1338 lines
47 KiB
C
1338 lines
47 KiB
C
#ifdef PS2
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#define DIRECTBUILD
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#define H3D_VOLATILE_FLOATS
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#endif
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#ifdef DIRECTBUILD
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// clang-format off
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#define MATHC_USE_UNIONS
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#define MATHC_NO_STRUCT_FUNCTIONS
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#include "haloo3d/lib/mathc.c"
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#define FNL_IMPL
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#include "haloo3d/lib/FastNoiseLite.h"
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#include "haloo3d/haloo3d.c"
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// #include "haloo3d/haloo3dex_console.c"
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#include "haloo3d/haloo3dex_easy.c"
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#include "haloo3d/haloo3dex_gen.c"
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#include "haloo3d/haloo3dex_obj.c"
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#include "haloo3d/haloo3dex_print.c"
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#include "unigi.platform.sdl2/main.c"
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// clang-format on
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#else
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#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3dex_console.h"
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#include "haloo3d/haloo3dex_easy.h"
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#include "haloo3d/haloo3dex_gen.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "unigi/main.h"
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#endif
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#include "ecs2.h"
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#include "keys.h"
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#include "maze_ecstypes.h"
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// For higher compatibility with devices with poor filesystem
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// access, we simply store the resources directly in the program.
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// They're quite small...
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#include "resources/mazeendsprite.h"
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#include "resources/mousesprite.h"
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#include "resources/specwall.h"
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#include "resources/tetrahedron.h"
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#include <stdlib.h>
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#define FASTFILL
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#define NUMMICE 1
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// #define NOWALLS
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#ifdef PS2
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#define WIDTH 160
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#define HEIGHT 120
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#define SCREENSCALE 4
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#define DITHERSTART 2.5
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#define DITHEREND 3.5
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int fps = 24;
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uint16_t sky = 0xF644;
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#else
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#define WIDTH 480
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#define HEIGHT 300
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#define SCREENSCALE 2
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#define MOUSELOGGING
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#define DITHERSTART 10000
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#define DITHEREND 10000
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int fps = 30;
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uint16_t sky = 0xF000;
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#endif
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#define ASPECT ((float)WIDTH / HEIGHT)
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#define SWIDTH (WIDTH * SCREENSCALE)
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#define SHEIGHT (HEIGHT * SCREENSCALE)
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#define NEARCLIP 0.01
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#define FARCLIP 100.0
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#define LIGHTANG -MPI / 4.0
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#define AVGWEIGHT 0.85
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// Game options
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#define MAZESIZE 15
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#define MAZEENDGAP (MAZESIZE / 5)
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#define HSCALE 1.5
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#define MOUSESCALE 0.25
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#define MOUSESPEED 0.45 // Player speed is 0.5. Lower is faster
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#define PAINTINGODDS 20
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// Some arbitrarily large number, up to you
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#define MAZEHRAND 100
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// The pool of numbers to choose from when checking if a mouse
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// will turn left or right randomly. Higher = less chance to turn
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#define MOUSETURNRAND 4
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// The horizontal choice will be this out of MAZEHRAND.
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// So, if MAZEHRAND is 100, setting this to 80 will mean
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// an 8 / 10 chance to go horizontal
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#define MAZEHBIAS 60
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#define PRINTMAZE
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// Max amount of flip polys to generate in maze. actual amount can be lower,
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// but there will always at least be 1
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#define MAXFLIPPOLYS 5
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// Min space between flip polys
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#define FLIPPOLYBUFFER 3
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// Maze grows in the positive direction
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#define MAZENORTH 1
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#define MAZEEAST 2
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#define MAZEVISIT 4
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#define MAZEFLIP 8
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#define MAZETYPEFLIP 1
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// When you rightshift these values, you "turn right".
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// NOTE: north in this case is "towards the screen" because it moves in the
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// positive direction. In this case, it's actually wound in the opposite
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// direction of what you'd expect
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#define DIRNORTH 8
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#define DIRWEST 4
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#define DIRSOUTH 2
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#define DIREAST 1
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#define TURNRIGHT(d) (d == 1 ? 8 : (d >> 1))
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#define TURNLEFT(d) (d == 8 ? 1 : (d << 1))
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#define STACKPUSH(s, t, v) s[t++] = v;
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#define PAINTINGTEXTURE "resources/specwall.ppm"
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#define PAINTINGNAME "painting"
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#define NUMPOLYS 1
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const char POLYNAMES[NUMPOLYS][20] = {"tetrahedron"};
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// Store all the values users can change at the beginning
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float fov = 90.0;
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float minlight = 0.15;
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float speed = 1.0;
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struct vec2i dirtovec(uint8_t dir) {
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struct vec2i result;
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switch (dir) {
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case DIREAST:
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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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mfloat_t dirtoyaw(uint8_t dir) {
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switch (dir) {
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case DIREAST:
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return MPI_2;
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case DIRWEST:
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return -MPI_2;
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case DIRNORTH:
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return MPI;
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case DIRSOUTH:
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return 0;
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default:
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return 0;
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}
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}
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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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}
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int maze_connected(uint8_t *maze, int x, int y, int size, uint8_t move) {
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switch (move) {
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case DIREAST:
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return (maze[x + y * size] & MAZEEAST) == 0;
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case DIRWEST:
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return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
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case DIRNORTH:
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return (maze[x + y * size] & MAZENORTH) == 0;
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case DIRSOUTH:
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return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
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default:
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return 0;
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}
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}
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void maze_to_pos(struct vec2i *maze, mfloat_t *dest, mfloat_t cellsize) {
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dest[0] = cellsize * (maze->x + 0.5);
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dest[2] = cellsize * (maze->y + 0.5);
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}
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// Calculate which direction from the given position would have you
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// facing down the longest hallway
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uint8_t maze_longesthallway(uint8_t *maze, int size, int x, int y) {
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uint8_t face = DIRNORTH;
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uint8_t maxface = face;
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uint16_t maxdist = 0;
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while (face) {
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uint16_t dist = 0;
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int dx = x, dy = y;
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struct vec2i move = dirtovec(face);
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while (maze_connected(maze, dx, dy, size, face)) {
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dx += move.x;
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dy += move.y;
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dist++;
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}
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if (dist > maxdist) {
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maxface = face;
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maxdist = dist;
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}
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face >>= 1;
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}
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eprintf("MAXFACE: %d\n", maxface);
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return maxface;
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}
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// Generate a (square) maze. Utilize one bit of the maze (#2) to
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// indicate whether it is visited
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void maze_generate(uint8_t *maze, int size, struct vec2i *start,
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struct vec2i *end) {
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const int mazesquare = (size) * (size);
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for (int i = 0; i < mazesquare; i++) {
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maze[i] = MAZENORTH | MAZEEAST;
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}
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start->x = rand() % size;
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start->y = rand() % size;
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// Extremely simple sidewinder algorithm. Because the maze grows northeast, we
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// actually have to start from the end and work backwards
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for (int y = size - 1; y >= 0; y--) {
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if (y == size - 1) {
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for (int x = 0; x < size - 1; x++) {
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maze[x + y * size] &= ~MAZEEAST;
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}
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continue;
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}
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int xs = 0;
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for (int x = 0; x < size; x++) {
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// If we decide to stop (or it's the end), find a place in our
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// current span to carve north
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if ((x == size - 1) || ((rand() % MAZEHRAND) > MAZEHBIAS)) {
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maze[xs + (rand() % (x - xs + 1)) + y * size] &= ~MAZENORTH;
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xs = x + 1;
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} else {
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maze[x + y * size] &= ~MAZEEAST;
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}
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}
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}
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do {
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end->x = rand() % size;
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end->y = rand() % size;
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} while (abs(end->x - start->x) < MAZEENDGAP &&
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abs(end->y - start->y) < MAZEENDGAP);
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#ifdef PRINTMAZE
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char line[MAZESIZE * 4]; // IDK, just in case
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// -1 because we draw the top line
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for (int y = -1; y < size; y++) {
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for (int x = size - 1; x >= 0; x--) {
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line[x * 2] = (y == -1 || maze[x + y * size] & MAZENORTH) ? '_' : ' ';
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line[x * 2 + 1] =
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(y == -1 || (maze[x + y * size] & MAZEEAST) == 0) ? ' ' : '|';
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}
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line[size * 2] = 0;
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eprintf("|%s\n", line);
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}
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#endif
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eprintf("Maze generate: %d,%d -> %d,%d\n", start->x, start->y, end->x,
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end->y);
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}
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void create_painting(struct vec2i mazepos, uint8_t dir,
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haloo3d_easyinstancer *ins, mecs *ecs, ecs_world *world) {
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// Create the painting render instance, set up the ecs instance, etc.
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haloo3d_obj_instance *painting =
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haloo3d_easyinstantiate(ins, PAINTINGNAME, H3D_EASYOBJSTATE_NOTRANS);
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ecs_eid id = mecs_newentity(ecs, 0);
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ECS_SETCOMPONENT(ecs, id, ecs_syncgrow){.obj = painting,
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.scale = &world->scaleto,
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.basescale = 1,
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.timer = &world->scaletimer};
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ECS_SETCOMPONENT(ecs, id, ecs_dieoninit){.obj = painting,
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.render = ins->render,
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.ws = world->state,
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.diefunc = NULL};
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// Fix up some things based on dir.
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switch (dir) {
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case DIRNORTH:
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mazepos.y++;
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break;
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case DIREAST: // East also needs the rotation from west
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mazepos.x++;
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// fall through
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case DIRWEST:
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vec3(painting->lookvec.v, 1, 0, 0);
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break;
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}
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// OK now that it's setup, we need to put it in the right spot and scale it
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vec3(painting->pos.v, mazepos.x * world->state->cellsize, 0,
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mazepos.y * world->state->cellsize);
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vec3(painting->scale.v, HSCALE, world->scaleto, HSCALE);
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// rotation is around the left edge. That's both where we put it AND
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// where the painting rotates around.
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}
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void kill_flippoly(haloo3d_obj_instance *obj) { free(obj->lighting); }
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void create_flippoly(struct vec2i mazepos, haloo3d_easyinstancer *ins,
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mecs *ecs, ecs_world *world) {
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// Create the render instance, set up the ecs instance, etc.
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haloo3d_obj_instance *poly =
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haloo3d_easyinstantiate(ins, POLYNAMES[0], H3D_EASYOBJSTATE_NOTRANS);
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vec3(poly->scale.v, 0.15, world->scaleto, 0.15);
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vec3(poly->pos.v, (mazepos.x + 0.5) * world->state->cellsize, 0.35,
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(mazepos.y + 0.5) * world->state->cellsize);
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ecs_eid id = mecs_newentity(ecs, 0);
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mallocordie(poly->lighting, sizeof(struct vec3));
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// vec3(poly->lighting->v, 0, 0, -1); //-MPI / 4, -1);
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vec3(poly->lighting->v, 0, -MPI / 4, -1);
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ECS_SETCOMPONENT(ecs, id, ecs_placement){
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.pos = {.x = (mazepos.x + 0.5) * world->state->cellsize,
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.y = 0.35,
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.z = (mazepos.y + 0.5) * world->state->cellsize},
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.rot = {.x = 0, .y = MPI * 0.3}};
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ECS_SETCOMPONENT(ecs, id, ecs_syncgrow){.obj = poly,
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.scale = &world->scaleto,
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.basescale = poly->scale.x,
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.timer = &world->scaletimer};
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ECS_SETCOMPONENT(ecs, id, ecs_dieoninit){.obj = poly,
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.render = ins->render,
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.ws = world->state,
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.diefunc = kill_flippoly};
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ECS_SETCOMPONENT(ecs, id, ecs_autorotate){
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.dest = {.x = MPI * 60 * 60 * 24, .y = 0}, .timer = fps * 60 * 60 * 24};
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ECS_SETCOMPONENT(ecs, id, ecs_object) poly;
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ECS_SETCOMPONENT(ecs, id, ecs_mazeentity){.type = MAZETYPEFLIP,
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.mpos = mazepos};
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}
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// Generate walls AND create paintings. Kind of doing too much
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void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj,
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haloo3d_easyinstancer *ins, mecs *ecs,
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ecs_world *world) {
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// Reset ALL walls
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obj->numfaces = 0;
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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 south and west global wall
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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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struct vec2i mazepos = {.x = x, .y = y};
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if (!maze_connected(maze, x, y, size, DIREAST)) {
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haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
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if ((rand() % PAINTINGODDS) == 0) {
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create_painting(mazepos, DIREAST, ins, ecs, world);
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}
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}
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if (!maze_connected(maze, x, y, size, DIRNORTH)) {
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haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
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if ((rand() % PAINTINGODDS) == 0) {
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create_painting(mazepos, DIRNORTH, ins, ecs, world);
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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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haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
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haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
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}
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}
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enum {
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WSTATE_INIT = 0,
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WSTATE_SPINUP = 1,
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WSTATE_GAMEPLAY = 2,
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WSTATE_GAMEOVER = 3,
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WSTATE_SPINDOWN = 4
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};
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void sys_billboard(ecs_billboard *bb) {
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// In our current system, the lookvec is the direction it wants to face, not a
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// "lookat" point. To lookat something, you simply get the vector pointing
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// towards it. Since we want them to never be looking up or down, y is luckily
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// 0.
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// NOTE: since we look towards the -z dir, we invert z. IDK if that's right
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// but things spawn looking in the same direction as the camera, so turning it
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// to face the player would make the texture backwards.
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bb->obj->lookvec.x = -(bb->lookat->x - bb->obj->pos.x);
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bb->obj->lookvec.y = 0;
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bb->obj->lookvec.z = -(bb->lookat->z - bb->obj->pos.z);
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}
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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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mfloat_t scale = sg->basescale * *sg->scale;
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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 = scale;
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} else {
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mfloat_t scaleleft = 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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}
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void sys_autorotate(ecs_autorotate *arot, ecs_placement *p) {
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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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}
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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)->pos = p->pos;
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(*cam)->yaw = p->rot.x;
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(*cam)->pitch = p->rot.y;
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}
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void sys_object(ecs_object *obj, ecs_placement *p) {
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(*obj)->pos = p->pos;
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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) {
|
|
eprintf("TURNING BY %f\n", smartai->rotchange);
|
|
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) {
|
|
eprintf("SMARTAI: %f TIMER: %d DIR: %d POS: (%f, %f)\n",
|
|
smartai->rotchange, smartai->timer, smartai->dir, p->pos.x,
|
|
p->pos.z);
|
|
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);
|
|
eprintf("WILL TURN RIGHT TO: %d\n", rightdir);
|
|
} 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);
|
|
eprintf("WILL TURN LEFT (stuck) TO: %d\n", leftdir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
// haloo3d_img_loadppmfile(endt, ENDTEXTURE);
|
|
// Assume the corner of the image is the "transparent" color
|
|
// haloo3d_img_totransparent(endt, haloo3d_fb_get(endt, 0, 0));
|
|
}
|
|
|
|
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_img_loadppmfile(endt, PAINTINGTEXTURE);
|
|
}
|
|
|
|
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;
|
|
// haloo3d_img_loadppmfile(mouset, MOUSETEXTURE);
|
|
// Assume the corner of the image is the "transparent" color
|
|
// haloo3d_img_totransparent(mouset, haloo3d_fb_get(mouset, 0, 0));
|
|
}
|
|
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
|
|
int main(int argc, char *argv[]) {
|
|
|
|
// We HAVE to use argc and argv
|
|
eprintf("Argc: %d, prog: %s\n", argc, argv[0]);
|
|
|
|
srand(clock());
|
|
|
|
haloo3d_easystore storage;
|
|
haloo3d_easystore_init(&storage);
|
|
|
|
haloo3d_fb screen;
|
|
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
|
|
|
|
haloo3d_easyrender render;
|
|
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
|
|
render.camera.pos.y = 0.5;
|
|
render.tprint.fb = &screen;
|
|
render.autolightfix = 1;
|
|
render.rendersettings.ditherclose = DITHERSTART;
|
|
render.rendersettings.ditherfar = DITHEREND;
|
|
// render.rendersettings.flags &= ~(H3DR_LIGHTING);
|
|
render.rendersettings.pctminsize = 100;
|
|
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, "tetrahedron");
|
|
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");
|
|
|
|
unigi_type_event event;
|
|
unigi_type_resolution res;
|
|
res.width = SWIDTH;
|
|
res.height = SHEIGHT;
|
|
res.depth = 0;
|
|
|
|
int totaldrawn = 0;
|
|
|
|
eprintf("Scene has %d tris, %d verts\n", render.totalfaces,
|
|
render.totalverts);
|
|
|
|
// Init unigi system
|
|
unigi_graphics_init();
|
|
unigi_window_create(res, "maze.exe"); // render.printbuf);
|
|
|
|
// render.camera.pos.y = 4; // 5;
|
|
// render.camera.pitch = MPI - 0.1; // 2.2;
|
|
// ceili->pos.y = -10;
|
|
|
|
#ifndef PS2
|
|
haloo3d_debugconsole dc;
|
|
haloo3d_debugconsole_init(&dc);
|
|
|
|
haloo3d_debugconsole_set(&dc, "game/speed.f", &speed);
|
|
haloo3d_debugconsole_set(&dc, "render/fps.i", &fps);
|
|
haloo3d_debugconsole_set(&dc, "render/fov.f", &fov);
|
|
haloo3d_debugconsole_set(&dc, "render/ditherstart.f",
|
|
&render.rendersettings.ditherclose);
|
|
haloo3d_debugconsole_set(&dc, "render/ditherend.f",
|
|
&render.rendersettings.ditherfar);
|
|
haloo3d_debugconsole_set(&dc, "render/sky.u16x", &sky);
|
|
haloo3d_debugconsole_set(&dc, "camera/pos_y.f", &render.camera.pos.y);
|
|
haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
|
|
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
|
|
#endif
|
|
|
|
// 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);
|
|
|
|
// walli->scale.y = fabs(sin(3 * render.camera.yaw));
|
|
// render.camera.up.x = sin(render.camera.yaw);
|
|
// render.camera.up.y = cos(render.camera.yaw);
|
|
// walli->up.x = sin(3 * render.camera.yaw);
|
|
// walli->up.y = cos(4 * render.camera.yaw);
|
|
|
|
do {
|
|
unigi_event_get(&event);
|
|
switch (event.type) {
|
|
case unigi_enum_event_input_keyboard:
|
|
if (event.data.input_keyboard.down) {
|
|
switch (event.data.input_keyboard.button) {
|
|
#ifndef PS2
|
|
case KEY_SPACE:
|
|
haloo3d_debugconsole_beginprompt(&dc);
|
|
break;
|
|
#endif
|
|
default:
|
|
exit(0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
} while (event.type != unigi_enum_event_none);
|
|
|
|
// ---------------------------
|
|
// 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_fill(&screen, &render.window);
|
|
#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,
|
|
"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,
|
|
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,
|
|
res.width * res.height);
|
|
unigi_graphics_flush();
|
|
haloo3d_easytimer_end(&sdltimer);
|
|
|
|
haloo3d_easytimer_end(&frametimer);
|
|
|
|
float waittime = (1.0 / fps) - frametimer.last;
|
|
if (waittime > 0) {
|
|
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
|
|
}
|
|
}
|
|
|
|
// Just to get the compiler to STOP COMPLAINING about unused
|
|
mecs_deleteentity(&ecs, worldid);
|
|
|
|
// NOTE:the tex delete PROBABLY should throw some segmentation fault or
|
|
// something, since I'm trying to free memory that wasn't malloc'd (all
|
|
// textures are global consts)
|
|
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
|
|
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
|
|
}
|