107 lines
3.7 KiB
C
107 lines
3.7 KiB
C
#include "buildings.h"
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#include "components.h"
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#include "game_state.h"
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#include "map_layers.h"
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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if (sizeX == 0 || sizeY == 0) return false;
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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return false;
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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// Need to check neighbour tiles
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tileX -= 1;
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tileY -= 1;
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sizeX += 2;
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sizeY += 2;
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BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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if (x != tileX && x != tileX + sizeX - 1 &&
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y != tileY && y != tileY + sizeY - 1) {
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// Without padding
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = getTileBuilding(tile);
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if (tile == BUILDINGS_ROAD)
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return false;
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}
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BzTileCollider collider = bzTileMapGetCollider(map, x, y);
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f32 posX = x * map->tileWidth;
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f32 posY = y * map->tileHeight;
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for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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}
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}
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}
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}
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return true;
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}
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ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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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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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile buildingTile = getBuildingTile(type);
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BZ_ASSERT(buildingTile != -1);
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=tileX, .y=tileY});
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ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
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ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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BzTile layerTile = buildingTile + buildingTileset->startID;
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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GAME->entityMap[y * buildingLayer->width + x] = e;
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bzTileMapUpdateCollider(map, x, y);
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}
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buildingTile += buildingTileset->width - sizeX;
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}
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return e;
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}
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