diff --git a/haloo3d b/haloo3d index 75417f6..e5ec412 160000 --- a/haloo3d +++ b/haloo3d @@ -1 +1 @@ -Subproject commit 75417f662edaf756c1c286f533007df6fcfd5aaa +Subproject commit e5ec412b3b20ff87106aae1dc50148b0af7a071d diff --git a/maze.c b/maze.c index b92b4e4..8b2aa37 100644 --- a/maze.c +++ b/maze.c @@ -10,7 +10,6 @@ #include "unigi/unigi.platform.sdl1/src/main.c" #include "ecs2.h" -// #include "ecs2_comps.h" #include "keys.h" #include @@ -296,22 +295,29 @@ typedef struct { int timer; } ecs_autorotate; -// A component which has pointers back to global world state. +// Component which enables synchronized scale y from 0 to 1 or 1 to 0. It is +// expected that an external source is modifying the value typedef struct { - worldstate *state; -} ecs_worldstate; + haloo3d_obj_instance *obj; + mfloat_t *scale; + int *timer; +} ecs_syncgrow; -#define MAXGROWERS 10 +// A component which has pointers back to global world state. +// typedef struct { +// worldstate *state; +// } ecs_worldstate; + +// #define MAXGROWERS 10 // A component which holds onto data specifically for world // entities. You can think of it as private data so people // can't poke at the worldstate data typedef struct { worldstate *state; - int numgrowers; - haloo3d_obj_instance *growers[MAXGROWERS]; - haloo3d_obj_instance *walls; - uint16_t timer; + haloo3d_obj *wallmodel; + int scaletimer; + mfloat_t scaleto; } ecs_world; // void sys_move_placement(ecs_movement *m, ecs_placement *p) { @@ -319,32 +325,54 @@ typedef struct { // p->yaw += m->yawvel; // } -void sys_autonav(ecs_autonav *nav, ecs_placement *p) { - if (nav->timer <= 0) { - p->pos = nav->dest; - return; +void sys_syncgrow(ecs_syncgrow *sg) { + // Only perform logic when a timer is running + if (*sg->timer) { + if (*sg->timer == 1) { + // Just jump right to it on the last frame. We don't run on frame 0 + sg->obj->scale.y = *sg->scale; + } else { + mfloat_t scaleleft = *sg->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--; } - 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) { - if (arot->timer <= 0) { - p->rot = arot->dest; - return; + // 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--; } - 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->camera->pos = p->pos; cam->camera->yaw = p->rot.x; @@ -354,47 +382,36 @@ void sys_camera(ecs_camera *cam, ecs_placement *p) { } void sys_world(ecs_world *w) { - float scaleleft; const int spinspeed = w->state->fps * 4 / 5; switch (w->state->state) { case WSTATE_INIT: maze_generate(w->state->maze, MAZESIZE, &w->state->start, &w->state->end); - maze_wall_generate(w->state->maze, MAZESIZE, w->walls->model); + maze_wall_generate(w->state->maze, MAZESIZE, w->wallmodel); eprintf("INIT MAZE COMPLETE, spinning up walls\n"); w->state->state = WSTATE_SPINUP; - w->timer = spinspeed; - w->walls->scale.y = 0; + w->scaletimer = spinspeed; + w->scaleto = 1; break; case WSTATE_SPINUP: - // Bring walls up, timer down - for (int i = 0; i < w->numgrowers; i++) { - scaleleft = 1 - w->growers[i]->scale.y; - w->growers[i]->scale.y += scaleleft / w->timer; - } - w->timer--; - if (w->timer == 0) { + w->scaletimer--; + if (w->scaletimer == 0) { eprintf("SPINUP COMPLETE, starting gameplay\n"); - w->walls->scale.y = 1; - // Start gameplay. We won't know when it's done + // Start gameplay. We won't know when it's done w->state->state = WSTATE_GAMEPLAY; } break; case WSTATE_GAMEOVER: - w->timer = spinspeed; + 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 - for (int i = 0; i < w->numgrowers; i++) { - scaleleft = w->growers[i]->scale.y; - w->growers[i]->scale.y -= scaleleft / w->timer; - } - w->timer--; - if (w->timer == 0) { + w->scaletimer--; + if (w->scaletimer == 0) { eprintf("SPINDOWN COMPLETE, reinitializing\n"); - w->walls->scale.y = 0; - // Start gameplay. We won't know when it's done + // Start gameplay. We won't know when it's done w->state->state = WSTATE_INIT; } break; @@ -414,24 +431,30 @@ typedef struct { uint8_t dir; uint32_t timer; struct vec2i mpos; + worldstate *ws; } ecs_smartai; -static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws, +static void sys_smartai(ecs_smartai *smartai, ecs_placement *p, ecs_autonav *anav, ecs_autorotate *arot) { - const int actiontime = ws->state->fps / 2; + const int actiontime = smartai->ws->fps / 2; const int rotdelaytime = 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 (ws->state->state == WSTATE_SPINUP) { - smartai->mpos = ws->state->start; - anav->dest.x = ws->state->cellsize * (ws->state->start.x + 0.5); - anav->dest.z = ws->state->cellsize * (ws->state->start.y + 0.5); + if (smartai->ws->state == WSTATE_SPINUP) { + smartai->mpos = smartai->ws->start; + p->pos.x = smartai->ws->cellsize * (smartai->ws->start.x + 0.5); + p->pos.z = smartai->ws->cellsize * (smartai->ws->start.y + 0.5); + // Reset autonav + anav->dest = p->pos; anav->timer = 0; - smartai->dir = maze_longesthallway( - ws->state->maze, MAZESIZE, ws->state->start.x, ws->state->start.y); - arot->dest.x = dirtoyaw(smartai->dir); + smartai->dir = + maze_longesthallway(smartai->ws->maze, MAZESIZE, smartai->ws->start.x, + smartai->ws->start.y); + p->rot.x = dirtoyaw(smartai->dir); + // reset autorotate + arot->dest = p->rot; arot->timer = 0; smartai->state = SAI_READY; eprintf("PLAYER READY: %f %f (%f), waiting for spinup\n", anav->dest.x, @@ -439,7 +462,7 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws, } break; case SAI_READY: - if (ws->state->state == WSTATE_GAMEPLAY) { + if (smartai->ws->state == WSTATE_GAMEPLAY) { smartai->state = SAI_GAMEPLAY; eprintf("PLAYER STARTING GAMEPLAY\n"); } @@ -474,24 +497,24 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws, // most important thing if (anav->timer == 0) { eprintf("SMARTAI: %d TIMER: %d DIR: %d POS: (%f, %f)\n", - smartai->rotstate, smartai->timer, smartai->dir, anav->dest.x, - anav->dest.z); - if (smartai->mpos.x == ws->state->end.x && - smartai->mpos.y == ws->state->end.y) { + smartai->rotstate, smartai->timer, smartai->dir, p->pos.x, + p->pos.z); + if (smartai->mpos.x == smartai->ws->end.x && + smartai->mpos.y == smartai->ws->end.y) { eprintf("YOU WIN\n"); - ws->state->state = WSTATE_GAMEOVER; + smartai->ws->state = WSTATE_GAMEOVER; smartai->state = SAI_INIT; return; } // Player can only move forward if there's nothing in front of them - if (maze_connected(ws->state->maze, smartai->mpos.x, smartai->mpos.y, + if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y, MAZESIZE, smartai->dir)) { struct vec2i movement = dirtovec(smartai->dir); smartai->mpos.x += movement.x; smartai->mpos.y += movement.y; anav->timer = actiontime; - anav->dest.x += ws->state->cellsize * movement.x; - anav->dest.z += ws->state->cellsize * movement.y; + anav->dest.x = p->pos.x + smartai->ws->cellsize * movement.x; + anav->dest.z = p->pos.z + smartai->ws->cellsize * movement.y; smartai->rotstate = 0; } // Figure out if a rotation should be scheduled @@ -500,13 +523,13 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws, // 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(ws->state->maze, smartai->mpos.x, smartai->mpos.y, + if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y, MAZESIZE, rightdir)) { // Always choose right over left smartai->rotstate = 1; smartai->timer = rotdelaytime; eprintf("WILL TURN RIGHT TO: %d\n", rightdir); - } else if (!maze_connected(ws->state->maze, smartai->mpos.x, + } else if (!maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y, MAZESIZE, smartai->dir)) { // We only move left if the player can't move forward or right smartai->rotstate = 2; @@ -520,18 +543,16 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws, } } -// static void sys_ecs_world(ecs_world *world, ecs_maze *maze, ecs_moveto *mt, -// ecs_rotateto *rt) {} - // Setup ECS system for our game ECS_START(mecs) -ECS_COMPONENT(ecs_worldstate); +// ECS_COMPONENT(ecs_worldstate); ECS_COMPONENT(ecs_world); ECS_COMPONENT(ecs_autonav); ECS_COMPONENT(ecs_autorotate); ECS_COMPONENT(ecs_placement); ECS_COMPONENT(ecs_camera); ECS_COMPONENT(ecs_smartai); +ECS_COMPONENT(ecs_syncgrow); ECS_END(mecs) // And then a copy of the components here... that sucksssss @@ -542,16 +563,17 @@ ECS_CID(ecs_autorotate, 3); ECS_CID(ecs_placement, 4); ECS_CID(ecs_camera, 5); ECS_CID(ecs_smartai, 6); +ECS_CID(ecs_syncgrow, 7); ECS_SYSTEM1(mecs, sys_world, ecs_world); +ECS_SYSTEM1(mecs, sys_syncgrow, ecs_syncgrow); 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_SYSTEM4(mecs, sys_smartai, ecs_smartai, ecs_worldstate, ecs_autonav, +ECS_SYSTEM4(mecs, sys_smartai, ecs_smartai, ecs_placement, ecs_autonav, ecs_autorotate); void init_floortexture(haloo3d_fb *floort) { - // uint16_t cols[4] = {0xFD93, 0xFB83, 0xFFFF}; //, 0xFDDD}; uint16_t cols[1] = {0xFD93}; haloo3d_fb_init_tex(floort, 64, 64); haloo3d_apply_alternating(floort, cols, 1); @@ -559,8 +581,7 @@ void init_floortexture(haloo3d_fb *floort) { } void init_ceilingtexture(haloo3d_fb *ceilt) { - uint16_t cols[1] = {0xFFFF}; //, 0xFDDD}; - // haloo3d_apply_alternating(floort, cols, 2); + 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); @@ -583,6 +604,27 @@ void init_starttexture(haloo3d_fb *startt) { haloo3d_apply_rect(startt, &rect, 0xF777, 1); } +void init_mazeinstances(haloo3d_obj_instance *floori, + haloo3d_obj_instance *ceili, + haloo3d_obj_instance *walli, + haloo3d_obj_instance *starti) { + floori->cullbackface = 0; + ceili->cullbackface = 0; + walli->cullbackface = 0; + starti->cullbackface = 0; + vec3(floori->scale.v, HSCALE, 1, HSCALE); + vec3(ceili->scale.v, HSCALE, 1, HSCALE); + vec3(walli->scale.v, HSCALE, 0, HSCALE); + vec3(starti->scale.v, 1, 0, 1); + 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; +} + int main() { // int argc, char **argv) { haloo3d_easystore storage; @@ -597,10 +639,11 @@ int main() { // int argc, char **argv) { render.tprint.fb = &screen; eprintf("Initialized renderer\n"); - haloo3d_easytimer frametimer, sdltimer, filltimer; + 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 haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor"); @@ -645,21 +688,7 @@ int main() { // int argc, char **argv) { haloo3d_easyrender_addinstance(&render, ceilo, ceilt); haloo3d_obj_instance *starti = haloo3d_easyrender_addinstance(&render, starto, startt); - floori->cullbackface = 0; - ceili->cullbackface = 0; - walli->cullbackface = 0; - starti->cullbackface = 0; - vec3(floori->scale.v, HSCALE, 1, HSCALE); - vec3(ceili->scale.v, HSCALE, 1, HSCALE); - vec3(walli->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; //-1; + init_mazeinstances(floori, ceili, walli, starti); eprintf("Setup all object instances\n"); unigi_type_event event; @@ -684,7 +713,7 @@ int main() { // int argc, char **argv) { haloo3d_debugconsole dc; haloo3d_debugconsole_init(&dc); - haloo3d_debugconsole_set(&dc, "render/fps.i", &fps); + haloo3d_debugconsole_set(&dc, "render/fps.i", &wstate.fps); haloo3d_debugconsole_set(&dc, "render/fov.f", &fov); haloo3d_debugconsole_set(&dc, "render/trifunc.i", &render.trifunc); haloo3d_debugconsole_set(&dc, "render/ditherstart.f", &ditherstart); @@ -700,24 +729,30 @@ int main() { // int argc, char **argv) { ecs_eid worldid = mecs_newentity(&ecs, 0); eprintf("World eid: %d\n", worldid); - ECS_SETCOMPONENT(&ecs, worldid, - ecs_world){.state = &wstate, .walls = walli, .timer = 0}; - // THis is horrible but whatever. The yshould be entities - ecs.c_ecs_world[worldid].growers[0] = walli; - ecs.c_ecs_world[worldid].growers[1] = starti; - ecs.c_ecs_world[worldid].numgrowers = 2; + ECS_SETCOMPONENT(&ecs, worldid, ecs_world){ + .state = &wstate, .wallmodel = wallo, .scaletimer = 0}; + 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, .timer = &eworld->scaletimer}; + ecs_eid startid = mecs_newentity(&ecs, 0); + ECS_SETCOMPONENT(&ecs, startid, ecs_syncgrow){ + .obj = starti, .scale = &eworld->scaleto, .timer = &eworld->scaletimer}; + + // Player is ofc most complicated ecs_eid playerid = mecs_newentity(&ecs, 0); eprintf("Player eid: %d\n", playerid); - ECS_SETCOMPONENT(&ecs, playerid, ecs_worldstate){.state = &wstate}; - ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){}; + // ECS_SETCOMPONENT(&ecs, playerid, ecs_worldstate){.state = &wstate}; + 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){.camera = &render.camera}; - ECS_SETCOMPONENT(&ecs, playerid, ecs_autonav){.timer = 0, - .dest = render.camera.pos}; - ECS_SETCOMPONENT(&ecs, playerid, ecs_autorotate){ - .timer = 0, .dest = {.x = render.camera.yaw, .y = render.camera.pitch}}; - ECS_SETCOMPONENT(&ecs, playerid, - ecs_smartai){.state = SAI_INIT, .rotstate = 0, .timer = 0}; + 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, .rotstate = 0, .timer = 0}; // ----------------------------------- // Actual rendering @@ -759,13 +794,16 @@ int main() { // int argc, char **argv) { // 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_syncgrow_run(&ecs, i); sys_autonav_run(&ecs, i); sys_autorotate_run(&ecs, i); sys_camera_run(&ecs, i); } + haloo3d_easytimer_end(&logictimer); starti->pos = render.camera.pos; starti->pos.z -= 1; @@ -797,13 +835,15 @@ int main() { // int argc, char **argv) { haloo3d_easytimer_end(&filltimer); haloo3d_print(&render.tprint, - "Last frame: %05.2f (%05.2f)\nLast fill: %05.2f " - "(%05.2f)\nLast SDLFl: %05.2f " - "(%05.2f)\nTris: %d / %d\nVerts: %d\n", + "Pframe: %05.2f (%05.2f)\nPSDLFl: %05.2f " + "(%05.2f)\nFill: %05.2f " + "(%05.2f)\nLogic: %05.2f (%05.2f)\nTris: %d / %d\nVerts: " + "%d\nWState: %d", frametimer.last * 1000, frametimer.sum * 1000, + sdltimer.last * 1000, sdltimer.sum * 1000, filltimer.last * 1000, filltimer.sum * 1000, - sdltimer.last * 1000, sdltimer.sum * 1000, totaldrawn, - render.totalfaces, render.totalverts); + logictimer.last * 1000, logictimer.sum * 1000, totaldrawn, + render.totalfaces, render.totalverts, wstate.state); haloo3d_easytimer_start(&sdltimer); unigi_graphics_blit(0, (unigi_type_color *)screen.buffer,