diff libmlk-rpg/mlk/rpg/map.c @ 434:4e78f045e8c0

rpg: cleanup hierarchy
author David Demelier <markand@malikania.fr>
date Sat, 15 Oct 2022 21:24:17 +0200
parents src/libmlk-rpg/rpg/map.c@862b15c3a3ae
children 9c3b3935f0aa
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/libmlk-rpg/mlk/rpg/map.c	Sat Oct 15 21:24:17 2022 +0200
@@ -0,0 +1,672 @@
+/*
+ * map.c -- game map
+ *
+ * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <mlk/core/error.h>
+#include <mlk/core/event.h>
+#include <mlk/core/image.h>
+#include <mlk/core/maths.h>
+#include <mlk/core/painter.h>
+#include <mlk/core/sprite.h>
+#include <mlk/core/sys.h>
+#include <mlk/core/texture.h>
+#include <mlk/core/window.h>
+
+#include <mlk/ui/debug.h>
+
+#include "map.h"
+#include "tileset.h"
+
+/*
+ * This is the speed the player moves on the map.
+ *
+ * SPEED represents the number of pixels it must move per SEC.
+ * SEC simply represends the number of milliseconds in one second.
+ */
+#define SPEED 100
+#define SEC   1000
+
+/*
+ * Those are margins within the edge of the screen. The camera always try to
+ * keep those padding between the player and the screen.
+ */
+#define MARGIN_WIDTH    160
+#define MARGIN_HEIGHT   90
+
+#define WIDTH(map)      ((map)->columns * (map)->tileset->sprite->cellw)
+#define HEIGHT(map)     ((map)->rows * (map)->tileset->sprite->cellh)
+
+/*
+ * This structure defines the possible movement of the player as flags since
+ * it's possible to make diagonal movements.
+ */
+enum movement {
+	MOVING_UP       = 1 << 0,
+	MOVING_RIGHT    = 1 << 1,
+	MOVING_DOWN     = 1 << 2,
+	MOVING_LEFT     = 1 << 3
+};
+
+/*
+ * A bit of explanation within this array. The structure walksprite requires
+ * an orientation between 0-7 depending on the user direction.
+ *
+ * Since keys for moving the character may be pressed at the same time, we need
+ * a conversion table from "key pressed" to "orientation".
+ *
+ * When an orientation is impossible, it is set to -1. Example, when both left
+ * and right are pressed.
+ *
+ * MOVING_UP    = 0001 = 0x1
+ * MOVING_RIGHT = 0010 = 0x2
+ * MOVING_DOWN  = 0100 = 0x3
+ * MOVING_LEFT  = 1000 = 0x4
+ */
+static unsigned int orientations[16] = {
+	[0x1] = 0,
+	[0x2] = 2,
+	[0x3] = 1,
+	[0x4] = 4,
+	[0x6] = 3,
+	[0x8] = 6,
+	[0x9] = 7,
+	[0xC] = 5
+};
+
+/*
+ * Check if this block is usable for collision detection. For example if the
+ * player is moving upwards but the collision shape is below it is unnecessary
+ * to check.
+ */
+static int
+is_block_relevant(const struct map *map,
+                    const struct map_block *block,
+                    int drow,
+                    int dcol)
+{
+	if (drow) {
+		/* Object outside of left-right bounds. */
+		if (block->x + (int)block->w <= map->player_x ||
+		    block->x                 >= map->player_x + (int)map->player_sprite->cellw)
+			return 0;
+
+		if ((drow < 0 && block->y            >= map->player_y + (int)map->player_sprite->cellh) ||
+		    (drow > 0 && block->y + block->h <= map->player_y + map->player_sprite->cellh))
+			return 0;
+	} else if (dcol) {
+		/* Object outside of up-down bounds. */
+		if (block->y + (int)block->h <= map->player_y ||
+		    block->y                 >= map->player_y + (int)map->player_sprite->cellh)
+			return 0;
+
+		if ((dcol < 0 && block->x            >= map->player_x + (int)map->player_sprite->cellw) ||
+		    (dcol > 0 && block->x + block->w <= map->player_x + map->player_sprite->cellw))
+			return 0;
+	}
+
+	return 1;
+}
+
+/*
+ * Determine if this collision shape is "closer" to the player by checking the
+ * new block coordinates with the previous one.
+ */
+static int
+is_block_better(const struct map_block *now,
+                const struct map_block *new,
+                int drow,
+                int dcol)
+{
+	return ((drow < 0 && new->y + new->h > now->y + now->h) ||
+	        (drow > 0 && new->y < now->y) ||
+	        (dcol < 0 && new->x + new->w > now->x + now->w) ||
+		(dcol > 0 && new->x < now->x));
+
+}
+
+static void
+center(struct map *map)
+{
+	map->view_x = map->player_x - (int)(map->view_w / 2);
+	map->view_y = map->player_y - (int)(map->view_h / 2);
+
+	if (map->view_x < 0)
+		map->view_x = 0;
+	else if ((unsigned int)map->view_x > WIDTH(map) - map->view_w)
+		map->view_x = WIDTH(map) - map->view_w;
+
+	if (map->view_y < 0)
+		map->view_y = 0;
+	else if ((unsigned int)map->view_y > HEIGHT(map) - map->view_h)
+		map->view_y = HEIGHT(map) - map->view_h;
+}
+
+static void
+init(struct map *map)
+{
+	/* Adjust view. */
+	map->view_w = window.w;
+	map->view_h = window.h;
+
+	/* Adjust margin. */
+	map->margin_w = map->view_w - (MARGIN_WIDTH * 2) - map->player_sprite->cellw;
+	map->margin_h = map->view_h - (MARGIN_HEIGHT * 2) - map->player_sprite->cellh;
+
+	/* Center the view by default. */
+	center(map);
+
+	/* Final bits. */
+	walksprite_init(&map->player_ws, map->player_sprite, 150);
+}
+
+static void
+handle_keydown(struct map *map, const union event *event)
+{
+	switch (event->key.key) {
+	case KEY_UP:
+		map->player_movement |= MOVING_UP;
+		break;
+	case KEY_RIGHT:
+		map->player_movement |= MOVING_RIGHT;
+		break;
+	case KEY_DOWN:
+		map->player_movement |= MOVING_DOWN;
+		break;
+	case KEY_LEFT:
+		map->player_movement |= MOVING_LEFT;
+		break;
+	default:
+		break;
+	}
+
+	map->player_angle = orientations[map->player_movement];
+}
+
+static void
+handle_keyup(struct map *map, const union event *event)
+{
+	switch (event->key.key) {
+	case KEY_TAB:
+		map->flags ^= MAP_FLAGS_SHOW_GRID | MAP_FLAGS_SHOW_COLLIDE;
+		break;
+	case KEY_UP:
+		map->player_movement &= ~(MOVING_UP);
+		break;
+	case KEY_RIGHT:
+		map->player_movement &= ~(MOVING_RIGHT);
+		break;
+	case KEY_DOWN:
+		map->player_movement &= ~(MOVING_DOWN);
+		break;
+	case KEY_LEFT:
+		map->player_movement &= ~(MOVING_LEFT);
+		break;
+	default:
+		break;
+	}
+}
+
+static int
+cmp_tile(const struct tileset_tiledef *td1, const struct tileset_tiledef *td2)
+{
+	if (td1->id < td2->id)
+		return -1;
+	if (td1->id > td2->id)
+		return 1;
+
+	return 0;
+}
+
+static struct tileset_tiledef *
+find_tiledef_by_id(const struct map *map, unsigned short id)
+{
+	typedef int (*cmp)(const void *, const void *);
+
+	const struct tileset_tiledef key = {
+		.id = id
+	};
+
+	return bsearch(&key, map->tileset->tiledefs, map->tileset->tiledefsz,
+	    sizeof (key), (cmp)cmp_tile);
+}
+
+static struct tileset_tiledef *
+find_tiledef_by_row_column_in_layer(const struct map *map,
+                                    const struct map_layer *layer,
+                                    int row,
+                                    int col)
+{
+	unsigned short id;
+
+	if (row < 0 || (unsigned int)row >= map->rows ||
+	    col < 0 || (unsigned int)col >= map->columns)
+		return 0;
+
+	if ((id = layer->tiles[col + row * map->columns]) == 0)
+		return NULL;
+
+	return find_tiledef_by_id(map, id - 1);
+}
+
+static struct tileset_tiledef *
+find_tiledef_by_row_column(const struct map *map, int row, int col)
+{
+	struct tileset_tiledef *tile;
+
+	/* TODO: probably a for loop when we have indefinite layers. */
+	if (!(tile = find_tiledef_by_row_column_in_layer(map, &map->layers[1], row, col)))
+		tile = find_tiledef_by_row_column_in_layer(map, &map->layers[0], row, col);
+
+	return tile;
+}
+
+static void
+find_block_iterate(const struct map *map,
+                   struct map_block *block,
+                   int rowstart,
+                   int rowend,
+                   int colstart,
+                   int colend,
+                   int drow,
+                   int dcol)
+{
+	assert(map);
+	assert(block);
+
+	/* First, check with tiledefs. */
+	for (int r = rowstart; r <= rowend; ++r) {
+		for (int c = colstart; c <= colend; ++c) {
+			struct tileset_tiledef *td;
+			struct map_block tmp;
+
+			if (!(td = find_tiledef_by_row_column(map, r, c)))
+				continue;
+
+			/* Convert to absolute values. */
+			tmp.x = td->x + c * map->tileset->sprite->cellw;
+			tmp.y = td->y + r * map->tileset->sprite->cellh;
+			tmp.w = td->w;
+			tmp.h = td->h;
+
+			/* This tiledef is out of context. */
+			if (!is_block_relevant(map, &tmp, drow, dcol))
+				continue;
+
+			if (is_block_better(block, &tmp, drow, dcol)) {
+				block->x = tmp.x;
+				block->y = tmp.y;
+				block->w = tmp.w;
+				block->h = tmp.h;
+			}
+		}
+	}
+
+	/* Now check if there are objects closer than tiledefs. */
+	for (size_t i = 0; i < map->blocksz; ++i) {
+		const struct map_block *new = &map->blocks[i];
+
+		if (is_block_relevant(map, new, drow, dcol) &&
+		    is_block_better(block, new, drow, dcol)) {
+			block->x = new->x;
+			block->y = new->y;
+			block->w = new->w;
+			block->h = new->h;
+		}
+	}
+}
+
+static void
+find_collision(const struct map *map, struct map_block *block, int drow, int dcolumn)
+{
+	assert((drow && !dcolumn) || (dcolumn && !drow));
+
+	const int playercol = map->player_x / map->tileset->sprite->cellw;
+	const int playerrow = map->player_y / map->tileset->sprite->cellh;
+	const int ncols = (map->player_sprite->cellw / map->tileset->sprite->cellw) + 1;
+	const int nrows = (map->player_sprite->cellh / map->tileset->sprite->cellh) + 1;
+	int rowstart, rowend, colstart, colend;
+
+	if (drow) {
+		colstart = playercol;
+		colend = playercol + ncols;
+
+		if (drow < 0) {
+			/* Moving UP. */
+			rowstart = 0;
+			rowend = playerrow;
+			block->x = block->y = block->h = 0;
+			block->w = WIDTH(map);
+		} else {
+			/* Moving DOWN. */
+			rowstart = playerrow;
+			rowend = HEIGHT(map);
+			block->x = block->h = 0;
+			block->y = HEIGHT(map);
+			block->w = WIDTH(map);
+		}
+	} else {
+		rowstart = playerrow;
+		rowend = playerrow + nrows;
+
+		if (dcolumn < 0) {
+			/* Moving LEFT. */
+			colstart = 0;
+			colend = playercol;
+			block->x = block->y = block->w = 0;
+			block->h = HEIGHT(map);
+		} else {
+			/* Moving RIGHT. */
+			colstart = playercol;
+			colend = WIDTH(map);
+			block->x = WIDTH(map);
+			block->y = block->w = 0;
+			block->h = block->h;
+		}
+	}
+
+	find_block_iterate(map, block, rowstart, rowend, colstart, colend, drow, dcolumn);
+}
+
+static void
+move_x(struct map *map, int delta)
+{
+	struct map_block block;
+
+	find_collision(map, &block, 0, delta < 0 ? -1 : +1);
+
+	if (delta < 0 && map->player_x + delta < (int)(block.x + block.w))
+		delta = map->player_x - block.x - block.w;
+	else if (delta > 0 && (int)(map->player_x + map->player_sprite->cellw + delta) >= block.x)
+		delta = block.x - map->player_x - (int)(map->player_sprite->cellw);
+
+	map->player_x += delta;
+
+	if ((delta < 0 && map->player_x < map->margin_x) ||
+	    (delta > 0 && map->player_x >= (int)(map->margin_x + map->margin_w)))
+		map->view_x += delta;
+
+	if (map->view_x < 0)
+		map->view_x = 0;
+	else if (map->view_x >= (int)(WIDTH(map) - map->view_w))
+		map->view_x = WIDTH(map) - map->view_w;
+}
+
+static void
+move_y(struct map *map, int delta)
+{
+	struct map_block block;
+
+	find_collision(map, &block, delta < 0 ? -1 : +1, 0);
+
+	if (delta < 0 && map->player_y + delta < (int)(block.y + block.h))
+		delta = map->player_y - block.y - block.h;
+	else if (delta > 0 && (int)(map->player_y + map->player_sprite->cellh + delta) >= block.y)
+		delta = block.y - map->player_y - (int)(map->player_sprite->cellh);
+
+	map->player_y += delta;
+
+	if ((delta < 0 && map->player_y < map->margin_y) ||
+	    (delta > 0 && map->player_y >= (int)(map->margin_y + map->margin_h)))
+		map->view_y += delta;
+
+	if (map->view_y < 0)
+		map->view_y = 0;
+	else if (map->view_y >= (int)(HEIGHT(map) - map->view_h))
+		map->view_y = HEIGHT(map) - map->view_h;
+}
+
+static void
+move(struct map *map, unsigned int ticks)
+{
+	/* This is the amount of pixels the player must move. */
+	const int delta = SPEED * ticks / SEC;
+
+	/* This is the rectangle within the view where users must be. */
+	map->margin_x = map->view_x + MARGIN_WIDTH;
+	map->margin_y = map->view_y + MARGIN_HEIGHT;
+
+	int dx = 0;
+	int dy = 0;
+
+	if (map->player_movement == 0)
+		return;
+
+	if (map->player_movement & MOVING_UP)
+		dy = -1;
+	if (map->player_movement & MOVING_DOWN)
+		dy = 1;
+	if (map->player_movement & MOVING_LEFT)
+		dx = -1;
+	if (map->player_movement & MOVING_RIGHT)
+		dx = 1;
+
+	/* Move the player and adjust view if needed. */
+	if (dx)
+		move_x(map, dx * delta);
+	if (dy)
+		move_y(map, dy * delta);
+
+	walksprite_update(&map->player_ws, ticks);
+}
+
+static inline void
+draw_layer_tile(const struct map *map,
+                const struct map_layer *layer,
+                struct texture *colbox,
+                int start_col,
+                int start_row,
+                int start_x,
+                int start_y,
+                unsigned int r,
+                unsigned int c)
+{
+	const struct tileset_tiledef *td;
+	int index, id, sc, sr, mx, my;
+
+	index = (start_col + c) + ((start_row + r) * map->columns);
+
+	if ((id = layer->tiles[index]) == 0)
+		return;
+
+	id -= 1;
+
+	/* Sprite row/column. */
+	sc = (id) % map->tileset->sprite->ncols;
+	sr = (id) / map->tileset->sprite->ncols;
+
+	/* On screen coordinates. */
+	mx = start_x + (int)c * (int)map->tileset->sprite->cellw;
+	my = start_y + (int)r * (int)map->tileset->sprite->cellh;
+
+	tileset_draw(map->tileset, sr, sc, mx, my);
+
+	if ((td = find_tiledef_by_id(map, id)) && texture_ok(colbox))
+		texture_scale(colbox, 0, 0, 5, 5, mx + td->x, my + td->y, td->w, td->h, 0);
+
+	if (map->flags & MAP_FLAGS_SHOW_GRID) {
+		painter_set_color(0x202e37ff);
+		painter_draw_line(mx, my, mx + (int)map->tileset->sprite->cellw, my);
+		painter_draw_line(
+		    mx + (int)map->tileset->sprite->cellw - 1, my,
+		    mx + (int)map->tileset->sprite->cellw - 1, my + (int)map->tileset->sprite->cellh);
+	}
+}
+
+static void
+draw_layer(const struct map *map, const struct map_layer *layer)
+{
+	assert(map);
+	assert(layer);
+
+	/* Beginning of view in row/column. */
+	const unsigned int start_col = map->view_x / map->tileset->sprite->cellw;
+	const unsigned int start_row = map->view_y / map->tileset->sprite->cellh;
+
+	/* Convert into x/y coordinate. */
+	const int start_x = 0 - (map->view_x % (int)map->tileset->sprite->cellw);
+	const int start_y = 0 - (map->view_y % (int)map->tileset->sprite->cellh);
+
+	/* Number of row/columns to draw starting from there. */
+	const unsigned int ncols = (map->view_w / map->tileset->sprite->cellw) + 2;
+	const unsigned int nrows = (map->view_h / map->tileset->sprite->cellh) + 2;
+
+	struct texture colbox = {0};
+
+	if (!layer->tiles)
+		return;
+
+	/* Show collision box if requested. */
+	if (map->flags & MAP_FLAGS_SHOW_COLLIDE && texture_new(&colbox, 16, 16) == 0) {
+		texture_set_blend_mode(&colbox, TEXTURE_BLEND_BLEND);
+		texture_set_alpha_mod(&colbox, 100);
+		PAINTER_BEGIN(&colbox);
+		painter_set_color(0xa53030ff);
+		painter_clear();
+		PAINTER_END();
+	}
+
+	for (unsigned int r = 0; r < nrows; ++r) {
+		for (unsigned int c = 0; c < ncols; ++c) {
+			if (start_col + c >= map->columns ||
+			    start_row + r >= map->rows)
+				continue;
+
+			draw_layer_tile(map, layer, &colbox, start_col, start_row, start_x, start_y, r, c);
+		}
+	}
+
+	texture_finish(&colbox);
+}
+
+static void
+draw_collide(const struct map *map)
+{
+	struct texture box = {0};
+
+	if (map->flags & MAP_FLAGS_SHOW_COLLIDE && texture_new(&box, 64, 64) == 0) {
+		/* Draw collide box around player if requested. */
+		texture_set_alpha_mod(&box, 100);
+		texture_set_blend_mode(&box, TEXTURE_BLEND_BLEND);
+		PAINTER_BEGIN(&box);
+		painter_set_color(0x4f8fbaff);
+		painter_clear();
+		PAINTER_END();
+		texture_scale(&box, 0, 0, 64, 64,
+		    map->player_x - map->view_x, map->player_y - map->view_y,
+			      map->player_sprite->cellw, map->player_sprite->cellh, 0.f);
+
+		/* Do the same for every objects. */
+		PAINTER_BEGIN(&box);
+		painter_set_color(0xa8ca58ff);
+		painter_clear();
+		PAINTER_END();
+
+		for (size_t i = 0; i < map->blocksz; ++i) {
+			texture_scale(&box, 0, 0, 64, 64,
+			    map->blocks[i].x - map->view_x, map->blocks[i].y - map->view_y,
+			    map->blocks[i].w, map->blocks[i].h,
+			    0.f);
+		}
+
+		texture_finish(&box);
+	}
+}
+
+int
+map_init(struct map *map)
+{
+	assert(map);
+
+	init(map);
+	tileset_start(map->tileset);
+
+	return 0;
+}
+
+void
+map_handle(struct map *map, const union event *ev)
+{
+	assert(map);
+	assert(ev);
+
+	switch (ev->type) {
+	case EVENT_KEYDOWN:
+		handle_keydown(map, ev);
+		break;
+	case EVENT_KEYUP:
+		handle_keyup(map, ev);
+		break;
+	default:
+		break;
+	}
+
+	action_stack_handle(&map->astack_par, ev);
+	action_stack_handle(&map->astack_seq, ev);
+}
+
+void
+map_update(struct map *map, unsigned int ticks)
+{
+	assert(map);
+
+	action_stack_update(&map->astack_par, ticks);
+	action_stack_update(&map->astack_seq, ticks);
+
+	tileset_update(map->tileset, ticks);
+
+	/* No movements if the sequential actions are running. */
+	if (action_stack_completed(&map->astack_seq))
+		move(map, ticks);
+}
+
+void
+map_draw(const struct map *map)
+{
+	assert(map);
+
+	/* Draw the texture about background/foreground. */
+	draw_layer(map, &map->layers[MAP_LAYER_TYPE_BACKGROUND]);
+	draw_layer(map, &map->layers[MAP_LAYER_TYPE_FOREGROUND]);
+
+	walksprite_draw(
+		&map->player_ws,
+		map->player_angle,
+		map->player_x - map->view_x,
+		map->player_y - map->view_y);
+
+	draw_layer(map, &map->layers[MAP_LAYER_TYPE_ABOVE]);
+	draw_collide(map);
+
+	action_stack_draw(&map->astack_par);
+	action_stack_draw(&map->astack_seq);
+}
+
+void
+map_finish(struct map *map)
+{
+	assert(map);
+
+	action_stack_finish(&map->astack_par);
+	action_stack_finish(&map->astack_seq);
+
+	memset(map, 0, sizeof (*map));
+}