build mode
parent
c45f95348a
commit
e18ff55518
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@ -4,6 +4,9 @@
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#define ASSET_INVALID 0xFF
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typedef enum {
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// NOTE(zaklaus): Debug
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ASSET_DEBUG_TILE,
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// NOTE(zaklaus): entities
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ASSET_PLAYER,
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ASSET_THING,
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@ -1,6 +1,10 @@
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#include "assets.h"
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static asset assets[] = {
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{
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.id = ASSET_DEBUG_TILE,
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.kind = AKIND_TEXTURE,
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},
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{
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.id = ASSET_DEMO_ICEMAKER,
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.kind = AKIND_TEXTURE,
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@ -197,6 +197,11 @@ void debug_replay_update(void) {
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i->swap = r->pkt.swap;
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i->swap_from = r->pkt.swap_from;
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i->swap_to = r->pkt.swap_to;
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i->num_placements = r->pkt.placement_num;
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for (uint8_t j = 0; j < i->num_placements; j++) {
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i->placements_x[j] = r->pkt.placements[j].x;
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i->placements_y[j] = r->pkt.placements[j].y;
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}
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}break;
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case RPKIND_SPAWN_CAR: {
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ecs_entity_t e = vehicle_spawn();
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@ -0,0 +1,71 @@
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#include "camera.h"
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#include "item_placement.h"
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static bool build_submit_placements = false;
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static bool build_is_in_draw_mode = false;
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static uint8_t build_num_placements = 0;
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static item_placement build_placements[BUILD_MAX_PLACEMENTS] = {0};
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void buildmode_draw() {
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if (inv_is_open) return;
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camera cam = camera_get();
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Vector2 mpos = GetMousePosition();
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entity_view *e = game_world_view_active_get_entity(cam.ent_id);
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if (!e) return;
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float zoom = renderer_zoom_get();
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mpos.x -= screenWidth/2.0f;
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mpos.y -= screenHeight/2.0f;
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cam.x += mpos.x*(1.0f/zoom);
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cam.y += mpos.y*(1.0f/zoom);
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cam.x = ((int32_t)cam.x / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
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cam.y = ((int32_t)cam.y / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
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cam.x += WORLD_BLOCK_SIZE/2.0f;
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cam.y += WORLD_BLOCK_SIZE/2.0f;
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if (e->has_items && !e->inside_vehicle && e->items[e->selected_item].quantity > 0) {
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && !build_is_in_draw_mode) {
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build_is_in_draw_mode = true;
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build_num_placements = 0;
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item_placement empty_placement = { .x = 0.0f, .y = 0.0f, .kind = -1 };
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for (size_t i = 0; i < BUILD_MAX_PLACEMENTS; i++) {
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zpl_memcopy(&build_placements[i], &empty_placement, zpl_size_of(item_placement));
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}
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}
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uint32_t qty = e->items[e->selected_item].quantity;
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if (build_is_in_draw_mode) {
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for (size_t i = 0; i < BUILD_MAX_PLACEMENTS; i++) {
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item_placement *it = &build_placements[i];
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if (it->kind == -1) {
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it->x = (float)cam.x;
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it->y = (float)cam.y;
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it->kind = 0;
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build_num_placements++;
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break;
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} else if (it->x == (float)cam.x && it->y == (float)cam.y) {
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break;
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}
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}
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build_num_placements = zpl_min(build_num_placements, qty);
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for (size_t i = 0; i < build_num_placements; i++) {
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item_placement *it = &build_placements[i];
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renderer_draw_single(it->x, it->y, ASSET_DEBUG_TILE, ColorAlpha(BLUE, 0.4f));
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}
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
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build_is_in_draw_mode = false;
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
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build_submit_placements = true;
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build_is_in_draw_mode = false;
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}
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}
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renderer_draw_single(cam.x, cam.y, ASSET_DEBUG_TILE, ColorAlpha(BLUE, 0.4f));
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}
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}
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@ -24,7 +24,9 @@ void inventory_draw() {
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inv_is_open = !inv_is_open;
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}
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if (!inv_is_open) return;
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if (!inv_is_open) {
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return;
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}
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float sx = screenWidth/2.0f + 128;
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float sy = screenHeight/2.0f - 96;
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@ -0,0 +1,10 @@
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#pragma once
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#define BUILD_MAX_PLACEMENTS 20
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typedef struct {
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float x;
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float y;
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float rot;
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int16_t kind;
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} item_placement;
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@ -36,6 +36,7 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p) {
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(void)ecs;
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uint16_t item_id = item_find(it->kind);
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item_desc *desc = &items[item_id];
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if (it->quantity <= 0) return;
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switch (item_get_usage(item_id)) {
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case UKIND_PLACE:{
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world_block_lookup l = world_block_from_realpos(p.x, p.y);
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@ -13,6 +13,8 @@ typedef enum {
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typedef enum {
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UKIND_PLACE,
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UKIND_PLACE_ITEM,
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UKIND_END_PLACE,
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} item_usage;
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typedef struct {
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@ -20,6 +20,8 @@ pkt_desc pkt_send_keystate_desc[] = {
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{ PKT_UINT(pkt_send_keystate, swap) },
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{ PKT_UINT(pkt_send_keystate, swap_from) },
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{ PKT_UINT(pkt_send_keystate, swap_to) },
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{ PKT_UINT(pkt_send_keystate, placement_num) },
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{ PKT_ARRAY(pkt_send_keystate, placements) },
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{ PKT_END },
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};
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@ -57,6 +59,11 @@ int32_t pkt_send_keystate_handler(pkt_header *header) {
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i->swap = table.swap;
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i->swap_from = zpl_clamp(table.swap_from, 0, ITEMS_INVENTORY_SIZE-1);
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i->swap_to = zpl_clamp(table.swap_to, 0, ITEMS_INVENTORY_SIZE-1);
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i->num_placements = zpl_clamp(table.placement_num, 0, BUILD_MAX_PLACEMENTS);
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for (uint8_t j = 0; j < i->num_placements; j++) {
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i->placements_x[j] = table.placements[j].x;
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i->placements_y[j] = table.placements[j].y;
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}
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debug_replay_record_keystate(table);
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "system.h"
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#include "packet_utils.h"
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#include "item_placement.h"
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typedef struct {
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float x;
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@ -15,6 +16,10 @@ typedef struct {
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uint8_t swap;
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uint8_t swap_from;
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uint8_t swap_to;
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// TODO(zaklaus): build mode
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uint8_t placement_num;
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item_placement placements[BUILD_MAX_PLACEMENTS];
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} pkt_send_keystate;
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typedef pkt_send_keystate game_keystate_data;
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@ -23,6 +23,7 @@ static bool request_shutdown;
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// NOTE(zaklaus): add-ins
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#include "gui/inventory.c"
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#include "gui/build_mode.c"
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void platform_init() {
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InitWindow(screenWidth, screenHeight, "eco2d");
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@ -106,6 +107,13 @@ void platform_input() {
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.swap_to = inv_swap_to,
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};
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if (build_submit_placements) {
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build_submit_placements = false;
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data.placement_num = build_num_placements;
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zpl_memcopy(data.placements, build_placements, build_num_placements*zpl_size_of(item_placement));
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}
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game_action_send_keystate(&data);
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}
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{
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// NOTE(zaklaus): add-ins
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inventory_draw();
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buildmode_draw();
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}
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display_conn_status();
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debug_draw();
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@ -134,3 +134,14 @@ void renderer_shutdown_3d(void) {
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void renderer_debug_draw_3d(void) {
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}
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float renderer_zoom_get_3d(void) {
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return 1.0f;
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}
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void renderer_draw_single_3d(float x, float y, asset_id id, Color color) {
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(void)color;
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BeginMode3D(render_camera_3d);
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EcoDrawCube((Vector3){x, 15.0f, y}, 16, 16, 16, 0.0f, PINK);
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EndMode3D();
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}
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@ -6,7 +6,9 @@
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#define renderer_init renderer_init_v0
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#define renderer_shutdown renderer_shutdown_v0
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#define renderer_draw renderer_draw_v0
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#define renderer_draw_single renderer_draw_single_v0
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#define renderer_debug_draw renderer_debug_draw_v0
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#define renderer_zoom_get renderer_zoom_get_v0
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void renderer_switch(int kind) {}
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#elif GFX_KIND == 1
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// NOTE(zaklaus): renderer_3d
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#define renderer_init renderer_init_3d
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#define renderer_shutdown renderer_shutdown_3d
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#define renderer_draw renderer_draw_3d
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#define renderer_draw_single renderer_draw_single_3d
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#define renderer_debug_draw renderer_debug_draw_3d
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#define renderer_zoom_get renderer_zoom_get_3d
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void renderer_switch(int kind) {}
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#elif GFX_KIND == 2
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#include "renderer_3d.c"
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}
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}
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float renderer_zoom_get(void) {
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switch (gfx_kind) {
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case 0:{
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return renderer_zoom_get_v0();
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}break;
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case 1:{
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return renderer_zoom_get_3d();
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}break;
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}
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return 1.0f;
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}
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void renderer_draw_single(float x, float y, asset_id id, Color color) {
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switch (gfx_kind) {
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case 0:{
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renderer_draw_single_v0(x, y, id, color);
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}break;
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case 1:{
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renderer_draw_single_3d(x, y, id, color);
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}break;
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}
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}
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void renderer_bake_chunk(uint64_t key, entity_view * data) {
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if (data->kind != EKIND_CHUNK) return;
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world_view *view = game_world_view_get_active();
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@ -127,6 +127,10 @@ void renderer_draw_v0(void) {
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EndMode2D();
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}
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float renderer_zoom_get_v0(void) {
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return render_camera.zoom;
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}
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void renderer_init_v0(void) {
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render_camera.target = (Vector2){0.0f,0.0f};
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render_camera.offset = (Vector2){screenWidth >> 1, screenHeight >> 1};
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@ -192,3 +196,14 @@ void renderer_debug_draw_v0(void) {
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EndMode2D();
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}
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void renderer_draw_single_v0(float x, float y, asset_id id, Color color) {
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BeginMode2D(render_camera);
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x -= 32.0f;
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y -= 32.0f;
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DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color);
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EndMode2D();
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}
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@ -52,6 +52,11 @@ ECS_STRUCT(Input, {
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uint8_t swap;
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uint8_t swap_from;
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uint8_t swap_to;
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// NOTE(zaklaus): build mode
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uint8_t num_placements;
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float placements_x[20];
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float placements_y[20];
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});
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ECS_STRUCT(ClientInfo, {
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@ -182,10 +182,20 @@ void UseItem(ecs_iter_t *it) {
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Inventory *inv = ecs_column(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use) continue;
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if (!in[i].use && !in[i].num_placements) continue;
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ItemDrop *item = &inv[i].items[in[i].selected_item];
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if (!item || item->quantity <= 0) continue;
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item_use(it->world, item, p[i]);
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uint16_t item_id = item_find(item ->kind);
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item_usage usage = item_get_usage(item_id);
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if (in[i].use && usage > UKIND_END_PLACE)
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item_use(it->world, item, p[i]);
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else if (in[i].num_placements > 0 && usage < UKIND_END_PLACE) {
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for (size_t j = 0; j < in[i].num_placements; j++) {
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Position pos = {.x = in[i].placements_x[j], .y = in[i].placements_y[j]};
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item_use(it->world, item, pos);
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}
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}
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}
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}
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