface = {.x = 0, .y = -1};
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HECS_SETCOMPONENT(ecs_moveto, &ecs, playerid){
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HECS_SETCOMPONENT(ecs_moveto, &ecs, playerid){
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.pos = render.camera.pos, .dst = render.camera.pos, .timer = 0};
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.pos = render.camera.pos, .dst = render.camera.pos, .timer = 0};
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HECS_SETCOMPONENT(ecs_maze, &ecs, playerid){};
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//.maze = maze, .pos = playerstart, .size = MAZESIZE, .dir = DIRSOUTH};
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HECS_SETCOMPONENT(ecs_camera, &ecs, playerid) & render.camera;
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HECS_SETCOMPONENT(ecs_camera, &ecs, playerid) & render.camera;
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// HECS_SETCOMPONENT(ecs_cpos, &ecs, playerid){.x = 1, .y = 1};
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// ecs_ndir_f);
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// -----------------------------------
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// -----------------------------------
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// Actual rendering
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// Actual rendering
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@ -383,12 +364,6 @@ int main() { // int argc, char **argv) {
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HECS_RUNSYS(&ecs, i, sys_ecs_objin_moveto, ecs_objin_f, ecs_moveto_f);
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HECS_RUNSYS(&ecs, i, sys_ecs_objin_moveto, ecs_objin_f, ecs_moveto_f);
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HECS_RUNSYS(&ecs, i, sys_ecs_moveto, ecs_moveto_f);
|
HECS_RUNSYS(&ecs, i, sys_ecs_moveto, ecs_moveto_f);
|
||||||
HECS_RUNSYS(&ecs, i, sys_ecs_moveto_objin, ecs_moveto_f, ecs_objin_f);
|
HECS_RUNSYS(&ecs, i, sys_ecs_moveto_objin, ecs_moveto_f, ecs_objin_f);
|
||||||
// if (haloo_ecs_match(&ecs, i, ecs_moveto_f | ecs_objin_f)) {
|
|
||||||
// sys_ecs_objin_moveto(&ecs, i, ecs_objin_f, ecs_moveto_f);
|
|
||||||
// }
|
|
||||||
// if (haloo_ecs_match(&ecs, i, ecs_moveto_f)) {
|
|
||||||
// sys_ecs_moveto(&ecs, i, ecs_moveto_f);
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
totaldrawn = 0;
|
totaldrawn = 0;
|
||||||
@ -440,6 +415,9 @@ int main() { // int argc, char **argv) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Just to get the compiler to STOP COMPLAINING about unused
|
||||||
|
haloo_ecs_removeentity(&ecs, playerid); //, int eid)
|
||||||
|
|
||||||
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
|
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
|
||||||
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
|
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user