odin-raylib-game/game/world.odin

242 lines
6.9 KiB
Odin

package game
import rl "vendor:raylib"
import "core:fmt"
import "core:os"
import "core:path/filepath"
import "core:mem"
import "core:math"
CELL_SIZE :: 16
CHUNK_SIZE :: 32
WORLD_DATA_PATH :: "data/worlds"
World :: struct {
data_dir: string,
chunks: map[Vec2i]Chunk,
seed: i64
}
Chunk :: struct #packed {
position: Vec2i,
tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
biome_id:u32,
}
create_world :: proc(name:string, seed:i64) -> World {
data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
if !os.is_dir(data_dir) {
fmt.printfln("Data dir: %v does not exist", data_dir)
os.make_directory(data_dir)
}
chunk_dir := fmt.tprintf("%v/%v", data_dir, "chunks")
if !os.is_dir(chunk_dir) {
os.make_directory(chunk_dir)
}
return World {
data_dir = data_dir,
chunks = make(map[Vec2i]Chunk),
seed = seed
}
}
load_world :: proc(name:string, seed:i64) -> World {
dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
if !os.is_dir(dir) {
panic("Couldnt load world")
}
return World {
data_dir = dir,
chunks = make(map[Vec2i]Chunk),
seed = seed
}
}
save_world :: proc(w:^World) {
if !os.is_dir(w.data_dir) {
panic("World has invalid data_path")
}
// fmt.printfln("Saving world %v", w.data_dir)
for chunk in w.chunks {
save_chunk(get_chunk(w, chunk), w)
}
}
save_chunk :: proc(c:^Chunk, w:^World) {
chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, c.position.x, c.position.y)
// fmt.printfln("Saving chunk: %v", filename)
data := make([dynamic]u8)
// Append Position
for byte in transmute([size_of(int)]u8)c.position.x {append(&data, byte)}
for byte in transmute([size_of(int)]u8)c.position.y {append(&data, byte)}
// Append Tiles
for row in &c.tiles {
for tile in row {
for byte in transmute([size_of(int)]u8)tile.tilemap_pos.x {append(&data, byte)}
for byte in transmute([size_of(int)]u8)tile.tilemap_pos.y {append(&data, byte)}
for byte in transmute([4]u8)tile.color {append(&data, byte)}
for byte in transmute([size_of(TileType)]u8)tile.type {append(&data, byte)}
for byte in transmute([size_of(InteractionType)]u8)tile.interaction {append(&data, byte)}
for byte in transmute([size_of(ResourceType)]u8)tile.resource {append(&data, byte)}
}
}
// Biome ID
for byte in transmute([size_of(u32)]u8)c.biome_id {append(&data, byte)}
err := os.write_entire_file_or_err(filename, data[:])
}
load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, pos.x, pos.y)
data, err := os.read_entire_file_from_filename_or_err(filename)
if err != nil {
// fmt.printfln("No chunk %v found, generating new chunk", pos)
chunk := generate_chunk(pos, w.seed)
save_chunk(&chunk, w)
return chunk
}
chunk: Chunk
offset := 0
// Load Position
mem.copy(transmute([^]u8)&chunk.position.x, &data[offset], size_of(int))
offset += size_of(int)
mem.copy(transmute([^]u8)&chunk.position.y, &data[offset], size_of(int))
offset += size_of(int)
// Load tiles
for row_index := 0; row_index < len(chunk.tiles); row_index += 1 {
for tile_index := 0; tile_index < len(chunk.tiles[row_index]); tile_index += 1 {
tile := &chunk.tiles[row_index][tile_index] // Get address of tile
mem.copy(&tile.tilemap_pos.x, &data[offset], size_of(int))
offset += size_of(int)
mem.copy(&tile.tilemap_pos.y, &data[offset], size_of(int))
offset += size_of(int)
// Load color
color_temp: [4]u8
mem.copy(&color_temp, &data[offset], 4)
tile.color = color_temp
offset += 4
mem.copy(&tile.type, &data[offset], size_of(TileType))
offset += size_of(TileType)
mem.copy(&tile.interaction, &data[offset], size_of(InteractionType))
offset += size_of(InteractionType)
mem.copy(&tile.resource, &data[offset], size_of(ResourceType))
offset += size_of(ResourceType)
}
}
// Load Biome ID
mem.copy(transmute([^]u8)&chunk.biome_id, &data[offset], size_of(u32))
offset += size_of(u32)
return chunk
}
unload_chunk :: proc(pos:Vec2i, w:^World) {
_, exists := w.chunks[pos]
if exists {
save_chunk(get_chunk(w, pos), w)
delete_key(&w.chunks, pos)
}
}
get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
chunk, exists := w.chunks[chunk_pos]
if !exists {
w.chunks[chunk_pos] = load_chunk(chunk_pos, w)
}
return &w.chunks[chunk_pos]
}
get_chunk_from_world_pos :: proc(w:^World, pos:rl.Vector2) -> ^Chunk {
chunk_pos := world_pos_to_chunk_pos(pos)
return get_chunk(w, chunk_pos)
}
world_pos_to_chunk_pos :: proc(pos:rl.Vector2) -> Vec2i {
x := int(math.floor(pos.x / CHUNK_SIZE))
y := int(math.floor(pos.y / CHUNK_SIZE))
return Vec2i{x,y}
}
get_local_chunk_pos :: proc(pos:Vec2i) -> Vec2i {
x := (pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
y := (pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
return Vec2i{x,y}
}
get_world_tile :: proc(w:^World, pos:Vec2i) -> ^Tile {
chunk_x := int(math.floor(f32(pos.x) / f32(CHUNK_SIZE)))
chunk_y := int(math.floor(f32(pos.y) / f32(CHUNK_SIZE)))
chunk_pos := Vec2i{chunk_x, chunk_y}
local_x := (pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
local_y := (pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
local_pos := Vec2i{local_x, local_y}
chunk := get_chunk(w, chunk_pos)
return get_chunk_tile(chunk, local_pos)
// chunk_pos := world_pos_to_chunk_pos(vec2i_to_vec2(pos))
// local_pos := get_local_chunk_pos(pos)
//
// chunk := get_chunk(w, chunk_pos)
// return get_chunk_tile(chunk, local_pos)
}
get_chunk_tile :: proc(c:^Chunk, pos:Vec2i) -> ^Tile {
return &c.tiles[pos.x][pos.y]
}
set_chunk_tile :: proc(c:^Chunk, t:Tile, pos:Vec2i) {
c.tiles[pos.x][pos.y] = t
}
set_tile :: proc(w:^World, t:Tile, p:Vec2i) {
chunk := get_chunk_from_world_pos(w, vec2i_to_vec2(p))
set_chunk_tile(chunk, t, get_local_chunk_pos(p))
save_chunk(chunk, w)
}
draw_world :: proc(w:^World) {
for chunk_pos, chunk in w.chunks {
for x in 0..<CHUNK_SIZE {
for y in 0..<CHUNK_SIZE {
tile := chunk.tiles[x][y]
world_x := chunk_pos.x * CHUNK_SIZE + x
world_y := chunk_pos.y * CHUNK_SIZE + y
pos := rl.Vector2{f32(world_x * CELL_SIZE), f32(world_y * CELL_SIZE)}
if tile.type != .NOTHING {
draw_tile(vec2i_to_vec2(tile.tilemap_pos), pos, rl.Color(tile.color))
}
}
}
}
}