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logic.c
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logic.c
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//
// Created by Christian Hamm on 15.10.15.
//
#include "hero.h"
#include <smmintrin.h>
#define TILE_CHUNK_COUNT_X 256
#define TILE_CHUNK_COUNT_Y 256
void Hero_UpdateGameState(Hero_GameState *game_state,
Hero_GameInput *game_input,
SDL_Surface *buffer,
Hero_AudioDef audio_def) {
// Create the tile maps
Uint32 temp_tiles[TILE_CHUNK_COUNT_Y][TILE_CHUNK_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
Hero_TileChunk tile_chunk = {.tiles = (Uint32 *) temp_tiles};
// NOTE(casey): This is set to using 256x256 tile chunks.
Hero_Tilemap world = {
.chunk_shift = 8,
.chunk_mask = (1u << world.chunk_shift) - 1u,
.chunk_dim = 256,
.tile_chunk_count_x = 1,
.tile_chunk_count_y = 1,
.tile_side_in_meters = 1.4f,
.tile_side_in_pixels = 60,
// Shut up -Wuninitialized warnings
//.meters_to_pixels = (float) world.tile_side_in_pixels
// / world.tile_side_in_meters,
.meters_to_pixels = 60.0f / 1.4f,
.tile_chunks = &tile_chunk
};
float player_height = world.tile_side_in_meters;
float player_width = 0.75f * player_height;
// Handle movement
float dt = game_input->frame_dt * player_width * 0.1f;
// Calculate the new player position from the old state
Hero_TilemapPosition new_player_pos = game_state->player_position;
float new_player_x = new_player_pos.tile_rel_x;
float new_player_y = new_player_pos.tile_rel_y;
if ((game_input->right && game_input->down)
|| (game_input->right && game_input->up)
|| (game_input->left && game_input->down)
|| (game_input->left && game_input->up)) {
new_player_x += 0
+ dt * game_input->right * 6
- dt * game_input->left * 6;
new_player_y += 0
+ dt * game_input->down * 6
- dt * game_input->up * 6;
} else {
new_player_x += 0
+ dt * game_input->right * 8
- dt * game_input->left * 8;
new_player_y += 0
+ dt * game_input->down * 8
- dt * game_input->up * 8;
}
// Update player position
new_player_pos.tile_rel_x = new_player_x;
new_player_pos.tile_rel_y = new_player_y;
new_player_pos = Hero_RecanonicalizePosition(&world, new_player_pos);
Hero_TilemapPosition player_left = new_player_pos;
Hero_TilemapPosition player_right = new_player_pos;
player_left.tile_rel_x -= 0.5f * player_width;
player_right.tile_rel_x += 0.5f * player_width;
player_left = Hero_RecanonicalizePosition(&world, player_left);
player_right = Hero_RecanonicalizePosition(&world, player_right);
if (Hero_IsWorldPointEmpty(&world, new_player_pos)
&& Hero_IsWorldPointEmpty(&world, player_left)
&& Hero_IsWorldPointEmpty(&world, player_right)) {
game_state->player_position = new_player_pos;
}
// Clear the screen
Hero_Dimensions clear_screen_dims = {
.min_x = 0.0f,
.min_y = 0.0f,
.max_x = (float) buffer->w,
.max_y = (float) buffer->h
};
Hero_Color clear_screen_color = {.r = 1.0f, .g = 0.0f, .b = 0.0f};
Hero_DebugDrawRectangle(buffer, clear_screen_dims, clear_screen_color);
// Draw the tile map
float center_x = 0.5f * (float) buffer->w;
float center_y = 0.5f * (float) buffer->h;
for (int rel_row = -10; rel_row < 10; ++rel_row) {
for (int rel_col = -20; rel_col < 20; ++rel_col) {
Uint32 column = game_state->player_position.abs_tile_x + rel_col;
Uint32 row = game_state->player_position.abs_tile_y + rel_row;
Uint32 tile_id = Hero_GetTileChunkValue(&world, column, row);
// Floor tiles
Hero_Color tile_color = {.r = 0.7f, .g = 0.5f, .b = 0.3f};
// Wall tiles
if (tile_id == 1)
tile_color = (Hero_Color) {.r = 0.0f, .g = 0.7f, .b = 0.4f};
// Current user floor tile
if ((column == game_state->player_position.abs_tile_x) &&
(row == game_state->player_position.abs_tile_y))
tile_color = (Hero_Color) {.r = 0.0f, .g = 0.0f, .b = 0.0f};
float min_x =
center_x
- world.meters_to_pixels
* game_state->player_position.tile_rel_x
+ ((float) rel_col) * world.tile_side_in_pixels;
float min_y =
center_y
+ world.meters_to_pixels
* game_state->player_position.tile_rel_y
- ((float) rel_row) * world.tile_side_in_pixels;
float max_x = min_x + world.tile_side_in_pixels;
float max_y = min_y - world.tile_side_in_pixels;
Hero_Dimensions tile_dims = {
.min_x = min_x,
.min_y = max_y,
.max_x = max_x,
.max_y = min_y,
};
Hero_DebugDrawRectangle(buffer, tile_dims, tile_color);
}
}
// Draw the player
float draw_p_left = center_x - 0.5f * world.meters_to_pixels * player_width;
float draw_p_top = center_y - world.meters_to_pixels * player_height;
Hero_Dimensions player_dims = {
.min_x = draw_p_left,
.max_y = draw_p_top + player_height * world.meters_to_pixels,
.max_x = draw_p_left + player_width * world.meters_to_pixels,
.min_y = draw_p_top
};
Hero_Color player_colors = {.r = 1.0f, .g = 0.9f, .b = 0.0f};
Hero_DebugDrawRectangle(buffer, player_dims, player_colors);
}
inline Uint32 Hero_RoundFloatToUint32(const float x) {
float r;
__m128 src = _mm_set_ss(x);
__m128 dst = _mm_floor_ps(src);
_mm_store_ss(&r, dst);
return (Uint32) r;
}
inline Hero_Dimensions Hero_RoundDimensions(const Hero_Dimensions dims) {
float r[4];
__m128 src = _mm_setr_ps(dims.min_x, dims.min_y, dims.max_x, dims.max_y);
__m128 dst = _mm_floor_ps(src);
_mm_store_ps(r, dst);
Hero_Dimensions rdims = {
.min_x = r[0],
.min_y = r[1],
.max_x = r[2],
.max_y = r[3],
};
return rdims;
}
inline Uint32 Hero_GetRGBColorForFloat(const float red, const float green,
const float blue, const float alpha) {
// multiply each float with 255 then round down
__m128 floorSrc = _mm_setr_ps(red, green, blue, alpha);
__m128 mulSrc = _mm_set_ps1(255.0f);
__m128 mulDst = _mm_mul_ps(floorSrc, mulSrc);
__m128 floorDst = _mm_floor_ps(mulDst);
float r[4];
_mm_store_ps(r, floorDst);
return (Uint32) r[0] << 16 | (Uint32) r[1] << 8 | (Uint32) r[2];
}