BloccSpacc/Source/Main.c

411 lines
9.9 KiB
C

#include <time.h>
#include <stdlib.h>
#include <stdbool.h>
#include "LibMultiSpacc/MultiSpacc.h"
//#include "SDL/SDL.h"
//#include "SDL/SDL_image.h"
//#include "SDL/SDL_ttf.h"
#include "TargetsConfigs.h"
#include "Blocks.h"
#include "Keys.h"
#include "Util.h"
#define AppName "BloccSpacc"
SDL_Surface * Screen = NULL;
SDL_Event Event;
#define GameTick 30
SDL_Surface * Cursorset = NULL;
#define CursorsNum 2
SDL_Rect Cursors[CursorsNum];
SDL_Surface * BlocksImg = NULL;
SDL_Surface * DebugMsg = NULL;
TTF_Font * DebugFont = NULL;
SDL_Color DebugTextColor = { 80, 80, 80 };
int SelectedBlock;
bool InGame, InTitleMenu, InInventory;
bool Quit, Recalc, DebugMode;
// <https://www.libsdl.org/release/SDL-1.2.15/docs/html/guidetimeexamples.html>
static Uint32 NextTickTime;
Uint32 CalcTimeLeft() {
Uint32 Now;
Now = SDL_GetTicks();
if ( NextTickTime <= Now ) {
return 0;
} else {
return NextTickTime - Now;
}
}
struct UsedKeys {
bool Up, Down, Left, Right, Above, Below;
bool Place, Break;
bool Esc, Inventory;
} UsedKeys;
struct xyz CursorPos, Camera, ChunksNum;
// TODO: Proper map memory management lol
int BlocksNum = ChunkSize*ChunkSize*ChunkSize;
int Map[ChunkSize][ChunkSize][ChunkSize] = {};
struct xyz GetBlocksOnScreenNum() {
struct xyz Num;
Num.x = ScreenWidth / BlockSize;
Num.z = ScreenHeight / BlockSize/2;
return Num;
}
bool SysInit() {
if ( SDL_Init ( SDL_INIT_EVERYTHING ) != 0 ) {
printf("[E] Error initializing SDL.\n");
return false;
}
Screen = ScreenSet ( ScreenWidth, ScreenHeight, ScreenBits, Screen );
if ( Screen == NULL ) {
printf("[E] Error initializing screen.\n");
return false;
}
if( TTF_Init() != 0 ) {
printf("[E] Error initializing SDL_TTF.\n");
return false;
}
MultiSpacc_SetAppTitle( Screen, AppName );
MultiSpacc_SetAppIcon( Screen, LoadImage( "Assets/Cursorset.png" ) );
return true;
}
bool LoadAssets() {
bool Error = false;
Cursorset = LoadImage( "Assets/Cursorset.png" );
if ( Cursorset == NULL ) {
Error = true;
}
BlocksImg = LoadImage( "Assets/Blocks.png" );
if ( BlocksImg == NULL ) {
Error = true;
}
DebugFont = TTF_OpenFont( "Assets/LiberationMono-Regular.ttf", 12 );
if ( DebugFont == NULL ) {
Error = true;
}
if ( Error ) {
printf("[E] Error loading assets.\n");
return false;
}
return true;
}
void MoveCursor( int Direction ) {
if ( Direction == 0 && CursorPos.z > 0 ) { // Up
CursorPos.z -= BlockSize;
}
else if ( Direction == 2 && CursorPos.x < BlockSize * (ChunksNum.x - 1) ) { // Right
CursorPos.x += BlockSize;
}
else if ( Direction == 4 && CursorPos.z < BlockSize * (ChunksNum.z - 1) ) { // Down
CursorPos.z += BlockSize;
}
else if ( Direction == 6 && CursorPos.x > 0 ) { // Left
CursorPos.x -= BlockSize;
}
else if ( Direction == 8 && CursorPos.y < BlockSize * (ChunksNum.y - 1) ) { // Above
CursorPos.y += BlockSize;
}
else if ( Direction == 9 && CursorPos.y > 0 ) { // Below
CursorPos.y -= BlockSize;
}
}
void EventHandle() {
if ( InGame && !InInventory ) {
if ( UsedKeys.Esc ) {
Quit = true;
}
if ( UsedKeys.Inventory ) {
InInventory = true;
}
if ( UsedKeys.Up ) {
MoveCursor( 0 );
}
if ( UsedKeys.Right ) {
MoveCursor( 2 );
}
if ( UsedKeys.Down ) {
MoveCursor( 4 );
}
if ( UsedKeys.Left ) {
MoveCursor( 6 );
}
if ( UsedKeys.Above) {
MoveCursor( 8 );
}
if ( UsedKeys.Below ) {
MoveCursor( 9 );
}
if ( UsedKeys.Place ) {
Map[CursorPos.y/BlockSize][CursorPos.z/BlockSize][CursorPos.x/BlockSize] = SelectedBlock;
}
if ( UsedKeys.Break ) {
Map[CursorPos.y/BlockSize][CursorPos.z/BlockSize][CursorPos.x/BlockSize] = 0;
}
}
else if ( InInventory ) {
if ( UsedKeys.Esc || UsedKeys.Inventory ) {
InInventory = false;
}
if ( UsedKeys.Left && SelectedBlock > 1 ) {
SelectedBlock--;
}
if ( UsedKeys.Right && SelectedBlock < BlocksetNum-1 ) {
SelectedBlock++;
}
}
UsedKeys.Up = false;
UsedKeys.Down = false;
UsedKeys.Left = false;
UsedKeys.Right = false;
UsedKeys.Above = false;
UsedKeys.Below = false;
UsedKeys.Place = false;
UsedKeys.Break = false;
UsedKeys.Esc = false;
UsedKeys.Inventory = false;
}
void DrawInventory() {
DebugMsg = TTF_RenderText_Blended( DebugFont, "Inventory", DebugTextColor );
DrawSurf( ScreenWidth/2 - 4*9, 8, DebugMsg, NULL, Screen );
int s;
int y = 0;
for ( int i = 0; i < BlocksetNum-1; i++ ) {
s += 1;
int x = ScreenWidth/16 + s*BlockSize + s*BlockSize/4;
if ( x >= ScreenWidth - BlockSize - BlockSize/4 ) {
y += BlockSize + BlockSize/4;
x = ScreenWidth/16;
s = 0;
}
DrawSurf( x, y, BlocksImg, &Blocks[i+1].Img, Screen );
if ( SelectedBlock == i+1 ) {
int Margin = BlockSize/8;
DrawOutlineRect( x-Margin, y-Margin, BlockSize+2*Margin, BlockSize+2*Margin, 4, 0x00, 0x00, 0x00, Screen );
}
}
}
void DrawMap() { // TODO: Reoptimize this to draw only visible blocks
for ( int y = 0; y < ChunksNum.y; y++ ) {
for ( int z = 0; z < ChunksNum.z; z++ ) {
for ( int x = 0; x < ChunksNum.x; x++ ) {
struct xyz MapCoords = OrthoToIso ( x, y, z, BlockSize );
DrawSurf(
MapCoords.x - Camera.x - BlockSize/2,
MapCoords.z - Camera.z - y*BlockSize/2,
BlocksImg, & Blocks[Map[y][z][x]].Img, Screen
);
}
}
}
}
void SetCamera() {
int x = ( CursorPos.x + BlockSize/2 );
int y = ( CursorPos.y + BlockSize/2 );
int z = ( CursorPos.z + BlockSize/2 );
struct xyz xyz = OrthoToIso ( x, y, z, 1 );
Camera.x = xyz.x - ScreenWidth/2;
Camera.z = xyz.z - ScreenHeight*0.80;
}
int GetCursorState() {
/*
if ( CursorPos.y < BlockSize * (ChunksNum.y - 1) ) {
return -1;
}
*/
return 1;
}
void DrawCursor() {
struct xyz CursorCoords = OrthoToIso ( CursorPos.x, CursorPos.y, CursorPos.z, 1 );
int CursorState = GetCursorState();
if ( CursorState != -1 ) {
DrawSurf(
CursorCoords.x - Camera.x - BlockSize/2,
CursorCoords.z - Camera.z - BlockSize/2 - CursorPos.y/2,
Cursorset, & Cursors [CursorState], Screen
);
}
}
void DrawDebug() { // There's a memory leak somewhere here
char Str[127];
snprintf( Str, sizeof(Str), "CursorPos: x:%d y:%d z:%d", CursorPos.x, CursorPos.y, CursorPos.z );
DebugMsg = TTF_RenderText_Blended( DebugFont, Str, DebugTextColor );
DrawSurf( 8, 8, DebugMsg, NULL, Screen );
snprintf( Str, sizeof(Str), "Camera: x:%d y:%d z:%d", Camera.x, Camera.y, Camera.z );
DebugMsg = TTF_RenderText_Blended( DebugFont, Str, DebugTextColor );
DrawSurf( 8, 20, DebugMsg, NULL, Screen );
struct xyz CursorCoords = OrthoToIso ( CursorPos.x, CursorPos.y, CursorPos.z, 1 );
snprintf( Str, sizeof(Str), "CursorCoords: x:%d y:%d z:%d", CursorCoords.x, CursorCoords.y, CursorCoords.z );
DebugMsg = TTF_RenderText_Blended( DebugFont, Str, DebugTextColor );
DrawSurf( 8, 32, DebugMsg, NULL, Screen );
}
void SetSuperflatMap() {
for ( int z = 0; z < ChunksNum.z; z++ ) {
for ( int x = 0; x < ChunksNum.x; x++ ) {
Map[0][z][x] = 4;
}
}
for ( int y = 1; y < ChunksNum.y; y++ ) {
for ( int z = 0; z < ChunksNum.z; z++ ) {
for ( int x = 0; x < ChunksNum.x; x++ ) {
Map[y][z][x] = 0;
}
}
}
}
void SetRandomNoiseMap() {
for ( int y = 0; y < ChunksNum.y; y++ ) {
for ( int z = 0; z < ChunksNum.z; z++ ) {
for ( int x = 0; x < ChunksNum.x; x++ ) {
int r = rand() % BlocksetNum;
if ( r == 1 ) { // Avoid block 1 (all white, hard to see) for testing
r = 2;
}
Map[y][z][x] = r;
}
}
}
}
void GameInit() {
for ( int i = 0; i < CursorsNum; i++ ) {
Cursors [i].x = BlockSize * i;
Cursors [i].y = 0;
Cursors [i].w = BlockSize;
Cursors [i].h = BlockSize;
}
for ( int i = 0; i < BlocksetNum; i++ ) {
Blocks[i].Img.x = BlockSize * i;
Blocks[i].Img.y = 0;
Blocks[i].Img.w = BlockSize;
Blocks[i].Img.h = BlockSize;
}
ChunksNum.x = ChunkSize;
ChunksNum.y = ChunkSize;
ChunksNum.z = ChunkSize;
SetRandomNoiseMap();
CursorPos.x = BlockSize * (ChunksNum.x - 1);
CursorPos.y = BlockSize * (ChunksNum.y - 1);
CursorPos.z = BlockSize * (ChunksNum.z - 1);
SelectedBlock = 2;
Recalc = true;
InGame = true;
}
int main( int argc, char* args[] ) {
printf("[I] Starting!\n");
srand( time( NULL ) );
if ( !SysInit() ) {
printf("[E] Error initializing SDL.\n");
return 1;
}
if ( !LoadAssets() ) {
printf("[E] Error loading assets.\n");
return 1;
}
GameInit();
while ( !Quit ) {
NextTickTime = SDL_GetTicks() + GameTick;
while ( SDL_PollEvent( & Event ) ) {
if ( Event.type == SDL_QUIT ) {
Quit = true;
}
else if ( Event.type == SDL_KEYUP ) {
Recalc = true;
if ( Event.key.keysym.sym == KeyEsc ) {
UsedKeys.Esc = true;
}
else if ( Event.key.keysym.sym == KeyDebug ) {
DebugMode = !DebugMode;
}
else if ( Event.key.keysym.sym == KeyInventory ) {
UsedKeys.Inventory = true;
}
else if ( Event.key.keysym.sym == KeyGenFlatMap ) {
SetSuperflatMap();
}
else if ( Event.key.keysym.sym == KeyGenNoiseMap ) {
SetRandomNoiseMap();
}
else if ( Event.key.keysym.sym == KeyUp ) {
UsedKeys.Up = true;
}
else if ( Event.key.keysym.sym == KeyRight ) {
UsedKeys.Right = true;
}
else if ( Event.key.keysym.sym == KeyDown ) {
UsedKeys.Down = true;
}
else if ( Event.key.keysym.sym == KeyLeft ) {
UsedKeys.Left = true;
}
else if ( Event.key.keysym.sym == KeyAbove ) {
UsedKeys.Above = true;
}
else if ( Event.key.keysym.sym == KeyBelow ) {
UsedKeys.Below = true;
}
else if ( Event.key.keysym.sym == KeyPlace ) {
UsedKeys.Place = true;
}
else if ( Event.key.keysym.sym == KeyBreak ) {
UsedKeys.Break = true;
}
}
}
EventHandle();
if ( Recalc ) {
FillSurfRGB ( 0xFF, 0xFF, 0xFF, Screen );
if ( InGame && !InInventory ) {
SetCamera();
DrawMap();
DrawCursor();
if ( DebugMode ) {
DrawDebug();
}
}
if ( InInventory ) {
DrawInventory();
}
if ( !FlipScreen( Screen ) ) {
return 1;
}
Recalc = false;
}
SDL_Delay( CalcTimeLeft() );
NextTickTime += GameTick;
}
printf("[I] Exiting!\n");
SDL_Quit();
return 0;
}