#include "./template.h" #include #include #include #include "util/chaos/xorshift.h" #include "util/math/algorithm.h" #include "util/math/vector.h" #include "core/lochara/base.h" #include "core/lochara/big_warder.h" #include "core/lochara/cavia.h" #include "core/lochara/encephalon.h" #include "core/lochara/theists_child.h" #include "core/lochara/warder.h" #include "core/locommon/position.h" #include "core/loentity/entity.h" #include "core/loentity/ground.h" #include "core/loground/base.h" #include "core/loground/island.h" #include "./chunk.h" #include "./poolset.h" static loentity_ground_t* loworld_template_add_ground_island_( const loworld_template_building_param_t* param, const vec2_t* pos, const vec2_t* sz) { assert(loworld_template_building_param_valid(param)); assert(vec2_valid(pos)); assert(vec2_valid(sz)); assert(sz->x >= 0 && sz->y >= 0); const locommon_position_t p = locommon_position( param->target->pos.x, param->target->pos.y, *pos); loground_base_t* island = loground_pool_create(param->pools->ground); loground_island_build(island, &p, sz); loworld_chunk_add_entity(param->target, &island->super.super); return &island->super; } static void loworld_template_add_random_enemy_( const loworld_template_building_param_t* param, uint64_t seed, const loentity_ground_t* gnd, float pos) { assert(loworld_template_building_param_valid(param)); assert(gnd != NULL); assert(MATH_FLOAT_VALID(pos)); static void (*const builders[])( lochara_base_t*, const loentity_ground_t*, float) = { lochara_cavia_build, lochara_warder_build, }; lochara_base_t* base = lochara_pool_create(param->pools->chara); const size_t i = chaos_xorshift(seed)%(sizeof(builders)/sizeof(builders[0])); builders[i](base, gnd, pos); loworld_chunk_add_entity(param->target, &base->super.super); } bool loworld_template_building_param_valid( const loworld_template_building_param_t* param) { return param != NULL && param->target != NULL && param->pools != NULL; } void loworld_template_metaphysical_gate_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); loworld_template_add_ground_island_(param, &vec2(.5f, .2f), &vec2(.5f, .1f)); const loentity_ground_t* platform = loworld_template_add_ground_island_( param, &vec2(.5f, .45f), &vec2(.2f, .02f)); lochara_base_t* encephalon = lochara_pool_create(param->pools->chara); lochara_encephalon_build(encephalon, platform); loworld_chunk_add_entity(param->target, &encephalon->super.super); } void loworld_template_open_space_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); uint64_t s = param->seed; const size_t enemy_count = (s = chaos_xorshift(s))%3+1; const loentity_ground_t* gnd = loworld_template_add_ground_island_( param, &vec2(.5f, .2f), &vec2(.47f, .01f)); for (size_t i = 0; i < enemy_count; ++i) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), gnd, .1f+.8f/enemy_count*i); } } void loworld_template_broken_open_space_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); uint64_t s = param->seed; const loentity_ground_t* floor1 = loworld_template_add_ground_island_( param, &vec2(.2f, .2f), &vec2(.18f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor1, .5f); } const loentity_ground_t* floor2 = loworld_template_add_ground_island_( param, &vec2(.8f, .2f), &vec2(.18f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor2, .5f); } loworld_template_add_ground_island_( param, &vec2(.5f, .05f), &vec2(.15f, .01f)); } void loworld_template_passage_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); uint64_t s = param->seed; const loentity_ground_t* floor = loworld_template_add_ground_island_( param, &vec2(.5f, .25f), &vec2(.5f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor, .5f); } const loentity_ground_t* ceiling = loworld_template_add_ground_island_( param, &vec2(.55f, .4f), &vec2(.3f, .007f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), ceiling, .5f); } } void loworld_template_broken_passage_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); uint64_t s = param->seed; const loentity_ground_t* floor1 = loworld_template_add_ground_island_( param, &vec2(.15f, .25f), &vec2(.15f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor1, .5f); } const loentity_ground_t* floor2 = loworld_template_add_ground_island_( param, &vec2(.45f, .25f), &vec2(.1f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor2, .5f); } const loentity_ground_t* floor3 = loworld_template_add_ground_island_( param, &vec2(.85f, .25f), &vec2(.15f, .01f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor3, .5f); } const uint64_t layout = (s = chaos_xorshift(s))%3; if (layout == 0 || layout == 1) { const loentity_ground_t* ceiling = loworld_template_add_ground_island_( param, &vec2(.2f, .4f), &vec2(.15f, .007f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), ceiling, .5f); } } if (layout == 0 || layout == 2) { const loentity_ground_t* ceiling = loworld_template_add_ground_island_( param, &vec2(.7f, .38f), &vec2(.12f, .007f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), ceiling, .5f); } } } void loworld_template_stairs_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); uint64_t s = param->seed; const loentity_ground_t* floor1 = loworld_template_add_ground_island_( param, &vec2(.5f, .3f), &vec2(.5f, .015f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor1, .5f); } bool layout = (s = chaos_xorshift(s))%2; const loentity_ground_t* floor2 = loworld_template_add_ground_island_( param, &vec2(layout? .3f: .6f, .5f), &vec2(.2f, .015f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor2, .5f); } layout = !layout; const loentity_ground_t* floor3 = loworld_template_add_ground_island_( param, &vec2(layout? .2f: .8f, .7f), &vec2(.18f, .007f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor3, .5f); } const loentity_ground_t* floor4 = loworld_template_add_ground_island_( param, &vec2(.5f, .9f), &vec2(.32f, .007f)); if ((s = chaos_xorshift(s))%2) { loworld_template_add_random_enemy_( param, s = chaos_xorshift(s), floor4, .5f); } } void loworld_template_boss_theists_child_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); loentity_ground_t* gnd = loworld_template_add_ground_island_( param, &vec2(.5f, .1f), &vec2(.5f, .05f)); lochara_base_t* boss = lochara_pool_create(param->pools->chara); lochara_theists_child_build(boss, gnd); loworld_chunk_add_entity(param->target, &boss->super.super); } void loworld_template_boss_big_warder_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); loentity_ground_t* gnd = loworld_template_add_ground_island_( param, &vec2(.5f, .1f), &vec2(.5f, .05f)); lochara_base_t* boss = lochara_pool_create(param->pools->chara); lochara_big_warder_build(boss, gnd); loworld_chunk_add_entity(param->target, &boss->super.super); } void loworld_template_boss_greedy_scientist_build_chunk( const loworld_template_building_param_t* param) { assert(loworld_template_building_param_valid(param)); const loentity_ground_t* ground = loworld_template_add_ground_island_( param, &vec2(.5f, .1f), &vec2(.5f, .05f)); (void) ground; }