X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=level.c;h=a16061ab0b3e4167a14569366499f8ace8f2c6be;hb=131fbda1ea691492ee719ba9027d3efe9ae5aa4b;hp=0b344fe1965bea8033b5ce13ba25f3e8ef1a84cc;hpb=9a1658e9c7fff431724428ee082ee0e4f17ef42f;p=shadowclad.git diff --git a/level.c b/level.c index 0b344fe..a16061a 100644 --- a/level.c +++ b/level.c @@ -1,34 +1,75 @@ #include -#include -#include - #include -#include // TODO remove #include "level.h" -#include "tga.h" +#include "logger.h" +#include "player.h" -const Block BLOCK_EMPTY = 0; -const Block BLOCK_WALL01 = 1; +static Block blockEmpty = { .type = BLOCKTYPE_SPACE, + .asset3D = NULL }; +static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE, + .asset3D = NULL }; -TgaImage* levelImage = NULL; +static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01, + &blockEmpty, &blockEmpty, &blockEmpty, + &blockWall01, &blockEmpty, &blockWall01 }; -Block getBlock(GLushort x, GLushort y) { - if (levelImage == NULL) { - return BLOCK_EMPTY; - } - return ((Block*) (*levelImage).bytes)[x * (*levelImage).header.imageWidth + y]; -} +BlockGrid levelGrid = { .width = 3, + .depth = 3, + .blocks = testBlocks }; + +#define DEFAULT_PLAYER_SPAWN_POS { -BLOCKGRID_CELL_SIZE, 0.0f, -BLOCKGRID_CELL_SIZE } +Vector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS; -void setImage(TgaImage* image) { - levelImage = image; + + +void initLevel() { + blockWall01.asset3D = importAsset("assets/wall01.3ds"); + + buildLevelFromImage(readTga("assets/level01.tga")); } -const struct aiScene* importModel(const char* path) { - const struct aiScene* scene = aiImportFile(path, 0u); - if (scene == NULL) { - fprintf(stderr, "Asset import failed at file %s\n", path); // TODO factor logging the heck outta here +void buildLevelFromImage(TgaImage* image) { + if (image == NULL) { + logError("Null image received, cannot build level"); + return; + } + + if (image->header.imageBpp != 32) { + logError("Invalid level image format (%d bpp)", image->header.imageBpp); + return; + } + + BlockGrid newGrid = { .width = image->header.imageWidth, + .depth = image->header.imageHeight, + .blocks = malloc(image->header.imageWidth + * image->header.imageHeight + * sizeof(Block*)) }; + playerSpawnPos = (Vector3D) DEFAULT_PLAYER_SPAWN_POS; + + for (int row = 0; row < newGrid.depth; ++row) { + for (int x = 0; x < newGrid.width; ++x) { + // Flip the image vertically due to (0, 0) being bottom left + int z = newGrid.depth - row - 1; + + uint32_t pixelColorARGB = ((uint32_t*) image->bytes)[(row * newGrid.width) + x]; + Block* block; + switch (pixelColorARGB) { + case 0xFFFF0000: + block = &blockWall01; + break; + case 0xFF00FFFF: + block = &blockEmpty; + playerSpawnPos = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE }; + break; + default: + block = &blockEmpty; + break; + } + setBlockInGrid(newGrid, x, z, block); + } } - return scene; - // TODO aiReleaseImport(scene); + + levelGrid = newGrid; + spawnPlayer(); }