#include #include #include #include "util/font.h" #include "util/audio.h" #include "tiles/tile.h" #include "items/item.h" #include "stdlib.h" #include "player/player.h" typedef struct { Player player; Tile tileMap[MAP_HEIGHT][MAP_WIDTH]; } GameState; GameState gameState; void loadGameState(char *filename, Player *plr) { printf("hello from load\n"); fflush(stdout); FILE *gameSave = fopen(filename, "rb"); if (gameSave) { fread(&gameState, sizeof(gameState), 1, gameSave); fclose(gameSave); memcpy(tileMap, gameState.tileMap, sizeof(tileMap)); memcpy(plr, &gameState.player, sizeof(gameState.player)); } } void saveGameState(char *filename, Player *plr) { memcpy(&gameState.player, plr, sizeof(gameState.player)); memcpy(gameState.tileMap, tileMap, sizeof(gameState.tileMap)); FILE *gameSave = fopen(filename, "wb"); if (!gameSave) { perror("Failed to open file for saving"); return; } fwrite(&gameState, sizeof(gameState), 1, gameSave); fclose(gameSave); } Player player; //Screen dimension constants const int targetFPS = 60; const int delayNeeded = 1000 / targetFPS; #define biggerFont fonts[0] #define smallFont fonts[1] #define smallerFont fonts[2] #define smallestFont fonts[3] const char *autosaveName = "autosave.dat"; unsigned long frames = 0; bool cursor = true; void msleep(unsigned int milliseconds) { struct timespec ts; ts.tv_sec = milliseconds / 1000; ts.tv_nsec = (milliseconds % 1000) * 1000000; nanosleep(&ts, NULL); } SDL_GLContext glContext; int init() { //Initialize SDL screenRect.x = 0; screenRect.y = 0; screenRect.w = DISPLAY_WIDTH; screenRect.h = DISPLAY_HEIGHT; srand(0); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL); SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); return 1; } //Initialize SDL_ttf if (TTF_Init() == -1) { printf("SDL_ttf could not initialize! SDL_ttf Error: %s\n", TTF_GetError()); return 1; } //Create window window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DISPLAY_WIDTH, DISPLAY_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); if (window == NULL) { printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); return 1; } //Get window surface mainRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (mainRenderer == NULL) { printf("Renderer could not be created SDL_Error: %s\n", SDL_GetError()); return 1; } loadTiles(mainRenderer); loadItems(mainRenderer); // Create OpenGL context glContext = SDL_GL_CreateContext(window); if (!glContext) { fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError()); exit(1); } // Use OpenGL context SDL_GL_MakeCurrent(window, glContext); // Make sure OpenGL context is current before any OpenGL rendering SDL_AudioSpec spec = {0}; spec.freq = SAMPLE_RATE; spec.format = AUDIO_F32SYS; spec.channels = 1; spec.samples = 4096; spec.callback = audio_callback; spec.userdata = &audioData; SDL_AudioDeviceID dev = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0); if (dev == 0) { printf("Failed to open audio: %s\n", SDL_GetError()); SDL_Quit(); } SDL_PauseAudioDevice(dev, 0); SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255); SDL_RenderClear(mainRenderer); SDL_Rect viewport = {0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT}; SDL_RenderSetViewport(mainRenderer, &viewport); SDL_SetRenderDrawBlendMode(mainRenderer, SDL_BLENDMODE_BLEND); biggerFont = prepText(mainRenderer, 16, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallFont = prepText(mainRenderer, 12, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallerFont = prepText(mainRenderer, 8, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallestFont = prepText(mainRenderer, 4, "assets/PublicPixel.ttf", 255, 255, 255, 255); SDL_RenderSetLogicalSize(mainRenderer, DISPLAY_WIDTH, DISPLAY_HEIGHT); initPlayer(&player); initTiles(); //generateTestMap(); return 0; } int render() { SDL_SetRenderDrawColor(mainRenderer, 32, 32, 32, 255); SDL_RenderClear(mainRenderer); SDL_Rect rect2; rect2.x = 20; rect2.y = 20; rect2.w = 0; rect2.h = 0; renderAllTiles(mainRenderer, player.rect); SDL_RenderCopy(mainRenderer, tilesTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, itemsTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, entityTexture, &screenRect, &screenRect); SDL_RenderCopy(mainRenderer, hudTexture, &screenRect, &screenRect); renderPlayer(&player); SDL_RenderPresent(mainRenderer); frames++; if (!(frames % 60)) { cursor = !cursor; } return 0; } int processEvent(SDL_Event e) { if (e.type == SDL_QUIT) { return 0; } else if (e.type == SDL_WINDOWEVENT && e.window.event == SDL_WINDOWEVENT_RESIZED) { int newWidth = e.window.data1; int newHeight = e.window.data2; // Adjust the viewport to match the new window size; SDL_Rect viewport = {0, 0, newWidth, newHeight}; SDL_RenderSetViewport(mainRenderer, &viewport); } else if (e.type == SDL_KEYDOWN) { SDL_KeyCode keySym = e.key.keysym.sym; SDL_Scancode scanCode = e.key.keysym.scancode; SDL_Keymod keyMod = e.key.keysym.mod; cursor = true; switch (keySym) { case SDLK_p: speed = speed == 0 ? 0.004f : 0; break; case SDLK_r: if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT) { player.cursor.direction = player.cursor.targetTile->direction; } player.cursor.direction = (player.cursor.direction + 2) % ORIENT_DIRECTION_COUNT; if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT) { player.cursor.targetTile->direction = player.cursor.direction; } break; case SDLK_u: laneTarget = !laneTarget; break; case SDLK_F3: debugMode = !debugMode; break; default: break; } } else if (e.type == SDL_MOUSEWHEEL) { int dAmount = 0; if (e.wheel.y > 0) { dAmount = 1; } else if (e.wheel.y < 0) { dAmount = -1; } const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { // currentScale += dAmount / 10.0f; // if (currentScale > 4) { // currentScale = 4; // } else if (currentScale < 0.5f) { // currentScale = 0.5f; // } //setZoom(currentScale); } else { moveActivePlayerSlot(&player, dAmount == -1, !(keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT])); } } return 1; } void processMousePosition() { SDL_Rect viewport; SDL_RenderGetViewport(mainRenderer, &viewport); uint32_t mouseButtons = SDL_GetMouseState(&player.cursor.windowX, &player.cursor.windowY); if (mouseButtons & SDL_BUTTON_LMASK) { if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_AIR && player.inventory.activeSlotIndex < tileTypeIndex) { if (player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { player.inventory.slotCounts[player.inventory.activeSlotIndex]--; player.cursor.targetTile->type = player.inventory.activeSlotIndex; player.cursor.targetTile->direction = player.cursor.direction; } } else if (player.cursor.targetTile->type == player.inventory.activeSlotIndex) { player.cursor.targetTile->direction = player.cursor.direction; } } if (player.cursor.canReach && mouseButtons & SDL_BUTTON_RMASK) { int tileIndex = player.cursor.targetTile->type; uint16_t targetBreakTime = TileRegistry[tileIndex].breakTime; if (targetBreakTime) { if (player.cursor.breakingProgress >= targetBreakTime) { if (player.cursor.targetTile->type < tileTypeIndex) { player.inventory.slotCounts[player.cursor.targetTile->type]++; } if (player.cursor.targetTile->type == TYPE_BELT) { for (int lane = 0; lane < 2; lane++) { if (player.cursor.targetTile->items[lane].type != 0) { int itemType = player.cursor.targetTile->items[lane].type; if (itemType < itemRegistryIndex) { player.inventory.slotCounts[itemType]++; } player.cursor.targetTile->items[lane].type = 0; } } } player.cursor.targetTile->type = TYPE_AIR; player.cursor.breakingProgress = 0; } else { player.cursor.breakingProgress++; } //printf("Player breaking %d\n", player.cursor.breakingProgress); } } else { player.cursor.breakingProgress = 0; } if (player.cursor.targetTile != player.cursor.prevTargetTile) { player.cursor.breakingProgress = 0; } if (mouseButtons & SDL_BUTTON_MMASK) { if (player.cursor.targetTile->type > 0) { setActivePlayerSlot(&player, player.cursor.targetTile->type); } } // Translate mouseRect coordinates to viewport space player.cursor.windowX = ((player.cursor.windowX - viewport.x) * DISPLAY_WIDTH) / viewport.w; player.cursor.windowY = (player.cursor.windowY - viewport.y) * DISPLAY_HEIGHT / viewport.h; player.cursor.tileX = (player.cursor.windowX + player.rect.x) / TILE_SIZE - (DISPLAY_WIDTH / TILE_SIZE / 2); player.cursor.tileY = (player.cursor.windowY + player.rect.y) / TILE_SIZE - (DISPLAY_HEIGHT / TILE_SIZE / 2); player.cursor.prevTargetTile = player.cursor.targetTile; player.cursor.targetTile = &tileMap[player.cursor.tileY][player.cursor.tileX]; player.cursor.targetTileRect.x = player.cursor.tileX * TILE_SIZE; player.cursor.targetTileRect.y = player.cursor.tileY * TILE_SIZE; player.cursor.tileDiffX = player.cursor.tileX - playerTileX; player.cursor.tileDiffY = player.cursor.tileY - playerTileY; player.cursor.tileDiff = floorf(sqrtf(powf(player.cursor.tileDiffX, 2) + powf(player.cursor.tileDiffY, 2))); player.cursor.canReach = player.cursor.tileDiff <= playerReach; adjustRect(&player.cursor.targetTileRect, player.rect); } void processKeyboardHeld() { const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); int cameraSpeed = playerSpeed; if (keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT]) { cameraSpeed *= 2; } if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { cameraSpeed /= 2; } if (player.cursor.breakingProgress == 0) { if (keyboardState[SDL_SCANCODE_W]) { // Example: move up player.rect.y -= cameraSpeed; if (player.rect.y < (DISPLAY_HEIGHT / 2)) { player.rect.y = (DISPLAY_HEIGHT / 2); } } if (keyboardState[SDL_SCANCODE_S]) { player.rect.y += cameraSpeed; if (player.rect.y > (MAP_HEIGHT * TILE_SIZE) - (DISPLAY_HEIGHT / 2)) { player.rect.y = (MAP_HEIGHT * TILE_SIZE) - (DISPLAY_HEIGHT / 2); } } if (keyboardState[SDL_SCANCODE_A]) { player.rect.x -= cameraSpeed; if (player.rect.x < (DISPLAY_WIDTH / 2)) { player.rect.x = (DISPLAY_WIDTH / 2); } } if (keyboardState[SDL_SCANCODE_D]) { player.rect.x += cameraSpeed; if (player.rect.x > (MAP_WIDTH * TILE_SIZE) - (DISPLAY_WIDTH / 2)) { player.rect.x = (MAP_WIDTH * TILE_SIZE) - (DISPLAY_WIDTH / 2); } } } if (keyboardState[SDL_SCANCODE_F]) { for (int x = player.rect.x - 1; x < player.rect.x + 1; player.rect.x++) { if (x < 0) { continue; } for (int y = player.rect.y - 1; y < player.rect.y + 1; player.rect.y++) { if (y < 0) { continue; } Tile *t = &tileMap[y][x]; if (t->type == TYPE_BELT) { for (uint8_t lane = 0; lane < 2; lane++) { ItemOnBelt *item = &t->items[lane]; if (item->type != 0) { player.inventory.slotCounts[item->type]++; item->type = 0; } } } } } } if (keyboardState[SDL_SCANCODE_Q]) { if (player.cursor.targetTile->type > 0) { setActivePlayerSlot(&player, player.cursor.targetTile->type); } } if (keyboardState[SDL_SCANCODE_Y]) { if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT && player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { for (uint8_t lane = 0; lane < 1; lane++) { if (player.cursor.targetTile->items[lane].type == 0) { putItem(player.cursor.tileX, player.cursor.tileY, player.inventory.activeSlotIndex, lane); player.inventory.slotCounts[player.inventory.activeSlotIndex]--; break; } } } } unsigned int slot = 0; if (keyboardState[SDL_SCANCODE_GRAVE]) { slot = 1; } else if (keyboardState[SDL_SCANCODE_1]) { slot = 2; } else if (keyboardState[SDL_SCANCODE_2]) { slot = 3; } else if (keyboardState[SDL_SCANCODE_3]) { slot = 4; } else if (keyboardState[SDL_SCANCODE_4]) { slot = 5; } else if (keyboardState[SDL_SCANCODE_5]) { slot = 6; } else if (keyboardState[SDL_SCANCODE_6]) { slot = 7; } else if (keyboardState[SDL_SCANCODE_7]) { slot = 8; } else if (keyboardState[SDL_SCANCODE_8]) { slot = 9; } else if (keyboardState[SDL_SCANCODE_9]) { slot = 10; } else if (keyboardState[SDL_SCANCODE_0]) { slot = 11; } else if (keyboardState[SDL_SCANCODE_MINUS]) { slot = 12; } else if (keyboardState[SDL_SCANCODE_EQUALS]) { slot = 13; } if (slot > 0 && slot < itemRegistryIndex) { setActivePlayerSlot(&player, slot); } } int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) { int status = init(); if (status) { return status; } loadGameState(autosaveName, &player); //Hack to get window to stay up SDL_Event e; Uint64 start; Uint64 end; while (running) { start = SDL_GetTicks64(); processMousePosition(); processKeyboardHeld(); while (SDL_PollEvent(&e)) { running = processEvent(e); } updateItems(); updatePlayer(&player); status = render(); if (status) { return status; } end = SDL_GetTicks64(); const unsigned long timeNeeded = end - start; if (timeNeeded < delayNeeded) { SDL_Delay(delayNeeded - timeNeeded); } } saveGameState(autosaveName, &player); for (uint8_t i = 0; i < fontCount; i++) { destroyFont(&fonts[i]); } puts(SDL_GetError()); if (mainRenderer) SDL_DestroyRenderer(mainRenderer); if (window) SDL_DestroyWindow(window); if (glContext) SDL_GL_DeleteContext(glContext); SDL_Quit(); return 0; }