Restructure/refactor of main.c
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85
game/map_init.c
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85
game/map_init.c
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#include "map_init.h"
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#include "components.h"
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#include "game_state.h"
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#include <flecs.h>
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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if (bzStringDefaultHash("camera") == object.id) {
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GAME->camera.target.x = object.shape.x;
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GAME->camera.target.y = object.shape.y;
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}
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}
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return true;
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}
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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ECS_COMPONENT(ECS, Position);
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ECS_COMPONENT(ECS, Size);
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ECS_COMPONENT(ECS, Rotation);
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ECS_COMPONENT(ECS, TextureRegion);
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup);
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if (!objectTileset) return true;
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
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ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
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ecs_set(ECS, e, Rotation, {0.0f});
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ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
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}
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return true;
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}
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height);
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BzTileLayer *ownershipLayer = layer;
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile *data = layer->data;
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BzTile *buildingData = buildingLayer->data;
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile ownerTile = data[y * layer->width + x];
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
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buildingTile = getTileBuilding(buildingTile);
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if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
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// We have a building
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TileSize size = {};
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getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
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bzLogInfo("Got size: %2d %2d", size.sizeX, size.sizeY);
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
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ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
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ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) {
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for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) {
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GAME->entityMap[yIdx * layer->width + xIdx] = e;
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}
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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}
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}
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return true;
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}
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