More ecs tweaks
This commit is contained in:
parent
4a27948ead
commit
9554d0062f
2
haloo3d
2
haloo3d
@ -1 +1 @@
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Subproject commit 75417f662edaf756c1c286f533007df6fcfd5aaa
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Subproject commit e5ec412b3b20ff87106aae1dc50148b0af7a071d
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268
maze.c
268
maze.c
@ -10,7 +10,6 @@
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#include "unigi/unigi.platform.sdl1/src/main.c"
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#include "ecs2.h"
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// #include "ecs2_comps.h"
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#include "keys.h"
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#include <stdlib.h>
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@ -296,22 +295,29 @@ typedef struct {
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int timer;
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} ecs_autorotate;
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// A component which has pointers back to global world state.
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// Component which enables synchronized scale y from 0 to 1 or 1 to 0. It is
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// expected that an external source is modifying the value
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typedef struct {
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worldstate *state;
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} ecs_worldstate;
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haloo3d_obj_instance *obj;
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mfloat_t *scale;
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int *timer;
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} ecs_syncgrow;
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#define MAXGROWERS 10
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// A component which has pointers back to global world state.
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// typedef struct {
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// worldstate *state;
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// } ecs_worldstate;
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// #define MAXGROWERS 10
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// A component which holds onto data specifically for world
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// entities. You can think of it as private data so people
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// can't poke at the worldstate data
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typedef struct {
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worldstate *state;
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int numgrowers;
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haloo3d_obj_instance *growers[MAXGROWERS];
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haloo3d_obj_instance *walls;
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uint16_t timer;
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haloo3d_obj *wallmodel;
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int scaletimer;
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mfloat_t scaleto;
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} ecs_world;
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// void sys_move_placement(ecs_movement *m, ecs_placement *p) {
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@ -319,32 +325,54 @@ typedef struct {
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// p->yaw += m->yawvel;
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// }
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void sys_autonav(ecs_autonav *nav, ecs_placement *p) {
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if (nav->timer <= 0) {
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p->pos = nav->dest;
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return;
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void sys_syncgrow(ecs_syncgrow *sg) {
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// Only perform logic when a timer is running
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if (*sg->timer) {
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if (*sg->timer == 1) {
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// Just jump right to it on the last frame. We don't run on frame 0
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sg->obj->scale.y = *sg->scale;
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} else {
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mfloat_t scaleleft = *sg->scale - sg->obj->scale.y;
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sg->obj->scale.y += scaleleft / *sg->timer;
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}
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}
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}
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void sys_autonav(ecs_autonav *nav, ecs_placement *p) {
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// Only perform logic when the timer is running
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if (nav->timer) {
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// On the last frame, just set it outright, nothing else to do
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if (nav->timer == 1) {
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p->pos = nav->dest;
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} else {
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mfloat_t xdiff = nav->dest.x - p->pos.x;
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mfloat_t ydiff = nav->dest.y - p->pos.y;
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mfloat_t zdiff = nav->dest.z - p->pos.z;
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p->pos.x += xdiff / nav->timer;
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p->pos.y += ydiff / nav->timer;
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p->pos.z += zdiff / nav->timer;
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}
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nav->timer--;
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}
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mfloat_t xdiff = nav->dest.x - p->pos.x;
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mfloat_t ydiff = nav->dest.y - p->pos.y;
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mfloat_t zdiff = nav->dest.z - p->pos.z;
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p->pos.x += xdiff / nav->timer;
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p->pos.y += ydiff / nav->timer;
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p->pos.z += zdiff / nav->timer;
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nav->timer--;
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}
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void sys_autorotate(ecs_autorotate *arot, ecs_placement *p) {
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if (arot->timer <= 0) {
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p->rot = arot->dest;
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return;
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// Only perform logic when the timer is running
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if (arot->timer) {
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// On the last frame, set it outright
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if (arot->timer == 1) {
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p->rot = arot->dest;
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} else {
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mfloat_t xdiff = arot->dest.x - p->rot.x;
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mfloat_t ydiff = arot->dest.y - p->rot.y;
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p->rot.x += xdiff / arot->timer;
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p->rot.y += ydiff / arot->timer;
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}
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arot->timer--;
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}
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mfloat_t xdiff = arot->dest.x - p->rot.x;
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mfloat_t ydiff = arot->dest.y - p->rot.y;
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p->rot.x += xdiff / arot->timer;
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p->rot.y += ydiff / arot->timer;
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arot->timer--;
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}
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// update camera with placement value on entity
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void sys_camera(ecs_camera *cam, ecs_placement *p) {
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cam->camera->pos = p->pos;
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cam->camera->yaw = p->rot.x;
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@ -354,47 +382,36 @@ void sys_camera(ecs_camera *cam, ecs_placement *p) {
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}
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void sys_world(ecs_world *w) {
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float scaleleft;
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const int spinspeed = w->state->fps * 4 / 5;
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switch (w->state->state) {
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case WSTATE_INIT:
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maze_generate(w->state->maze, MAZESIZE, &w->state->start, &w->state->end);
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maze_wall_generate(w->state->maze, MAZESIZE, w->walls->model);
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maze_wall_generate(w->state->maze, MAZESIZE, w->wallmodel);
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eprintf("INIT MAZE COMPLETE, spinning up walls\n");
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w->state->state = WSTATE_SPINUP;
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w->timer = spinspeed;
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w->walls->scale.y = 0;
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w->scaletimer = spinspeed;
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w->scaleto = 1;
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break;
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case WSTATE_SPINUP:
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// Bring walls up, timer down
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for (int i = 0; i < w->numgrowers; i++) {
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scaleleft = 1 - w->growers[i]->scale.y;
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w->growers[i]->scale.y += scaleleft / w->timer;
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}
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w->timer--;
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if (w->timer == 0) {
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w->scaletimer--;
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if (w->scaletimer == 0) {
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eprintf("SPINUP COMPLETE, starting gameplay\n");
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w->walls->scale.y = 1;
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// Start gameplay. We won't know when it's done
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// Start gameplay. We won't know when it's done
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w->state->state = WSTATE_GAMEPLAY;
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}
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break;
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case WSTATE_GAMEOVER:
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w->timer = spinspeed;
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w->scaletimer = spinspeed;
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w->scaleto = 0;
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w->state->state = WSTATE_SPINDOWN;
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eprintf("GAME OVER, spinning down\n");
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break;
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case WSTATE_SPINDOWN:
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// Bring walls down, timer down
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for (int i = 0; i < w->numgrowers; i++) {
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scaleleft = w->growers[i]->scale.y;
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w->growers[i]->scale.y -= scaleleft / w->timer;
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}
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w->timer--;
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if (w->timer == 0) {
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w->scaletimer--;
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if (w->scaletimer == 0) {
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eprintf("SPINDOWN COMPLETE, reinitializing\n");
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w->walls->scale.y = 0;
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// Start gameplay. We won't know when it's done
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// Start gameplay. We won't know when it's done
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w->state->state = WSTATE_INIT;
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}
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break;
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@ -414,24 +431,30 @@ typedef struct {
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uint8_t dir;
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uint32_t timer;
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struct vec2i mpos;
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worldstate *ws;
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} ecs_smartai;
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static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws,
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static void sys_smartai(ecs_smartai *smartai, ecs_placement *p,
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ecs_autonav *anav, ecs_autorotate *arot) {
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const int actiontime = ws->state->fps / 2;
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const int actiontime = smartai->ws->fps / 2;
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const int rotdelaytime = 2 * actiontime / 5;
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switch (smartai->state) {
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case SAI_INIT:
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// Here, we wait until the world state is spinup, in which
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// case we can spawn and face
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if (ws->state->state == WSTATE_SPINUP) {
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smartai->mpos = ws->state->start;
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anav->dest.x = ws->state->cellsize * (ws->state->start.x + 0.5);
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anav->dest.z = ws->state->cellsize * (ws->state->start.y + 0.5);
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if (smartai->ws->state == WSTATE_SPINUP) {
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smartai->mpos = smartai->ws->start;
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p->pos.x = smartai->ws->cellsize * (smartai->ws->start.x + 0.5);
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p->pos.z = smartai->ws->cellsize * (smartai->ws->start.y + 0.5);
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// Reset autonav
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anav->dest = p->pos;
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anav->timer = 0;
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smartai->dir = maze_longesthallway(
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ws->state->maze, MAZESIZE, ws->state->start.x, ws->state->start.y);
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arot->dest.x = dirtoyaw(smartai->dir);
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smartai->dir =
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maze_longesthallway(smartai->ws->maze, MAZESIZE, smartai->ws->start.x,
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smartai->ws->start.y);
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p->rot.x = dirtoyaw(smartai->dir);
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// reset autorotate
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arot->dest = p->rot;
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arot->timer = 0;
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smartai->state = SAI_READY;
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eprintf("PLAYER READY: %f %f (%f), waiting for spinup\n", anav->dest.x,
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@ -439,7 +462,7 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws,
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}
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break;
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case SAI_READY:
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if (ws->state->state == WSTATE_GAMEPLAY) {
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if (smartai->ws->state == WSTATE_GAMEPLAY) {
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smartai->state = SAI_GAMEPLAY;
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eprintf("PLAYER STARTING GAMEPLAY\n");
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}
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@ -474,24 +497,24 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws,
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// most important thing
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if (anav->timer == 0) {
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eprintf("SMARTAI: %d TIMER: %d DIR: %d POS: (%f, %f)\n",
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smartai->rotstate, smartai->timer, smartai->dir, anav->dest.x,
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anav->dest.z);
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if (smartai->mpos.x == ws->state->end.x &&
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smartai->mpos.y == ws->state->end.y) {
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smartai->rotstate, smartai->timer, smartai->dir, p->pos.x,
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p->pos.z);
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if (smartai->mpos.x == smartai->ws->end.x &&
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smartai->mpos.y == smartai->ws->end.y) {
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eprintf("YOU WIN\n");
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ws->state->state = WSTATE_GAMEOVER;
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smartai->ws->state = WSTATE_GAMEOVER;
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smartai->state = SAI_INIT;
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return;
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}
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// Player can only move forward if there's nothing in front of them
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if (maze_connected(ws->state->maze, smartai->mpos.x, smartai->mpos.y,
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if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
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MAZESIZE, smartai->dir)) {
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struct vec2i movement = dirtovec(smartai->dir);
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smartai->mpos.x += movement.x;
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smartai->mpos.y += movement.y;
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anav->timer = actiontime;
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anav->dest.x += ws->state->cellsize * movement.x;
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anav->dest.z += ws->state->cellsize * movement.y;
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anav->dest.x = p->pos.x + smartai->ws->cellsize * movement.x;
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anav->dest.z = p->pos.z + smartai->ws->cellsize * movement.y;
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smartai->rotstate = 0;
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}
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// Figure out if a rotation should be scheduled
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@ -500,13 +523,13 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws,
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// rotation based on the FUTURE direction we want to turn.
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uint8_t rightdir = TURNRIGHT(smartai->dir);
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uint8_t leftdir = TURNLEFT(smartai->dir);
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if (maze_connected(ws->state->maze, smartai->mpos.x, smartai->mpos.y,
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if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
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MAZESIZE, rightdir)) {
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// Always choose right over left
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smartai->rotstate = 1;
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smartai->timer = rotdelaytime;
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eprintf("WILL TURN RIGHT TO: %d\n", rightdir);
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} else if (!maze_connected(ws->state->maze, smartai->mpos.x,
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} else if (!maze_connected(smartai->ws->maze, smartai->mpos.x,
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smartai->mpos.y, MAZESIZE, smartai->dir)) {
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// We only move left if the player can't move forward or right
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smartai->rotstate = 2;
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@ -520,18 +543,16 @@ static void sys_smartai(ecs_smartai *smartai, ecs_worldstate *ws,
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}
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}
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// static void sys_ecs_world(ecs_world *world, ecs_maze *maze, ecs_moveto *mt,
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// ecs_rotateto *rt) {}
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// Setup ECS system for our game
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ECS_START(mecs)
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ECS_COMPONENT(ecs_worldstate);
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// ECS_COMPONENT(ecs_worldstate);
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ECS_COMPONENT(ecs_world);
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ECS_COMPONENT(ecs_autonav);
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ECS_COMPONENT(ecs_autorotate);
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ECS_COMPONENT(ecs_placement);
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ECS_COMPONENT(ecs_camera);
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ECS_COMPONENT(ecs_smartai);
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ECS_COMPONENT(ecs_syncgrow);
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ECS_END(mecs)
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// And then a copy of the components here... that sucksssss
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@ -542,16 +563,17 @@ ECS_CID(ecs_autorotate, 3);
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ECS_CID(ecs_placement, 4);
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ECS_CID(ecs_camera, 5);
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ECS_CID(ecs_smartai, 6);
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ECS_CID(ecs_syncgrow, 7);
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ECS_SYSTEM1(mecs, sys_world, ecs_world);
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ECS_SYSTEM1(mecs, sys_syncgrow, ecs_syncgrow);
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ECS_SYSTEM2(mecs, sys_autonav, ecs_autonav, ecs_placement);
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ECS_SYSTEM2(mecs, sys_autorotate, ecs_autorotate, ecs_placement);
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ECS_SYSTEM2(mecs, sys_camera, ecs_camera, ecs_placement);
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ECS_SYSTEM4(mecs, sys_smartai, ecs_smartai, ecs_worldstate, ecs_autonav,
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ECS_SYSTEM4(mecs, sys_smartai, ecs_smartai, ecs_placement, ecs_autonav,
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ecs_autorotate);
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void init_floortexture(haloo3d_fb *floort) {
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// uint16_t cols[4] = {0xFD93, 0xFB83, 0xFFFF}; //, 0xFDDD};
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uint16_t cols[1] = {0xFD93};
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haloo3d_fb_init_tex(floort, 64, 64);
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haloo3d_apply_alternating(floort, cols, 1);
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@ -559,8 +581,7 @@ void init_floortexture(haloo3d_fb *floort) {
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}
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void init_ceilingtexture(haloo3d_fb *ceilt) {
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uint16_t cols[1] = {0xFFFF}; //, 0xFDDD};
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// haloo3d_apply_alternating(floort, cols, 2);
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uint16_t cols[1] = {0xFFFF};
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haloo3d_fb_init_tex(ceilt, 64, 64);
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haloo3d_apply_alternating(ceilt, cols, 1);
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haloo3d_apply_noise(ceilt, NULL, 1.0 / 4);
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@ -583,6 +604,27 @@ void init_starttexture(haloo3d_fb *startt) {
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haloo3d_apply_rect(startt, &rect, 0xF777, 1);
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}
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void init_mazeinstances(haloo3d_obj_instance *floori,
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haloo3d_obj_instance *ceili,
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haloo3d_obj_instance *walli,
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haloo3d_obj_instance *starti) {
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floori->cullbackface = 0;
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ceili->cullbackface = 0;
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walli->cullbackface = 0;
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starti->cullbackface = 0;
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vec3(floori->scale.v, HSCALE, 1, HSCALE);
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vec3(ceili->scale.v, HSCALE, 1, HSCALE);
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vec3(walli->scale.v, HSCALE, 0, HSCALE);
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vec3(starti->scale.v, 1, 0, 1);
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floori->pos.x += MAZESIZE / 2.0 * HSCALE;
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floori->pos.z += MAZESIZE / 2.0 * HSCALE;
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ceili->pos.x += MAZESIZE / 2.0 * HSCALE;
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ceili->pos.z += MAZESIZE / 2.0 * HSCALE;
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walli->pos.x += MAZESIZE / 2.0 * HSCALE;
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walli->pos.z += MAZESIZE / 2.0 * HSCALE;
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ceili->pos.y = 1;
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}
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int main() { // int argc, char **argv) {
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haloo3d_easystore storage;
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@ -597,10 +639,11 @@ int main() { // int argc, char **argv) {
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render.tprint.fb = &screen;
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eprintf("Initialized renderer\n");
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haloo3d_easytimer frametimer, sdltimer, filltimer;
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haloo3d_easytimer frametimer, sdltimer, filltimer, logictimer;
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haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
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haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
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haloo3d_easytimer_init(&filltimer, AVGWEIGHT);
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haloo3d_easytimer_init(&logictimer, AVGWEIGHT);
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// Load the junk + generate stuff
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haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor");
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@ -645,21 +688,7 @@ int main() { // int argc, char **argv) {
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haloo3d_easyrender_addinstance(&render, ceilo, ceilt);
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haloo3d_obj_instance *starti =
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haloo3d_easyrender_addinstance(&render, starto, startt);
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floori->cullbackface = 0;
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ceili->cullbackface = 0;
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walli->cullbackface = 0;
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starti->cullbackface = 0;
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vec3(floori->scale.v, HSCALE, 1, HSCALE);
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vec3(ceili->scale.v, HSCALE, 1, HSCALE);
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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,
|
||||
|
Loading…
Reference in New Issue
Block a user