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#include <iostream>
#include <cinttypes>
#include <cmath>
#include <cassert>
#include <map>
#include <list>
#include <unordered_set>
#include <stack>
#include <SFML/Graphics.hpp>
#include "math.hpp"
extern bool debug_draw_cmodels;
extern bool debug_draw_paths;
extern bool debug_draw_tile_coords;
namespace procgen {
class prng_t {
uint32_t state = 0;
public:
void seed(uint32_t seed);
uint32_t next(void);
float next_float(void);
void unit_vec(float out[2]);
};
class perlin_noise_t {
size_t size;
float (*table)[2] = nullptr;
float table_dot(size_t nx, size_t ny, float dx, float dy);
public:
~perlin_noise_t();
void generate(prng_t *prng, size_t size);
float get(v2f_t x, float scale);
};
}
namespace render { class state_t; }
namespace world {
#define SECTOR_SIZE 8
typedef int64_t coord_t;
typedef vec_t<coord_t, 2> sector_index_t;
typedef vec_t<coord_t, 2> tile_index_t;
static tile_index_t neighbor_offsets[8] = {
{+1, 0}, {+1, +1}, {0, +1}, {-1, +1},
{-1, 0}, {-1, -1}, {0, -1}, {+1, -1}
};
enum {
TILE_NONE,
TILE_DIRT,
TILE_WALL
};
class tile_t {
public:
unsigned type : 8;
unsigned neighbors : 8;
unsigned variant : 8;
};
sector_index_t sector_index_at(v2f_t x);
tile_index_t tile_index_at(v2f_t x);
class entity_t;
class sector_t {
public:
sector_index_t index;
rectf_t bounds;
std::unordered_set<entity_t*> ents;
bool empty = true;
tile_t tiles[SECTOR_SIZE * SECTOR_SIZE];
};
typedef int cflags_t;
typedef struct {
cflags_t cflags;
rectf_t bounds;
} cmodel_t;
class world_t {
procgen::prng_t prng;
procgen::perlin_noise_t perlin;
std::map<sector_index_t, sector_t> sectors;
void generate_tile(tile_t *tile, tile_index_t index);
void generate(sector_t *sector, sector_index_t index, bool partial);
protected:
friend render::state_t;
public:
world_t(void);
sector_t *get_sector(sector_index_t index, bool partial = false);
tile_t *get_tile(tile_index_t index, bool partial = false);
bool find_path(v2f_t src, v2f_t dst, cmodel_t *cmodel, entity_t *ignore, std::list<v2f_t> *path);
// FIXME: iterators instead of returning std::lists
std::list<sector_t*> get_sectors(rectf_t rect);
std::list<entity_t*> get_entities(rectf_t rect, cflags_t cflags);
std::list<entity_t*> get_render_entities(rectf_t rect);
bool test_rect(const cmodel_t *cmodel, const entity_t *ignore);
void debug_point(sf::Vector2f point);
};
class entity_t {
world_t *parent_world;
std::vector<sector_t*> parents;
void link_to_sector(sector_t *sector);
protected:
friend world_t;
size_t cookie = 0;
public:
int type;
cmodel_t cmodel;
rectf_t render_bounds;
entity_t(int type_);
void link(world_t *world);
void unlink();
virtual void render_to(render::state_t *render) = 0;
};
typedef struct {
bool accessible;
float dist;
} path_node_t;
class path_finder_t {
path_node_t *node_at(tile_index_t index);
bool is_accessible(tile_index_t index);
bool diagonal_test(tile_index_t index, size_t i);
public:
v2f_t src, dst, tile_center;
rectf_t bounds;
cflags_t cflags;
path_node_t *nodes;
size_t width, height;
tile_index_t base;
float shortest_dist;
std::deque<tile_index_t> path, shortest_path;
~path_finder_t();
void setup_nodes(v2f_t src_, v2f_t dst_, cflags_t cflags_);
void eliminate_nodes(rectf_t rect);
void find_r(tile_index_t index, float dist, float limit);
bool find(void);
void export_path(std::list<v2f_t> *list);
};
}
namespace game {
bool load_assets(void);
class unit_t;
class state_t {
double now, dt;
std::unordered_set<unit_t*> units;
std::unordered_set<unit_t*> selected_units;
public:
world::world_t world;
void start(void);
void stop(void);
void tick(double now_, double dt_);
// These are called by the interface.
void select(rectf_t rect);
void command(v2f_t x);
};
}
namespace interface {
class state_t;
typedef struct {
const wchar_t *label;
int cmd;
} context_option_t;
class state_t {
sf::RenderWindow *window;
game::state_t *game;
struct {
sf::Vector2f center;
int target_zoom = 3;
float zoom = 3.0f;
bool panning = false;
sf::Vector2f pan_ref;
} camera;
struct {
bool selecting = false;
rectf_t rect;
} select;
struct {
bool open;
std::list<context_option_t> options;
} context;
public:
state_t(sf::RenderWindow *window_, game::state_t *game);
void tick(double dt);
void render_to(render::state_t *render);
void context_add(const context_option_t *option);
void context_open(void);
};
}
namespace render {
class animated_texture_t {
friend state_t;
protected:
sf::Texture *frames = NULL;
size_t frame_count;
public:
~animated_texture_t(void);
bool load(std::string prefix, size_t frame_count_);
};
class oriented_sprite_t {
protected:
friend state_t;
animated_texture_t *textures;
virtual size_t select_index(float angle, bool *mirror) = 0;
public:
~oriented_sprite_t(void);
};
class oriented_sprite_4M_t : public oriented_sprite_t {
size_t select_index(float angle, bool *mirror);
public:
void load(std::string prefix, size_t xc, size_t yc, size_t nyc);
};
class oriented_sprite_4M2_t : public oriented_sprite_t {
size_t select_index(float angle, bool *mirror);
public:
void load(std::string prefix, size_t xc, size_t yc);
};
typedef enum {
ALIGN_CENTER_BOTTOM
} text_align_t;
class state_t {
sf::RenderWindow *window;
void drender_text(rectf_t rect, std::string str);
void drender_entity(world::entity_t *ent);
public:
double now, dt;
state_t(sf::RenderWindow *window_);
void begin_frame(double time_, double dt_);
void end_frame(void);
void render(game::state_t *game);
void render(animated_texture_t *anim, rectf_t bounds, bool mirror = false);
void render(oriented_sprite_t *sprite, rectf_t bounds, float angle);
void render_text(v2f_t x, float height, const wchar_t *wstr, text_align_t align, sf::Color color);
void render_hlrect(rectf_t rect, sf::Color color);
void debug_path(std::list<v2f_t> *path);
};
}
namespace assets {
typedef struct {
render::oriented_sprite_4M_t head_idle, body_idle;
render::oriented_sprite_4M2_t legs_idle, legs_walking;
} human_assets_t;
extern human_assets_t human;
extern sf::Texture tile_dirt;
extern sf::Texture tile_wall;
void load(void);
};
namespace text {
extern const wchar_t *unit_no_path;
extern const wchar_t *unit_blocked;
void load_strings(std::string lang);
}
// Divide and round to minus infinity.
template <typename T>
T divide_rmi(T x, T y, T *rem)
{
T rv;
if (x >= 0) {
*rem = x % y;
return x / y;
}
rv = (x + 1) / y - 1;
*rem = x - rv * y;
return rv;
}
// Linear interpolation.
template <typename T>
T lerp(T a, T b, T x)
{
return a * (1 - x) + b * x;
}
// Bilinear interpolation.
template <typename T>
T bilerp(T a, T b, T c, T d, T x, T y)
{
T ab, cd;
ab = lerp(a, b, x);
cd = lerp(c, d, x);
return lerp(ab, cd, y);
}
static inline float expfade(float a, float b, float l, float dt)
{
return b + (a - b) * exp(-l * dt);
}
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