119 lines
4.2 KiB
C
119 lines
4.2 KiB
C
#include "map_init.h"
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#include <flecs.h>
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#include "buildings.h"
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#include "components.h"
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#include "entity_factory.h"
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#include "game_state.h"
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#include "map_layers.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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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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Game *game = ecs_singleton_get_mut(ECS, Game);
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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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//if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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Position pos = (Position) { object.shape.x, object.shape.y };
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entityCreateWorker(pos, game);
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/*ecs_set(ECS, e, Animation, {
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.entityType=ENTITY_WORKER,
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.tileset = objectTileset,
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.curFrame=0,
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.frameDuration=0.6f + (i % 10) * 0.05f,
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.elapsed=i * 0.1f,
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});
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*/
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//EntityArms arms = {
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// .left=createEntity(ECS),
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// .right=createEntity(ECS),
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//};
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//ecs_set_ptr(ECS, e, EntityArms, &arms);
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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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Game *game = ecs_singleton_get_mut(ECS, Game);
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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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BZ_ASSERT(ownershipLayer->tilesetIdx == buildingLayer->tilesetIdx);
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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 ownerRawTile = data[y * layer->width + x];
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BzTileID owner = bzTilesetGetTileID(buildingTileset, ownerRawTile);
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingType = bzTilesetGetTileID(buildingTileset, buildingRawTile);
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buildingType = getTileBuilding(buildingType);
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if (buildingType <= BUILDING_NONE || buildingType >= BUILDING_COUNT)
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continue;
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placeBuilding(game, buildingType, x, y, (Owner) {owner});
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i32 sizeX = 1;
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i32 sizeY = 1;
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getBuildingSize(buildingType, &sizeX, &sizeY);
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x += sizeX - 1;
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y += sizeY - 1;
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}
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}
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return true;
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}
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bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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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 tile = layer->data[y * layer->width + x];
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BzTile layerTile = tile;
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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f32 sizeX = tileset->tileWidth;
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = entityCreateEmpty();
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set(ECS, e, Rotation, {0});
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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
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ecs_set(ECS, e, Resource, {RES_WOOD, 20});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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}
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}
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return true;
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}
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