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#include <iostream>
#include <cinttypes>
#include <cmath>
#include <cassert>
#include <map>
#include <list>
#include <unordered_set>
#include <SFML/Graphics.hpp>
#include "math.hpp"
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
class tile_t {
public:
char type;
};
typedef vec_t<int64_t, 2> sector_index_t;
typedef vec_t<int64_t, 2> tile_index_t;
class entity_t;
class sector_t {
public:
sector_index_t index;
sf::FloatRect bounds;
std::unordered_set<entity_t*> ents;
bool empty = true;
tile_t tiles[SECTOR_SIZE * SECTOR_SIZE];
};
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);
public:
world_t(void);
sector_t *get_sector(sector_index_t index);
tile_t *get_tile(ssize_t x, ssize_t y);
// FIXME: iterators instead of returning std::lists
std::list<sector_t*> get_sectors(sf::FloatRect rect);
std::list<entity_t*> get_entities(sf::FloatRect rect);
std::list<entity_t*> get_render_entities(sf::FloatRect rect);
void render(sf::RenderWindow *window);
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:
sf::FloatRect bounds, render_bounds;
void link(world_t *world);
void unlink();
virtual void render_to(render::state_t *render) = 0;
};
}
namespace game {
bool load_assets(void);
class state_t {
public:
world::world_t world;
void start(void);
void tick(void);
};
}
namespace interface {
class state_t {
sf::RenderWindow *window;
game::state_t *game;
struct {
sf::Vector2f center;
int target_zoom = 3;
float zoom = 3.0f;
bool dragging = false;
sf::Vector2f drag_ref;
} camera;
public:
state_t(sf::RenderWindow *window_, game::state_t *game);
void tick(void);
void render(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);
};
class state_t {
sf::RenderWindow *window;
double now;
public:
state_t(sf::RenderWindow *window_);
void begin_frame(double time_);
void end_frame(void);
void render(game::state_t *game);
void render(animated_texture_t *anim, sf::FloatRect bounds, bool mirror = false);
void render(oriented_sprite_t *sprite, sf::FloatRect bounds, float angle);
};
}
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;
void load(void);
};
// 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);
}
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