Files
factorygame/tiles/tile.c

287 lines
10 KiB
C

//
// Created by bruno on 4/24/25.
//
#include "tile.h"
#include "../player/player.h"
#include "furnace.h"
#include "../util/atlas.h"
#include "../util/font.h"
int scrollFrame = 0;
unsigned long beltFrames = 0;
TileArray neededUpdates;
int add_tile(TileArray *arr, MiniRect t) {
if (arr->activeCount >= MAX_TILES) return 0;
arr->tiles[arr->activeCount] = t;
arr->activeCount++;
return arr->activeCount - 1;
}
void remove_tile(TileArray *arr, int index) {
if (index < 0 || index >= arr->activeCount) return;
arr->activeCount--;
arr->tiles[index] = arr->tiles[arr->activeCount]; // swap with last active
}
SDL_Texture *backgroundTexture;
SDL_Texture *tilesTexture;
SDL_Texture *itemsTexture;
Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
BackgroundTile backgroundMap[MAP_HEIGHT][MAP_WIDTH];
uint16_t tileTypeIndex = 0;
uint16_t backgroundTileTypeIndex = 0;
TileTypeReg TileRegistry[TILEREGISTRY_SIZE];
BackgroundTileType BackgroundTileRegistry[TILEREGISTRY_SIZE];
void generateTestMap() {
for (int y = 0; y < DISPLAY_MAP_HEIGHT; y++) {
for (int x = 0; x < DISPLAY_MAP_WIDTH; x++) {
Tile tile = {0};
tile.rect.x = x;
tile.rect.y = y;
tileMap[y][x] = tile;
}
}
for (int x = 0; x < MAP_WIDTH; x += 1) {
for (int y = 0; y < MAP_HEIGHT; y += 1) {
tileMap[y][x].type = TYPE_BELT;
tileMap[y][x].miscVal = 0;
//tileMap[y][x].direction = ((x + y) % 4 * 2) + 1;
//tileMap[y][x].direction = 5;
tileMap[y][x].direction = (rand() % 4 * 2) + 1;
}
}
uint8_t type = 0;
for (int x = 142; x < 154; x += 3) {
for (int y = 80; y < 94; y += 3) {
putItem(x, y, type++ % ITEMREGISTRY_SIZE, 0);
}
}
}
void registerTile(char name[20], SDL_Renderer *renderer) {
const char *dot = strchr(name, '.');
memcpy(TileRegistry[tileTypeIndex].name, name, dot - name);
char texturePath[80];
snprintf(texturePath, 80, "./assets/tiles/%s", name);
SDL_Texture *texture = IMG_LoadTexture(renderer, texturePath);
TileRegistry[tileTypeIndex].textures[ORIENT_LEFT] = texture;
TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT] = createFlippedTexture(renderer, texture, SDL_FLIP_HORIZONTAL);
TileRegistry[tileTypeIndex].textures[ORIENT_UP] = createRotatedTexture(renderer, texture, 90);
TileRegistry[tileTypeIndex].textures[ORIENT_DOWN] = createRotatedTexture(renderer, texture, 270);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_LEFT], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_UP], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_DOWN], SDL_BLENDMODE_BLEND);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_LEFT] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_LEFT], renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_RIGHT] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT], renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_UP] = allocate_32x32(TileRegistry[tileTypeIndex].textures[ORIENT_UP],
renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_DOWN] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_DOWN], renderer);
TileRegistry[tileTypeIndex].type = tileTypeIndex;
TileRegistry[tileTypeIndex].breakTime = 15;
tileTypeIndex++;
}
void registerBackgroundTile(char name[20], SDL_Renderer *renderer) {
const char *dot = strchr(name, '.');
memcpy(BackgroundTileRegistry[backgroundTileTypeIndex].name, name, dot - name);
char texturePath[80];
snprintf(texturePath, 80, "./assets/backgrounds/%s", name);
SDL_Texture *texture = IMG_LoadTexture(renderer, texturePath);
BackgroundTileRegistry[backgroundTileTypeIndex].texture = texture;
SDL_SetTextureBlendMode(BackgroundTileRegistry[backgroundTileTypeIndex].texture, SDL_BLENDMODE_NONE);
BackgroundTileRegistry[backgroundTileTypeIndex].atlasRect = allocate_32x32(
BackgroundTileRegistry[backgroundTileTypeIndex].texture, renderer);
BackgroundTileRegistry[backgroundTileTypeIndex].type = backgroundTileTypeIndex;
backgroundTileTypeIndex++;
}
void loadTiles(SDL_Renderer *renderer) {
iterateSortedDir("./assets/tiles", (DirEntryCallback) registerTile, renderer);
iterateSortedDir("./assets/backgrounds", (DirEntryCallback) registerBackgroundTile, renderer);
}
void setupTiles() {
TileRegistry[TYPE_AIR].breakTime = 0;
TileRegistry[TYPE_BELT].itemMoves = true;
for (uint16_t i = 0; i < ItemSlotCount; i++) {
TileRegistry[TYPE_BELT].outputLane[i] = true;
}
for (uint16_t l = 0; l < ItemSlotCount; l++) {
for (ItemType i = 0; i < itemRegistryIndex; i++) {
TileRegistry[TYPE_BELT].allowedInItems[l][i] = true;
}
}
for (ItemType i = 0; i < itemRegistryIndex; i++) {
if (FurnaceRecipes[i] != 0) {
TileRegistry[TYPE_FURNACE].allowedInItems[FURNACE_INPUT_SLOT][i] = true;
}
}
TileRegistry[TYPE_FURNACE].outputLane[FURNACE_OUTPUT_SLOT] = 1;
TileRegistry[TYPE_FURNACE].needsTicks = true;
TileRegistry[TYPE_BELT].needsTicks = true;
}
uint16_t getBreakTime(int type) {
if (type >= tileTypeIndex) {
return 0;
}
return TileRegistry[type].breakTime;
}
void initTiles() {
itemsTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w,
screenRect.h);
tilesTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w,
screenRect.h);
backgroundTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET,
screenRect.w,
screenRect.h);
SDL_SetTextureBlendMode(itemsTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(tilesTexture, SDL_BLENDMODE_BLEND);
}
void renderAllTiles(SDL_Renderer *renderer, SDL_Rect playerRect) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_Texture *oldTarget = SDL_GetRenderTarget(renderer);
int tileSize = TILE_SIZE;
int minTileX = (playerRect.x / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) - 1;
int maxTileX = (playerRect.x / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) + 1;
int minTileY = (playerRect.y / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) - 1;
int maxTileY = (playerRect.y / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2) + 1;
int scrollSpeed = 1; // pixels per step
int scrollDelay = 1; // frames between steps
if (beltFrames++ % scrollDelay == 0) {
scrollFrame += scrollSpeed;
}
// --- Render background tiles ---
SDL_SetRenderTarget(renderer, backgroundTexture);
SDL_RenderClear(renderer);
for (int y = minTileY; y < maxTileY; y++) {
if (y < 0 || y >= MAP_HEIGHT) continue;
for (int x = minTileX; x < maxTileX; x++) {
if (x < 0 || x >= MAP_WIDTH) continue;
SDL_Rect dstRect = {
.x = x * TILE_SIZE,
.y = y * TILE_SIZE,
.w = TILE_SIZE,
.h = TILE_SIZE
};
adjustRect(&dstRect, playerRect);
BackgroundTile bt = backgroundMap[y][x];
SDL_Texture *tex = BackgroundTileRegistry[bt.type].texture;
SDL_Rect atlRect = BackgroundTileRegistry[bt.type].atlasRect;
if (atlRect.w != 0 && atlRect.h != 0) {
SDL_RenderCopy(renderer, atlasTexture, &atlRect, &dstRect);
//SDL_RenderCopy(renderer, tex, NULL, &dstRect);
}
}
}
SDL_SetRenderTarget(renderer, tilesTexture);
SDL_RenderClear(renderer);
for (int y = minTileY; y < maxTileY; y++) {
if (y < 0 || y >= MAP_HEIGHT) continue;
for (int x = minTileX; x < maxTileX; x++) {
if (x < 0 || x >= MAP_WIDTH) continue;
SDL_Rect dstRect = {
.x = x * TILE_SIZE,
.y = y * TILE_SIZE,
.w = TILE_SIZE,
.h = TILE_SIZE
};
adjustRect(&dstRect, playerRect);
Tile t = tileMap[y][x];
switch (t.type) {
case TYPE_AIR:
break;
case TYPE_BELT:
renderBelt(x, y, tileSize, tileSize, t.direction, playerRect, renderer);
break;
default: {
SDL_Rect atlRect = TileRegistry[t.type].atlasRects[t.direction];
SDL_Texture *tex = TileRegistry[t.type].textures[t.direction];
if (atlRect.w == 0 || atlRect.h == 0) {
tex = TileRegistry[t.type].textures[ORIENT_LEFT];
atlRect = TileRegistry[t.type].atlasRects[ORIENT_LEFT];
}
if (atlRect.w != 0 && atlRect.h != 0) {
//SDL_RenderCopy(renderer, tex, NULL, &dstRect);
SDL_RenderCopy(renderer, atlasTexture, &atlRect, &dstRect);
}
}
}
}
}
SDL_SetRenderTarget(renderer, itemsTexture);
SDL_RenderClear(renderer);
for (int y = minTileY; y < maxTileY; y++) {
if (y < 0 || y >= MAP_HEIGHT) continue;
for (int x = minTileX; x < maxTileX; x++) {
if (x < 0 || x >= MAP_WIDTH) continue;
Tile t = tileMap[y][x];
if (debugMode) {
char locChar[20];
sprintf(locChar, "X:%d\nY:%d", x, y);
SDL_Rect dstRect = {
.x = x * TILE_SIZE,
.y = y * TILE_SIZE,
.w = TILE_SIZE,
.h = TILE_SIZE
};
adjustRect(&dstRect, playerRect);
renderText(renderer, fonts[3], locChar, dstRect.x, dstRect.y);
}
if (t.type == TYPE_BELT || itemViewing) {
for (uint8_t lane = 0; lane < ItemSlotCount; lane++) {
if (t.items[lane].type != 0) {
renderItem(t.items[lane], renderer, lane, playerRect);
}
}
}
}
}
SDL_SetRenderTarget(renderer, oldTarget);
}
void updateTiles() {
}