code: changed line endings
parent
9fe2c68ef4
commit
f14f3cdaef
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@ -1,184 +1,184 @@
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#include "platform.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "network.h"
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#include "game.h"
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#include "entity_view.h"
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#include "prediction.h"
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#include "camera.h"
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#include "math.h"
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#include "world/blocks.h"
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#include "assets.h"
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#include "profiler.h"
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#include "debug_ui.h"
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#include "utils/raylib_helpers.h"
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static uint16_t screenWidth = 1600;
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static uint16_t screenHeight = 900;
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static float target_zoom = 1.5f;
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static bool request_shutdown;
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#define GFX_KIND 2
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#include "renderer_bridge.c"
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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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SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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ToggleFullscreen();
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renderer_init();
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}
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void display_conn_status() {
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if (game_is_networked()) {
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if (network_client_is_connected()) {
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DrawText("Connection: online", 5, 5, 12, GREEN);
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} else {
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DrawText("Connection: offline", 5, 5, 12, RED);
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}
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} else {
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DrawText("Connection: single-player", 5, 5, 12, BLUE);
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}
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}
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void platform_shutdown() {
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renderer_shutdown();
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CloseWindow();
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}
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uint8_t platform_is_running() {
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return !WindowShouldClose();
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}
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void platform_input() {
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float mouse_z = (GetMouseWheelMove()*0.5f);
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if (mouse_z != 0.0f) {
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target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 10.0f);
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}
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// NOTE(zaklaus): keystate handling
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{
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float x=0.0f, y=0.0f;
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uint8_t use, sprint, drop, ctrl;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
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use = IsKeyPressed(KEY_SPACE);
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sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
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ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
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drop = IsKeyPressed(KEY_G) || inv_drop_item;
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// NOTE(zaklaus): NEW! mouse movement
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Vector2 mouse_pos = GetMousePosition();
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mouse_pos.x /= screenWidth;
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mouse_pos.y /= screenHeight;
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mouse_pos.x -= 0.5f;
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mouse_pos.y -= 0.5f;
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mouse_pos = Vector2Normalize(mouse_pos);
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
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x = mouse_pos.x;
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y = -mouse_pos.y;
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}
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game_keystate_data data = {
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.x = x,
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.y = y,
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.mx = mouse_pos.x,
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.my = mouse_pos.y,
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.use = use,
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.sprint = sprint,
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.ctrl = ctrl,
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.drop = drop,
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.selected_item = inv_selected_item,
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.swap = inv_swap,
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.swap_from = inv_swap_from,
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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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// NOTE(zaklaus): cycle through viewers
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{
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if (IsKeyPressed(KEY_Q)) {
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game_world_view_cycle_active(-1);
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}
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else if (IsKeyPressed(KEY_E)) {
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game_world_view_cycle_active(1);
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}
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}
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// NOTE(zaklaus): switch render modes
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{
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if (IsKeyPressed(KEY_O)) {
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renderer_switch(1-gfx_kind);
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}
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}
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// NOTE(zaklaus): toggle debug drawing
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#ifndef ECO2D_PROD
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{
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if (IsKeyPressed(KEY_T)) {
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debug_draw_enable(!debug_draw_state());
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}
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}
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#endif
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}
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void platform_render() {
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profile(PROF_ENTITY_LERP) {
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game_world_view_active_entity_map(lerp_entity_positions);
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game_world_view_active_entity_map(do_entity_fadeinout);
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}
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BeginDrawing();
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{
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profile (PROF_RENDER) {
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renderer_draw();
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}
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renderer_debug_draw();
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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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}
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EndDrawing();
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if (request_shutdown) {
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CloseWindow();
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}
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}
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float platform_frametime() {
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return GetFrameTime();
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}
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float platform_zoom_get(void) {
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return target_zoom;
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}
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void platform_request_close(void) {
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request_shutdown = true;
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}
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#include "platform.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "network.h"
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#include "game.h"
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#include "entity_view.h"
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#include "prediction.h"
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#include "camera.h"
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#include "math.h"
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#include "world/blocks.h"
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#include "assets.h"
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#include "profiler.h"
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#include "debug_ui.h"
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#include "utils/raylib_helpers.h"
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static uint16_t screenWidth = 1600;
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static uint16_t screenHeight = 900;
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static float target_zoom = 1.5f;
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static bool request_shutdown;
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#define GFX_KIND 2
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#include "renderer_bridge.c"
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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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SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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ToggleFullscreen();
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renderer_init();
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}
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void display_conn_status() {
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if (game_is_networked()) {
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if (network_client_is_connected()) {
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DrawText("Connection: online", 5, 5, 12, GREEN);
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} else {
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DrawText("Connection: offline", 5, 5, 12, RED);
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}
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} else {
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DrawText("Connection: single-player", 5, 5, 12, BLUE);
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}
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}
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void platform_shutdown() {
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renderer_shutdown();
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CloseWindow();
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}
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uint8_t platform_is_running() {
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return !WindowShouldClose();
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}
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void platform_input() {
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float mouse_z = (GetMouseWheelMove()*0.5f);
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if (mouse_z != 0.0f) {
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target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 10.0f);
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}
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// NOTE(zaklaus): keystate handling
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{
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float x=0.0f, y=0.0f;
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uint8_t use, sprint, drop, ctrl;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
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use = IsKeyPressed(KEY_SPACE);
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sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
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ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
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drop = IsKeyPressed(KEY_G) || inv_drop_item;
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// NOTE(zaklaus): NEW! mouse movement
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Vector2 mouse_pos = GetMousePosition();
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mouse_pos.x /= screenWidth;
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mouse_pos.y /= screenHeight;
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mouse_pos.x -= 0.5f;
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mouse_pos.y -= 0.5f;
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mouse_pos = Vector2Normalize(mouse_pos);
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
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x = mouse_pos.x;
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y = -mouse_pos.y;
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}
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game_keystate_data data = {
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.x = x,
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.y = y,
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.mx = mouse_pos.x,
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.my = mouse_pos.y,
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.use = use,
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.sprint = sprint,
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.ctrl = ctrl,
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.drop = drop,
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.selected_item = inv_selected_item,
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.swap = inv_swap,
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.swap_from = inv_swap_from,
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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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// NOTE(zaklaus): cycle through viewers
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{
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if (IsKeyPressed(KEY_Q)) {
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game_world_view_cycle_active(-1);
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}
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else if (IsKeyPressed(KEY_E)) {
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game_world_view_cycle_active(1);
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}
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}
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// NOTE(zaklaus): switch render modes
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{
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if (IsKeyPressed(KEY_O)) {
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renderer_switch(1-gfx_kind);
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}
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}
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// NOTE(zaklaus): toggle debug drawing
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#ifndef ECO2D_PROD
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{
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if (IsKeyPressed(KEY_T)) {
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debug_draw_enable(!debug_draw_state());
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}
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}
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#endif
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}
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void platform_render() {
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profile(PROF_ENTITY_LERP) {
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game_world_view_active_entity_map(lerp_entity_positions);
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game_world_view_active_entity_map(do_entity_fadeinout);
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}
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BeginDrawing();
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{
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profile (PROF_RENDER) {
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renderer_draw();
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}
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renderer_debug_draw();
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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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}
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EndDrawing();
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if (request_shutdown) {
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CloseWindow();
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}
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}
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float platform_frametime() {
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return GetFrameTime();
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}
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float platform_zoom_get(void) {
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return target_zoom;
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}
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void platform_request_close(void) {
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request_shutdown = true;
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}
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@ -1,194 +1,194 @@
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#include "debug_draw.h"
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#define VEH_ENTER_RADIUS 45.0f
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void LeaveVehicle(ecs_iter_t *it) {
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Input *in = ecs_column(it, Input, 1);
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IsInVehicle *vehp = ecs_column(it, IsInVehicle, 2);
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Velocity *v = ecs_column(it, Velocity, 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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Vehicle *veh = 0;
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if ((veh = ecs_get_mut_if(it->world, vehp->veh, Vehicle))) {
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for (int k = 0; k < 4; k++) {
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if (veh->seats[k] == it->entities[i]) {
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veh->seats[k] = 0;
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break;
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}
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}
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in[i].use = false;
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ecs_remove(it->world, it->entities[i], IsInVehicle);
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// NOTE(zaklaus): push passenger out
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{
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float px = zpl_cos(veh->heading)*400.0f;
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float py = zpl_sin(veh->heading)*400.0f;
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v->x += py;
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v->y -= px;
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}
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} else {
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ZPL_PANIC("unreachable code");
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}
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}
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}
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void EnterVehicle(ecs_iter_t *it) {
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Input *in = ecs_column(it, Input, 1);
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Position *p = ecs_column(it, Position, 2);
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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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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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bool has_entered_veh = false;
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for (size_t j = 0; j < ents_count; j++) {
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Vehicle *veh = 0;
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if (has_entered_veh) break;
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if ((veh = ecs_get_mut_if(it->world, ents[j], Vehicle))) {
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Position const* p2 = ecs_get(it->world, ents[j], Position);
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float dx = p2->x - p[i].x;
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float dy = p2->y - p[i].y;
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= VEH_ENTER_RADIUS) {
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for (int k = 0; k < 4; k++) {
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if (veh->seats[k] != 0) continue;
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// NOTE(zaklaus): We can enter the vehicle, yay!
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veh->seats[k] = it->entities[i];
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ecs_set(it->world, it->entities[i], IsInVehicle, {
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.veh = ents[j]
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});
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p[i] = *p2;
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in[i].use = false;
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has_entered_veh = true;
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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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}
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#define VEHICLE_FORCE 340.8f
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#define VEHICLE_ACCEL 0.12f
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#define VEHICLE_DECEL 0.28f
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#define VEHICLE_STEER 9.89f
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#define VEHICLE_STEER_REVERT 6.0941816f
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#define VEHICLE_POWER 97.89f
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#define VEHICLE_BRAKE_FORCE 0.84f
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void VehicleHandling(ecs_iter_t *it) {
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Vehicle *veh = ecs_column(it, Vehicle, 1);
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Position *p = ecs_column(it, Position, 2);
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Velocity *v = ecs_column(it, Velocity, 3);
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for (int i = 0; i < it->count; i++) {
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Vehicle *car = &veh[i];
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for (int j = 0; j < 4; j++) {
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// NOTE(zaklaus): Perform seat cleanup
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if (!world_entity_valid(veh[i].seats[j])) {
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veh[i].seats[j] = 0;
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continue;
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}
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ecs_entity_t pe = veh[i].seats[j];
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// NOTE(zaklaus): Handle driver input
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if (j == 0) {
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Input const* in = ecs_get(it->world, pe, Input);
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car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, VEHICLE_ACCEL*safe_dt(it));
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if (in->sprint) {
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car->force = zpl_lerp(car->force, 0.0f, VEHICLE_BRAKE_FORCE*safe_dt(it));
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if (zpl_abs(car->force) < 5.5f)
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car->force = 0.0f;
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}
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car->steer = zpl_lerp(car->steer, 0.0f, safe_dt(it)*VEHICLE_STEER_REVERT);
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car->steer += (in->x * VEHICLE_STEER)*safe_dt(it);
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car->steer = zpl_clamp(car->steer, -60.0f, 60.0f);
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}
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}
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|
||||
car->force = zpl_clamp(car->force, car->reverse_speed, car->speed);
|
||||
|
||||
// NOTE(zaklaus): Vehicle physics
|
||||
float fr_x = p[i].x + (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float fr_y = p[i].y + (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
float bk_x = p[i].x - (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float bk_y = p[i].y - (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
|
||||
float drag = zpl_clamp(blocks_get_drag(lookup.block_id), 0.0f, 1.0f);
|
||||
|
||||
bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it);
|
||||
bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it);
|
||||
fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
|
||||
v[i].x += ((fr_x + bk_x) / 2.0f - p[i].x);
|
||||
v[i].y += ((fr_y + bk_y) / 2.0f - p[i].y);
|
||||
car->heading = zpl_arctan2(fr_y - bk_y, fr_x - bk_x);
|
||||
|
||||
world_block_lookup lookahead = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y+PHY_LOOKAHEAD(v[i].y));
|
||||
uint32_t flags = blocks_get_flags(lookahead.block_id);
|
||||
if (flags & BLOCK_FLAG_COLLISION) {
|
||||
car->force = 0.0f;
|
||||
}
|
||||
|
||||
for (int j = 0; j < 4; j++) {
|
||||
if (!world_entity_valid(veh[i].seats[j])) continue;
|
||||
ecs_entity_t pe = veh[i].seats[j];
|
||||
|
||||
// NOTE(zaklaus): Update passenger position
|
||||
{
|
||||
Position *p2 = ecs_get_mut(it->world, pe, Position, NULL);
|
||||
Velocity *v2 = ecs_get_mut(it->world, pe, Velocity, NULL);
|
||||
*p2 = p[i];
|
||||
*v2 = v[i];
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
debug_v2 b2 = {p[i].x + zpl_cos(car->heading)*(car->wheel_base), p[i].y + zpl_sin(car->heading)*(car->wheel_base)};
|
||||
debug_push_line((debug_v2){p[i].x, p[i].y}, b2, 0x0000FFFF);
|
||||
|
||||
// NOTE(zaklaus): force
|
||||
{
|
||||
float dx = zpl_cos(car->heading);
|
||||
float dy = zpl_sin(car->heading);
|
||||
debug_push_circle((debug_v2){p[i].x+dx*car->force, p[i].y+dy*car->force}, 5.0f, 0x00FF00FF);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): steer
|
||||
{
|
||||
float dx = zpl_sin(car->heading);
|
||||
float dy = -zpl_cos(car->heading);
|
||||
float steer_mult = -80.0f;
|
||||
debug_push_circle((debug_v2){p[i].x+dx*car->steer*steer_mult, p[i].y+dy*car->steer*steer_mult}, 5.0f, 0x00FFAAFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClearVehicle(ecs_iter_t *it) {
|
||||
Vehicle *veh = ecs_column(it, Vehicle, 1);
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (world_entity_valid(veh[i].seats[k])) {
|
||||
ecs_remove(it->world, veh[i].seats[k], IsInVehicle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#include "debug_draw.h"
|
||||
|
||||
#define VEH_ENTER_RADIUS 45.0f
|
||||
|
||||
void LeaveVehicle(ecs_iter_t *it) {
|
||||
Input *in = ecs_column(it, Input, 1);
|
||||
IsInVehicle *vehp = ecs_column(it, IsInVehicle, 2);
|
||||
Velocity *v = ecs_column(it, Velocity, 3);
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
if (!in[i].use) continue;
|
||||
|
||||
Vehicle *veh = 0;
|
||||
if ((veh = ecs_get_mut_if(it->world, vehp->veh, Vehicle))) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (veh->seats[k] == it->entities[i]) {
|
||||
veh->seats[k] = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
in[i].use = false;
|
||||
ecs_remove(it->world, it->entities[i], IsInVehicle);
|
||||
|
||||
// NOTE(zaklaus): push passenger out
|
||||
{
|
||||
float px = zpl_cos(veh->heading)*400.0f;
|
||||
float py = zpl_sin(veh->heading)*400.0f;
|
||||
v->x += py;
|
||||
v->y -= px;
|
||||
}
|
||||
} else {
|
||||
ZPL_PANIC("unreachable code");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnterVehicle(ecs_iter_t *it) {
|
||||
Input *in = ecs_column(it, Input, 1);
|
||||
Position *p = ecs_column(it, Position, 2);
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
if (!in[i].use) continue;
|
||||
|
||||
size_t ents_count;
|
||||
int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
|
||||
bool has_entered_veh = false;
|
||||
|
||||
for (size_t j = 0; j < ents_count; j++) {
|
||||
Vehicle *veh = 0;
|
||||
|
||||
if (has_entered_veh) break;
|
||||
|
||||
if ((veh = ecs_get_mut_if(it->world, ents[j], Vehicle))) {
|
||||
Position const* p2 = ecs_get(it->world, ents[j], Position);
|
||||
|
||||
float dx = p2->x - p[i].x;
|
||||
float dy = p2->y - p[i].y;
|
||||
float range = zpl_sqrt(dx*dx + dy*dy);
|
||||
if (range <= VEH_ENTER_RADIUS) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (veh->seats[k] != 0) continue;
|
||||
|
||||
// NOTE(zaklaus): We can enter the vehicle, yay!
|
||||
veh->seats[k] = it->entities[i];
|
||||
ecs_set(it->world, it->entities[i], IsInVehicle, {
|
||||
.veh = ents[j]
|
||||
});
|
||||
p[i] = *p2;
|
||||
in[i].use = false;
|
||||
has_entered_veh = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#define VEHICLE_FORCE 340.8f
|
||||
#define VEHICLE_ACCEL 0.12f
|
||||
#define VEHICLE_DECEL 0.28f
|
||||
#define VEHICLE_STEER 9.89f
|
||||
#define VEHICLE_STEER_REVERT 6.0941816f
|
||||
#define VEHICLE_POWER 97.89f
|
||||
#define VEHICLE_BRAKE_FORCE 0.84f
|
||||
|
||||
void VehicleHandling(ecs_iter_t *it) {
|
||||
Vehicle *veh = ecs_column(it, Vehicle, 1);
|
||||
Position *p = ecs_column(it, Position, 2);
|
||||
Velocity *v = ecs_column(it, Velocity, 3);
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
Vehicle *car = &veh[i];
|
||||
|
||||
for (int j = 0; j < 4; j++) {
|
||||
// NOTE(zaklaus): Perform seat cleanup
|
||||
if (!world_entity_valid(veh[i].seats[j])) {
|
||||
veh[i].seats[j] = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
ecs_entity_t pe = veh[i].seats[j];
|
||||
|
||||
// NOTE(zaklaus): Handle driver input
|
||||
if (j == 0) {
|
||||
Input const* in = ecs_get(it->world, pe, Input);
|
||||
|
||||
car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, VEHICLE_ACCEL*safe_dt(it));
|
||||
if (in->sprint) {
|
||||
car->force = zpl_lerp(car->force, 0.0f, VEHICLE_BRAKE_FORCE*safe_dt(it));
|
||||
|
||||
if (zpl_abs(car->force) < 5.5f)
|
||||
car->force = 0.0f;
|
||||
}
|
||||
car->steer = zpl_lerp(car->steer, 0.0f, safe_dt(it)*VEHICLE_STEER_REVERT);
|
||||
car->steer += (in->x * VEHICLE_STEER)*safe_dt(it);
|
||||
car->steer = zpl_clamp(car->steer, -60.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
||||
car->force = zpl_clamp(car->force, car->reverse_speed, car->speed);
|
||||
|
||||
// NOTE(zaklaus): Vehicle physics
|
||||
float fr_x = p[i].x + (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float fr_y = p[i].y + (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
float bk_x = p[i].x - (car->wheel_base/2.0f) * zpl_cos(car->heading);
|
||||
float bk_y = p[i].y - (car->wheel_base/2.0f) * zpl_sin(car->heading);
|
||||
|
||||
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
|
||||
float drag = zpl_clamp(blocks_get_drag(lookup.block_id), 0.0f, 1.0f);
|
||||
|
||||
bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it);
|
||||
bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it);
|
||||
fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
|
||||
v[i].x += ((fr_x + bk_x) / 2.0f - p[i].x);
|
||||
v[i].y += ((fr_y + bk_y) / 2.0f - p[i].y);
|
||||
car->heading = zpl_arctan2(fr_y - bk_y, fr_x - bk_x);
|
||||
|
||||
world_block_lookup lookahead = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y+PHY_LOOKAHEAD(v[i].y));
|
||||
uint32_t flags = blocks_get_flags(lookahead.block_id);
|
||||
if (flags & BLOCK_FLAG_COLLISION) {
|
||||
car->force = 0.0f;
|
||||
}
|
||||
|
||||
for (int j = 0; j < 4; j++) {
|
||||
if (!world_entity_valid(veh[i].seats[j])) continue;
|
||||
ecs_entity_t pe = veh[i].seats[j];
|
||||
|
||||
// NOTE(zaklaus): Update passenger position
|
||||
{
|
||||
Position *p2 = ecs_get_mut(it->world, pe, Position, NULL);
|
||||
Velocity *v2 = ecs_get_mut(it->world, pe, Velocity, NULL);
|
||||
*p2 = p[i];
|
||||
*v2 = v[i];
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
debug_v2 b2 = {p[i].x + zpl_cos(car->heading)*(car->wheel_base), p[i].y + zpl_sin(car->heading)*(car->wheel_base)};
|
||||
debug_push_line((debug_v2){p[i].x, p[i].y}, b2, 0x0000FFFF);
|
||||
|
||||
// NOTE(zaklaus): force
|
||||
{
|
||||
float dx = zpl_cos(car->heading);
|
||||
float dy = zpl_sin(car->heading);
|
||||
debug_push_circle((debug_v2){p[i].x+dx*car->force, p[i].y+dy*car->force}, 5.0f, 0x00FF00FF);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): steer
|
||||
{
|
||||
float dx = zpl_sin(car->heading);
|
||||
float dy = -zpl_cos(car->heading);
|
||||
float steer_mult = -80.0f;
|
||||
debug_push_circle((debug_v2){p[i].x+dx*car->steer*steer_mult, p[i].y+dy*car->steer*steer_mult}, 5.0f, 0x00FFAAFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClearVehicle(ecs_iter_t *it) {
|
||||
Vehicle *veh = ecs_column(it, Vehicle, 1);
|
||||
|
||||
for (int i = 0; i < it->count; i++) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (world_entity_valid(veh[i].seats[k])) {
|
||||
ecs_remove(it->world, veh[i].seats[k], IsInVehicle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue