314 lines
11 KiB
C
314 lines
11 KiB
C
//
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// Created by bruno on 4/24/25.
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//
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#include "item.h"
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#include "../tiles/tile.h"
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#include "../util/util.h"
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#include "../player/player.h"
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#include "../util/font.h"
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#include <dirent.h>
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Item ItemRegistry[ITEMREGISTRY_SIZE];
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uint16_t itemRegistryIndex = 0;
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float speed = 0.002f; // fraction of tile per tick
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void updateItems() {
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const int dirDx[8] = {-1, -1, -1, 0, 1, 1, 1, 0};
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const int dirDy[8] = {1, 0, -1, -1, -1, 0, 1, 1};
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const float epsilon = 0.999f; // if we can't move, back it off just below 1
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Tile *t = &tileMap[y][x];
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if (t->type != TYPE_BELT) continue;
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int dir = t->direction;
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bool horz = (dir == ORIENT_LEFT || dir == ORIENT_RIGHT);
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bool vert = (dir == ORIENT_UP || dir == ORIENT_DOWN);
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for (uint8_t lane = 0; lane < 2; lane++) {
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for (uint8_t slot = 0; slot < 2; slot++) {
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ItemOnBelt *itm = &t->items[lane][slot];
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if (!itm->active) continue;
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// 1) Advance
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itm->offset += speed;
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// 2) Time to hop?
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if (itm->offset >= 0.5f) {
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itm->offset -= 1.0f;
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// target coords
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int nx = x + dirDx[dir];
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int ny = y + dirDy[dir];
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// bounds & belt?
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if (nx < 0 || nx >= MAP_WIDTH || ny < 0 || ny >= MAP_HEIGHT) {
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itm->active = false;
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continue;
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}
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Tile *next = &tileMap[ny][nx];
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if (next->type != TYPE_BELT) {
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itm->active = false;
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continue;
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}
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// Decide new lane
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int newLane = lane;
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int newDir = next->direction;
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bool nH = (newDir == ORIENT_LEFT || newDir == ORIENT_RIGHT);
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bool nV = (newDir == ORIENT_UP || newDir == ORIENT_DOWN);
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if ((horz && nH) || (vert && nV)) {
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// same axis → keep lane
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} else if (horz && nV) {
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// came off a horizontal: lane0=top→vertical.left, lane1=bottom→vertical.right
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newLane = (dir == ORIENT_RIGHT ? 1 : 0);
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itm->offset = 0.0f;
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} else if (vert && nH) {
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// came off vertical: lane0=left→horizontal.top, lane1=right→horizontal.bottom
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newLane = (dir == ORIENT_UP ? 0 : 1);
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itm->offset = 0.0f;
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}
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// (diagonals fall back to same-lane)
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// Find a free slot in newLane
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int destSlot = -1;
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if (!next->items[newLane][0].active) destSlot = 0;
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else if (!next->items[newLane][1].active) destSlot = 1;
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if (destSlot >= 0) {
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// MOVE it
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ItemOnBelt moved = *itm;
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moved.tileX = nx;
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moved.tileY = ny;
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next->items[newLane][destSlot] = moved;
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next->items[newLane][destSlot].active = true;
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// clear this one
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itm->active = false;
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} else {
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// both slots full → wait at end
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itm->offset = epsilon;
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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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}
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void registerItem(char name[20], SDL_Renderer *renderer) {
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const char *dot = strchr(name, '.');
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memcpy(ItemRegistry[itemRegistryIndex].name, name, dot - name);
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char texturePath[80];
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snprintf(texturePath, 80, "./assets/items/%s", name);
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ItemRegistry[itemRegistryIndex].texture[ORIENT_LEFT] = IMG_LoadTexture(renderer, texturePath);
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture[0], SDL_BLENDMODE_BLEND);
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ItemRegistry[itemRegistryIndex].textureOnBelt[ORIENT_LEFT] = ScaleTexture(renderer, ItemRegistry[itemRegistryIndex].texture[ORIENT_LEFT],
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TILE_SIZE / 2, TILE_SIZE / 2);
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt[ORIENT_LEFT], SDL_BLENDMODE_BLEND);
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ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
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itemRegistryIndex++;
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}
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// easing function: cosine ease‐in‐out
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static float ease_in_out(float t) {
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if (t < -1.0f) t = -1.0f;
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if (t > 1.0f) t = 1.0f;
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// Even symmetric easing: reflected across t = 0
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return (t < 0.0f)
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? -0.5f * (1.0f - cosf(M_PI * -t)) // negative side
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: 0.5f * (1.0f - cosf(M_PI * t)); // positive side
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}
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uint8_t laneTarget = 0;
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void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane) {
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SDL_Rect rect = {0};
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rect.x = item.tileX * TILE_SIZE;
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rect.y = item.tileY * TILE_SIZE;
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// get raw direction code
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int dir = tileMap[item.tileY][item.tileX].direction;
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//--- 1) build a unit vector (dxf, dyf) for this orientation
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float dxf = 0.0f, dyf = 0.0f;
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const float D = M_SQRT1_2; // 1/√2 ≈ 0.7071
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switch (dir) {
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case ORIENT_LEFT_DOWN:
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dxf = -D;
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dyf = +D;
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break;
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case ORIENT_LEFT:
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dxf = -1.0f;
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dyf = 0.0f;
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break;
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case ORIENT_LEFT_UP:
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dxf = -D;
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dyf = -D;
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break;
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case ORIENT_UP:
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dxf = 0.0f;
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dyf = -1.0f;
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break;
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case ORIENT_RIGHT_UP:
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dxf = +D;
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dyf = -D;
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break;
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case ORIENT_RIGHT:
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dxf = +1.0f;
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dyf = 0.0f;
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break;
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case ORIENT_RIGHT_DOWN:
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dxf = +D;
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dyf = +D;
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break;
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case ORIENT_DOWN:
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dxf = 0.0f;
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dyf = +1.0f;
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break;
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default:
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break;
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}
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//--- 2) ease the offset and compute forward distance
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float t = ease_in_out(item.offset); // 0..1
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float dist = t * TILE_SIZE; // 0..TILE_SIZE pixels
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float xOffset = dxf * dist;
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float yOffset = dyf * dist;
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switch (dir) {
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case ORIENT_LEFT_DOWN:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.0f * TILE_SIZE;
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break;
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case ORIENT_LEFT:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.26f * TILE_SIZE;
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break;
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case ORIENT_LEFT_UP:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.0f * TILE_SIZE;
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break;
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case ORIENT_UP:
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xOffset += 0.22f * TILE_SIZE; //GOTO HEHREHRHE
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yOffset += 0.0f * TILE_SIZE;
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break;
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case ORIENT_RIGHT_UP:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.0f * TILE_SIZE;
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break;
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case ORIENT_RIGHT:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.18f * TILE_SIZE; //FIX THIS
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break;
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case ORIENT_RIGHT_DOWN:
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xOffset += 0.0f * TILE_SIZE;
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yOffset += 0.0f * TILE_SIZE;
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break;
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case ORIENT_DOWN:
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xOffset += 0.18f * TILE_SIZE;
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yOffset += 0.0f * TILE_SIZE;
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break;
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default:
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break;
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}
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//--- 3) compute perpendicular unit vector (perpX, perpY) = (-dy, dx)
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float perpX = -dyf;
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float perpY = dxf;
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// perp is already unit length because (dxf,dyf) is unit
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bool horz = (dir == ORIENT_LEFT || dir == ORIENT_RIGHT);
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bool vert = (dir == ORIENT_UP || dir == ORIENT_DOWN);
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//--- 4) lane offset
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// total lane spacing = TILE_SIZE/2, so half of that each side = TILE_SIZE/4
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float laneSign = (lane == laneTarget ? +1.0f : -1.0f);
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float laneOffset = TILE_SIZE * (horz ? 0.12f : 0.14f); // = TILE_SIZE/4
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xOffset += perpX * laneSign * laneOffset;
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yOffset += perpY * laneSign * laneOffset;
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//--- 5) apply to rect
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rect.x += (int) roundf(xOffset);
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rect.y += (int) roundf(yOffset);
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rect.w = TILE_SIZE / 2;
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rect.h = TILE_SIZE / 2;
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adjustRect(&rect);
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// (Optional debug overlay)
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// SDL_Rect tileArea = {item.tileX * TILE_SIZE, item.tileY * TILE_SIZE,
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// TILE_SIZE, TILE_SIZE};
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// SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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// adjustRect(&tileArea);
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// SDL_RenderFillRect(renderer, &tileArea);
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char tempStr[50];
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SDL_Rect rectA = {0};
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rectA.x = item.tileX * TILE_SIZE;
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rectA.y = item.tileY * TILE_SIZE;
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rectA.w = TILE_SIZE;
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rectA.h = TILE_SIZE;
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sprintf(tempStr, "L%d\n%f\n%f\n%f", lane, item.offset, xOffset, yOffset);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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adjustRect(&rectA);
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SDL_RenderFillRect(renderer, &rectA);
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SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt[ORIENT_LEFT], NULL, &rect);
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renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
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}
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void renderBeltItems(SDL_Renderer *renderer) {
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}
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void putItem(int x, int y, uint16_t itemType, uint8_t lane, uint8_t itemIndex) {
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tileMap[y][x].items[lane][itemIndex].type = itemType;
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tileMap[y][x].items[lane][itemIndex].offset = 0;
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tileMap[y][x].items[lane][itemIndex].active = true;
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tileMap[y][x].items[lane][itemIndex].tileX = x;
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tileMap[y][x].items[lane][itemIndex].tileY = y;
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}
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void loadItems(SDL_Renderer *renderer) {
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for(int i = 0; i < tileTypeIndex; i++) {
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TileType tile = TileRegistry[i];
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strcpy(ItemRegistry[itemRegistryIndex].name, tile.name);
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memcpy(ItemRegistry[itemRegistryIndex].texture, tile.textures, sizeof (tile.textures));
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for (int a = 0; a < ORIENT_DIRECTION_COUNT; a++) {
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture[a], SDL_BLENDMODE_BLEND);
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ItemRegistry[itemRegistryIndex].textureOnBelt[a] = ScaleTexture(renderer, tile.textures[a],
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TILE_SIZE / 2, TILE_SIZE / 2);
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt[a], SDL_BLENDMODE_BLEND);
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}
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ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
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itemRegistryIndex++;
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}
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DIR *dir = opendir("./assets/items");
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if (dir) {
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struct dirent *entry;
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while ((entry = readdir(dir)) != NULL) {
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if (entry->d_name[0] == '.') {
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continue;
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}
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registerItem(entry->d_name, renderer);
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}
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}
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} |