eco2d/code/game/source/main.c

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#define ZPL_IMPL
#include "zpl.h"
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#include "system.h"
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#include "game.h"
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#include "entity.h"
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#include "utils/options.h"
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#include "signal_handling.h"
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#include "profiler.h"
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#include "flecs/flecs.h"
#include "flecs/flecs_dash.h"
#include "flecs/flecs_systems_civetweb.h"
#include "flecs/flecs_os_api_stdcpp.h"
#include "modules/general.h"
#include "modules/physics.h"
#include "modules/controllers.h"
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#define DEFAULT_WORLD_SEED 302097
#define DEFAULT_CHUNK_SIZE 16 /* amount of blocks within a chunk (single axis) */
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#define DEFAULT_WORLD_SIZE 32 /* amount of chunks within a world (single axis) */
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int main(int argc, char** argv)
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{
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zpl_opts opts={0};
zpl_opts_init(&opts, zpl_heap(), argv[0]);
zpl_opts_add(&opts, "?", "help", "the HELP section", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "v", "viewer-only", "run viewer-only client", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "c", "viewer-count", "number of viewers (detachable clients)", ZPL_OPTS_INT);
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zpl_opts_add(&opts, "p", "preview-map", "draw world preview", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "ed", "enable-dash", "enables flecs dash", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "s", "seed", "world seed", ZPL_OPTS_INT);
zpl_opts_add(&opts, "r", "random-seed", "generate random world seed", ZPL_OPTS_FLAG);
zpl_opts_add(&opts, "cs", "chunk-size", "amount of blocks within a chunk (single axis)", ZPL_OPTS_INT);
zpl_opts_add(&opts, "ws", "world-size", "amount of chunks within a world (single axis)", ZPL_OPTS_INT);
zpl_opts_add(&opts, "n", "npc-count", "amount of demo npcs to spawn", ZPL_OPTS_INT);
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uint32_t ok = zpl_opts_compile(&opts, argc, argv);
if (!ok) {
zpl_opts_print_errors(&opts);
zpl_opts_print_help(&opts);
return -1;
}
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int8_t is_viewer_only = zpl_opts_has_arg(&opts, "viewer-only");
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int8_t is_dash_enabled = zpl_opts_has_arg(&opts, "enable-dash");
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int32_t seed = zpl_opts_integer(&opts, "seed", DEFAULT_WORLD_SEED);
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uint16_t num_viewers = zpl_opts_integer(&opts, "viewer-count", 1);
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uint16_t chunk_size = zpl_opts_integer(&opts, "chunk-size", DEFAULT_CHUNK_SIZE);
uint16_t world_size = zpl_opts_integer(&opts, "world-size", DEFAULT_WORLD_SIZE);
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uint32_t npc_count = zpl_opts_integer(&opts, "npc-count", 1000);
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if (zpl_opts_has_arg(&opts, "random-seed")) {
zpl_random rnd={0};
zpl_random_init(&rnd);
seed = zpl_random_gen_u32(&rnd);
zpl_printf("Seed: %u\n", seed);
}
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if (zpl_opts_has_arg(&opts, "preview-map")) {
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generate_minimap(seed, WORLD_BLOCK_SIZE, chunk_size, world_size);
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return 0;
}
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sighandler_register();
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game_init(is_viewer_only, num_viewers, seed, chunk_size, world_size, is_dash_enabled);
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// TODO(zaklaus): VERY TEMPORARY -- SPAWN SOME NPCS THAT RANDOMLY MOVE
{
ECS_IMPORT(world_ecs(), General);
ECS_IMPORT(world_ecs(), Controllers);
ECS_IMPORT(world_ecs(), Physics);
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for (uint32_t i = 0; i < npc_count; i++) {
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uint64_t e = entity_spawn(NULL);
ecs_add(world_ecs(), e, EcsDemoNPC);
Position *pos = ecs_get_mut(world_ecs(), e, Position, NULL);
pos->x=rand() % world_dim();
pos->y=rand() % world_dim();
Velocity *v = ecs_get_mut(world_ecs(), e, Velocity, NULL);
v->x = (rand()%3-1) * 100;
v->y = (rand()%3-1) * 100;
}
}
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while (game_is_running()) {
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profile (PROF_MAIN_LOOP) {
game_input();
game_update();
game_render();
}
profiler_collate();
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}
game_shutdown();
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sighandler_unregister();
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zpl_opts_free(&opts);
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return 0;
}