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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.
167 lines
4.2 KiB
C
167 lines
4.2 KiB
C
/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_DGN_H
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#define SYSTEM4_DGN_H
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#include <stdbool.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <cglm/cglm.h>
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/*
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* Dungeon data is a collection of cells indexed by three integers (x, y, z).
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* X increases from west to east, Y increases from down to up, Z increases from
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* south to north.
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*/
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enum dgn_version {
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DGN_VER_RANCE6 = 10,
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DGN_VER_GALZOO = 13,
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};
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struct dgn_cell {
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int32_t floor;
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int32_t ceiling;
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int32_t north_wall;
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int32_t south_wall;
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int32_t east_wall;
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int32_t west_wall;
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int32_t north_door;
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int32_t south_door;
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int32_t east_door;
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int32_t west_door;
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int32_t stairs_texture;
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int32_t stairs_orientation;
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int32_t lightmap_floor;
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int32_t lightmap_ceiling;
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int32_t lightmap_north;
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int32_t lightmap_south;
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int32_t lightmap_east;
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int32_t lightmap_west;
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// int32_t unknown[7];
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int32_t enterable;
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int32_t enterable_north;
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int32_t enterable_south;
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int32_t enterable_east;
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int32_t enterable_west;
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int32_t floor_event;
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int32_t north_event;
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int32_t south_event;
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int32_t east_event;
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int32_t west_event;
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// struct {
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// uint32_t i;
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// char *s;
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// } pairs[6];
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// int32_t unknown;
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int32_t battle_background;
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// The below exist only in version 13
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int32_t polyobj_index;
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float polyobj_scale;
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float polyobj_rotation_y;
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float polyobj_rotation_z;
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float polyobj_rotation_x;
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float polyobj_position_x;
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float polyobj_position_y;
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float polyobj_position_z;
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int32_t roof_orientation;
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int32_t roof_texture;
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// int32_t unused1; // always -1
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int32_t roof_underside_texture;
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// int32_t unused2; // always -1
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// Runtime data (not stored in .dgn)
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int x, y, z;
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int walked;
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int event_blend_rate;
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float north_door_angle;
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float south_door_angle;
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float east_door_angle;
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float west_door_angle;
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int north_door_lock;
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int south_door_lock;
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int east_door_lock;
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int west_door_lock;
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int32_t floor_event2;
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int32_t north_event2;
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int32_t south_event2;
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int32_t east_event2;
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int32_t west_event2;
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int pathfinding_cost;
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struct dgn_cell **visible_cells;
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};
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struct pvs_run_lengths {
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int32_t invisible_cells;
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int32_t visible_cells;
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};
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struct packed_pvs {
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struct pvs_run_lengths *run_lengths;
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int nr_run_lengths;
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int nr_visible_cells;
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};
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struct dgn {
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uint32_t size_x;
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uint32_t size_y;
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uint32_t size_z;
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// uint32_t unknown[10];
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struct dgn_cell *cells;
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struct packed_pvs *pvs;
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vec3 sphere_theta;
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float sphere_color_top;
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float sphere_color_bottom;
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// DrawDungeon2
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int start_x, start_y;
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int exit_x, exit_y;
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// DrawField
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int32_t back_color_r;
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int32_t back_color_g;
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int32_t back_color_b;
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};
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struct dgn *dgn_new(uint32_t size_x, uint32_t size_y, uint32_t size_z);
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struct dgn *dgn_parse(uint8_t *data, size_t size, bool for_draw_field);
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void dgn_free(struct dgn *dgn);
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int dgn_cell_index(struct dgn *dgn, uint32_t x, uint32_t y, uint32_t z);
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struct dgn_cell *dgn_cell_at(struct dgn *dgn, uint32_t x, uint32_t y, uint32_t z);
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int dgn_calc_conquer(struct dgn *dgn);
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static inline int dgn_nr_cells(struct dgn *dgn)
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{
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return dgn->size_x * dgn->size_y * dgn->size_z;
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}
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static inline bool dgn_is_in_map(struct dgn *dgn, uint32_t x, uint32_t y, uint32_t z)
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{
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return x < dgn->size_x && y < dgn->size_y && z < dgn->size_z;
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}
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// Returns a list of cells visible from (x, y, z), sorted by distance from (x, y, z).
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struct dgn_cell **dgn_get_visible_cells(struct dgn *dgn, int x, int y, int z, int *nr_cells_out);
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void dgn_calc_lightmap(struct dgn *dgn);
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struct dgn *dgn_generate_drawdungeon2(int level);
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void dgn_paint_step(struct dgn *dgn, int x, int y);
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#endif /* SYSTEM4_DGN_H */
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