drop lists dir

master
Dominik Madarász 2024-05-29 11:10:44 +02:00
parent 6e09c09037
commit 29d9b9306d
4 changed files with 17 additions and 24 deletions

View File

@ -51,8 +51,9 @@ typedef enum {
#define X(idx) idx,
_ASSETS
#undef X
MAX_ASSETS
MAX_INTERNAL_ASSETS,
NEXT_FREE_ASSET = MAX_INTERNAL_ASSETS,
MAX_ASSETS = 255
} asset_id;
extern const char *asset_names[];

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@ -1,18 +0,0 @@
// NOTE(zaklaus): access to spawners
#include "models/prefabs/prefabs_list.c"
static struct {
asset_id id;
uint64_t (*proc)();
uint64_t (*proc_udata)(void*);
} entity_spawnlist[] = {
{ .id = ASSET_CHEST, .proc = storage_spawn },
{ .id = ASSET_FURNACE, .proc = furnace_spawn },
{ .id = ASSET_CRAFTBENCH, .proc = craftbench_spawn },
{ .id = ASSET_SPLITTER, .proc = splitter_spawn },
{ .id = ASSET_ASSEMBLER, .proc = assembler_spawn },
{ .id = ASSET_BLUEPRINT, .proc_udata = blueprint_spawn_udata },
{ .id = ASSET_CREATURE, .proc = creature_spawn },
{ .id = ASSET_MOB, .proc = mob_spawn },
};
#define MAX_ENTITY_SPAWNDEFS ((sizeof(entity_spawnlist))/(sizeof(entity_spawnlist[0])))

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@ -1,8 +1,8 @@
#include "models/assets.h"
#include "lists/assets_ids.h"
#include "raylib.h"
#include "gen/texgen.h"
#include "models/database.h"
#include <stdint.h>
//#define ASSETS_COUNT (sizeof(assets)/sizeof(asset))
@ -30,10 +30,19 @@ static double assets_frame_next_draw = 0.0;
#include <time.h>
static uint16_t asset_counter;
void assets_new(const char *name) {
assert(asset_counter < MAX_ASSETS);
db_exec(zpl_bprintf("INSERT INTO assets (id, name) VALUES (%d, '%s');", asset_counter++, name));
}
void assets_db_init(void) {
for (uint16_t i=0; i<MAX_ASSETS; i++) {
db_exec(zpl_bprintf("INSERT INTO assets (id, name) VALUES (%d, '%s');", i, asset_names[i]+6));
for (uint16_t i=0; i<MAX_INTERNAL_ASSETS; i++) {
assets_new(asset_names[i]+6);
}
asset_counter = NEXT_FREE_ASSET;
}
void assets_db(void) {

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@ -1,7 +1,7 @@
#pragma once
#include "platform/system.h"
#include "lists/assets_ids.h"
#include "assets_ids.h"
typedef enum {
AKIND_TEXTURE,
@ -13,6 +13,7 @@ typedef enum {
void assets_db_init(void);
void assets_db(void);
void assets_new(const char *name);
int32_t assets_setup(void);
int32_t assets_frame(void);
void assets_destroy(void);