Files
nunuhara_xsystem4/include/dungeon/dungeon.h
T
kichikuou acb4d92705 Pastel Chime Continue: Add PastelChime2 HLL
This HLL implements the core gameplay logic for the 3D dungeon
exploration mode.

Key features:

- Collision and Movement:
  - Implements 2D collision detection for player movement against walls.
  - Field_CalcMove() function calculates the desired position and
    adjusts it to slide along walls upon collision.

- Party and AI Mechanics:
  - Field_UpdatePlayersUnit() manages party movement, creating a smooth,
    snake-like following behavior for up to two companions.
  - Field_UpdateEnemyPos() provides basic enemy AI, enabling them to
    chase the player when in line-of-sight and within range, or return
    to a base position otherwise.

- Interactive Environment:
  - Field_UpdateDoors() implements automatic doors that open and close
    based on player proximity.
  - Field_CheckObjectHit() detects when the player enters the hit-range
    of an object, triggering events.

- 3D Space UI:
  - Adds dungeon_project_world_to_screen() to translate 3D world
    coordinates into 2D screen positions.
  - Field_UpdateObjectNamePlate() and Field_UpdateDoorNamePlate() use
    this projection to display and manage interactive nameplates for
    objects and doors.

- Data Persistence:
  - DungeonDataSave() and DungeonDataLoad() serializes and deserializes
    the complete dungeon state to .DSD files.
  - Integrates dungeon data with the main save system by copying .DSD
    files to/from slot-specific .DSA files.

Note: The most complex function in this HLL, the dungeon generator
AutoDungeonE_Create(), is not implemented in this change.
2025-09-02 08:14:58 +09:00

102 lines
3.4 KiB
C

/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_DUNGEON_H
#define SYSTEM4_DUNGEON_H
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <cglm/cglm.h>
#include "gfx/gfx.h"
#include "plugin.h"
#define DRAWFIELD_NR_CHARACTERS 256
struct page;
struct dgn;
struct dtx;
struct tes;
struct dungeon_renderer;
struct dungeon_map;
struct drawfield_character;
enum draw_dungeon_version {
DRAW_DUNGEON_1, // Rance VI
DRAW_DUNGEON_2, // Dungeons & Dolls
DRAW_DUNGEON_14, // GALZOO Island
DRAW_FIELD // Pastel Chime Continue
};
struct camera {
float pos[3];
float angle;
float angle_p;
};
/*
* Dungeon rendering context.
*
* A dungeon cell at (x, y, z) is rendered in a 2x2x2 cube centered at
* (2*x, 2*y, -2*z) in the world coordinates. Note that Z is flipped, because
* OpenGL uses a right-handed coordinate system while dungeon data is left-
* handed.
*/
struct dungeon_context {
struct draw_plugin plugin;
enum draw_dungeon_version version;
int surface;
bool loaded;
bool draw_enabled;
struct dungeon_map *map;
struct camera camera;
struct dgn *dgn;
struct dtx *dtx;
struct tes *tes;
ivec3 player_pos;
struct drawfield_character *characters;
mat4 proj_transform;
struct dungeon_renderer *renderer;
struct texture texture;
GLuint depth_buffer;
};
struct dungeon_context *dungeon_context_create(enum draw_dungeon_version version, int width, int height);
bool dungeon_load(struct dungeon_context *ctx, int num);
bool dungeon_load_dungeon(struct dungeon_context *ctx, const char *filename, int num);
bool dungeon_load_texture(struct dungeon_context *ctx, const char *filename);
void dungeon_set_camera(int surface, float x, float y, float z, float angle, float angle_p);
void dungeon_set_perspective(int surface, int width, int height, float near, float far, float deg);
void dungeon_set_player_pos(int surface, int x, int y, int z);
void dungeon_set_walked(int surface, int x, int y, int z, int flag);
int dungeon_get_walked(int surface, int x, int y, int z);
void dungeon_set_walked_all(int surface);
int dungeon_calc_conquer(int surface);
bool dungeon_load_walk_data(int surface, int map, struct page **page);
bool dungeon_save_walk_data(int surface, int map, struct page **page);
void dungeon_paint_step(int surface, int x, int y, int z);
void dungeon_set_chara_sprite(int surface, int num, int sprite);
void dungeon_set_chara_pos(int surface, int num, float x, float y, float z);
void dungeon_set_chara_cg(int surface, int num, int cg);
void dungeon_set_chara_cg_info(int surface, int num, int num_chara_x, int num_chara_y);
void dungeon_set_chara_show(int surface, int num, bool show);
bool dungeon_project_world_to_screen(struct dungeon_context *ctx, vec3 world_pos, Point *screen_pos);
struct dungeon_context *dungeon_get_context(int surface);
#endif /* SYSTEM4_DUNGEON_H */