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#ifndef ALL_H
#define ALL_H

#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include "config.h"

// Resolve conflicts between Raylib and nonstd.h
#define Color NS_Color
#include "libraries/nonstd.h"
#undef Color

#include "libraries/vfs.h"
#include <stdbool.h>
#include <stddef.h>

// --- Map Structures ---

typedef struct {
    Vector3 p[3];
    char texture[64];
    float shift[2];
    float rotate;
    float scale[2];
} MapPlane;

typedef struct {
    MapPlane *planes;
    int plane_count;
} MapBrush;

typedef struct {
    char key[64];
    char value[256];
} MapProperty;

typedef struct {
    MapProperty *properties;
    int property_count;
    MapBrush *brushes;
    int brush_count;
} MapEntity;

typedef struct {
    MapEntity *entities;
    int entity_count;
} Map;

typedef struct {
    const char *data;
    size_t length;
    size_t pos;
} MapParser;

typedef struct {
    Vector3 normal;
    float dist;
} Plane;

typedef struct {
    Vector3 *verts;
    int count;
} Polygon;

typedef struct {
    char texture[64];
    array(float) vertices;
    array(float) texcoords;
    array(float) normals;
} TextureGroup;

typedef struct {
    char name[64];
    Texture2D tex;
} CachedTexture;

// --- Game State ---

typedef enum {
    MOVE_NORMAL,
    MOVE_FLY
} MovementMode;

typedef struct {
    Camera camera;
    Model *world_models;
    int world_model_count;
    bool cursor_captured;
    bool vsync;
    Font font_ui;

    MovementMode move_mode;
    Vector3 pos;
    Vector3 velocity;
    bool is_grounded;
    float yaw;
    float pitch;
    float lean_amount;
    float crouch_amount;
    float horizontal_speed;
} GameState;

extern GameState game;

// --- Prototypes ---

// Map
char map_peek(MapParser *p);
char map_get(MapParser *p);
void map_skip_whitespace(MapParser *p);
bool map_expect(MapParser *p, char expected);
void map_parse_token(MapParser *p, char *buffer, int size);
Vector3 map_parse_vector(MapParser *p);
Map ParseMap(const char *filename);
void FreeMap(Map map);

// Geometry
Plane PlaneFromPoints(Vector3 p1, Vector3 p2, Vector3 p3);
void PolyFree(Polygon p);
Polygon PolyClip(Polygon poly, Plane plane);
Polygon CreateLargeQuad(Plane plane);
Vector2 GetUV(Vector3 p, MapPlane *mp, Plane plane);

// Game
Texture2D GetTexture(const char *name);
void InitGame(void);
void UpdateGame(void);
void DrawGame(void);
bool LoadMap(const char *filename);
void UnloadMap(void);

// Player
void UpdatePlayer(void);

#endif