Moved code and assets for the game to a seperate folder. Moved jansson and raylib to third_party.
This commit is contained in:
126
src/game/shared/grid.c
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126
src/game/shared/grid.c
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#include "grid.h"
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#define GRID_MIN_WIDTH 8
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#define GRID_MIN_HEIGHT 8
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static bool from_grid_index(Grid *grid, uint16_t grid_index, uint16_t *out_x, uint16_t *out_y) {
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assert(grid != NULL);
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assert(out_x != NULL);
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assert(out_y != NULL);
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if (!grid || !out_x || !out_y) return false;
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if (grid_index >= grid->width * grid->height) return false;
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*out_x = grid_index % grid->width;
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*out_y = grid_index / grid->width;
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return true;
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}
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bool grid_initialize(Grid *grid, uint16_t width, uint16_t height) {
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assert(grid != NULL);
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if(width < GRID_MIN_WIDTH || height < GRID_MIN_HEIGHT) {
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return false;
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}
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grid->width = width;
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grid->height = height;
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grid->cells = calloc(width * height, sizeof(Grid_Cell));
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for(uint16_t i = 0; i < (width * height); i++) {
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Grid_Cell *cell = &grid->cells[i];
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assert(from_grid_index(grid, i, &cell->x, &cell->y));
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}
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return true;
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}
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void grid_dispose(Grid *grid) {
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assert(grid != NULL);
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free(grid->cells);
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memset(grid, 0, sizeof(Grid));
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}
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static bool to_grid_index(Grid *grid, uint16_t x, uint16_t y, uint16_t *out_grid_index) {
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assert(grid != NULL);
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assert(out_grid_index != NULL);
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if(!grid || !out_grid_index) {
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return false;
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}
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if(x >= grid->width || y >= grid->height) {
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return false;
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}
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*out_grid_index = y * grid->width + x;
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return true;
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}
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Grid_Cell *grid_get_cell(Grid *grid, uint16_t x, uint16_t y) {
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assert(grid != NULL);
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if(x >= grid->width || y >= grid->height) {
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return NULL;
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}
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uint16_t grid_index = 0;
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if(!to_grid_index(grid, x, y, &grid_index)) {
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return NULL;
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}
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return &grid->cells[grid_index];
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}
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bool grid_try_add_entity_to_cell(Grid_Cell *cell, Entity *entity) {
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assert(cell != NULL);
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assert(entity != NULL);
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// TODO: SS - Could check what type of cell it is to determine if
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// we're allowed to place an entity here. Is it a wall? Lava?
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if(cell->entity != NULL) {
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return false;
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}
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cell->entity = entity;
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entity->x = cell->x;
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entity->y = cell->y;
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return true;
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}
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bool grid_try_remove_entity_from_cell(Grid_Cell *cell) {
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assert(cell != NULL);
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if(cell->entity == NULL) {
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return false;
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}
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cell->entity->x = 0;
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cell->entity->y = 0;
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cell->entity = NULL;
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return true;
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}
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void grid_move_entity_from_cell_to_cell(Grid_Cell *cell_a, Grid_Cell *cell_b) {
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assert(cell_a != NULL);
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assert(cell_b != NULL);
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assert(cell_a->entity != NULL); // We expect cell A to have an Entity to move.
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assert(cell_b->entity == NULL); // We expect cell B to NOT have an Entity.
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Entity *entity_to_be_moved = cell_a->entity;
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uint16_t start_x = cell_a->x;
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uint16_t start_y = cell_a->y;
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assert(grid_try_remove_entity_from_cell(cell_a));
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assert(grid_try_add_entity_to_cell(cell_b, entity_to_be_moved));
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entity_to_be_moved->prev_x = start_x;
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entity_to_be_moved->prev_y = start_y;
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}
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