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| author | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 04:19:48 +0200 |
|---|---|---|
| committer | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 04:19:48 +0200 |
| commit | 521b5da83485a956811fc510cba9f139acad8b26 (patch) | |
| tree | 29b210263300479e9a565af568812c5e707d23f7 /src/engine/app.cpp | |
| parent | ff85499d5567c36ce63e2d7903d5f872fd9aef1d (diff) | |
| download | forts_clone-main.tar.gz forts_clone-main.zip | |
New maps and map selectormain
Diffstat (limited to 'src/engine/app.cpp')
| -rw-r--r-- | src/engine/app.cpp | 65 |
1 files changed, 51 insertions, 14 deletions
diff --git a/src/engine/app.cpp b/src/engine/app.cpp index fa1155c..0de71c5 100644 --- a/src/engine/app.cpp +++ b/src/engine/app.cpp @@ -89,7 +89,9 @@ void App::run() { camera.set_zoom(10.0f); // The world is a simple half-plane: below ground_level is solid ground, - // above is sky. Anything that falls into the ground is destroyed. + // above is sky. Anything that falls into the ground is destroyed. The + // selected map sets the actual height (build_map); this is just the default + // until the first map is loaded below. graph.ground_level = 1.0f; // Resolve each material's texture once: prefer BYO Forts art, fall back to @@ -137,7 +139,9 @@ void App::run() { // --- Devices + map (M5) --------------------------------------------------- std::vector<DeviceDef> device_defs = load_devices(script, "data"); - MapData map = load_map(script, "data"); + std::vector<MapDef> maps = load_maps(script, "data"); + if (maps.empty()) maps.push_back(MapDef{}); // empty fallback: flat, bare + int current_map = 0; // Maps[1] in Lua = the default std::vector<SDL_Texture*> dev_tex(device_defs.size(), nullptr); for (size_t i = 0; i < device_defs.size(); i++) dev_tex[i] = renderer.load_texture_or(device_defs[i].texture_forts, @@ -155,7 +159,7 @@ void App::run() { int turbine_i = devidx("turbine"), mine_i = devidx("mine"), battery_i = devidx("battery"); auto on_deposit = [&](float x, float y) -> bool { - for (auto& d : map.deposits) + for (auto& d : maps[current_map].deposits) if (std::hypot(x - d.first, y - d.second) < 1.6f) return true; return false; }; @@ -164,22 +168,22 @@ void App::run() { float metal = 0.0f, energy = 0.0f, ecap = BASE_ECAP, mcap = BASE_MCAP; bool game_over = false; int winner = -1; // 0 = player, 1 = enemy - // Build the scenario once, snapshot the graph, then reset() rebuilds it all - // (used on 'R') WITHOUT re-running the Lua (which would duplicate structures). - load_structures(script, "data", graph); - std::vector<BuildNode> snap_nodes = graph.nodes; - std::vector<BuildEdge> snap_edges = graph.edges; + // Snapshot of the current map's prebuilt structure. reset() ('R') restores + // from it rather than re-running the Lua, which would duplicate the forts. + std::vector<BuildNode> snap_nodes; + std::vector<BuildEdge> snap_edges; int selected_cannon = -1; int cur_mat = 0; int place_dev = -1; // >=0 = placing that device type; -1 = build materials auto reset = [&]() { + const MapDef& m = maps[current_map]; graph.nodes = snap_nodes; graph.edges = snap_edges; graph.rebuild(); devices.clear(); - for (auto& pd : map.devices) { + for (auto& pd : m.devices) { int di = -1; for (size_t i = 0; i < device_defs.size(); i++) if (device_defs[i].name == pd.type) di = (int)i; @@ -189,14 +193,29 @@ void App::run() { devices.push_back(dv); } cannons.clear(); - cannons.push_back({-18.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, cannon_type}); - if (laser_type >= 0) - cannons.push_back({-14.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, laser_type}); + for (auto& pw : m.weapons) { + int t = pw.type == "laser" ? laser_type : cannon_type; + if (t < 0) continue; + cannons.push_back({pw.x, pw.y, 0.0f, 0.0f, 0.0f, t}); + } + if (cannons.empty()) // map declared no weapons: fall back to a cannon + cannons.push_back({-18.0f, graph.ground_level + 0.6f, + 0.0f, 0.0f, 0.0f, cannon_type}); projectiles.clear(); beams.clear(); explosions.clear(); metal = 200.0f; energy = 200.0f; game_over = false; winner = -1; selected_cannon = -1; place_dev = -1; }; - reset(); + + // Tear the world down and rebuild it from maps[i]. Used at startup and by + // the Dev panel's map selector. + auto load_map_at = [&](int i) { + current_map = std::clamp(i, 0, (int)maps.size() - 1); + build_map(maps[current_map], graph); // also sets graph.ground_level + snap_nodes = graph.nodes; + snap_edges = graph.edges; + reset(); + }; + load_map_at(current_map); // Build state int drag_node = -1; @@ -517,7 +536,7 @@ void App::run() { } // Metal deposits (markers on the ground; mines must sit on these). - for (auto& d : map.deposits) { + for (auto& d : maps[current_map].deposits) { if (deposit_tex) renderer.draw_sprite(d.first, d.second + 0.2f, 0.35f, 0.35f, 0.0f, deposit_tex); else renderer.draw_box(d.first, d.second + 0.2f, 0.3f, 0.3f, 0.0f, 0.8f, 0.7f, 0.2f, 0.9f); } @@ -788,6 +807,24 @@ void App::run() { if (battery_i >= 0) { ImGui::SameLine(); if (ImGui::Button("battery")) { place_dev = battery_i; selected_cannon = -1; } } if (ImGui::Button("restart (R)")) reset(); ImGui::Separator(); + // Map selector. Picking one rebuilds the world from that map. + if (ImGui::CollapsingHeader("Map", ImGuiTreeNodeFlags_DefaultOpen)) { + const MapDef& cur = maps[current_map]; + if (ImGui::BeginCombo("scenario", cur.name.c_str())) { + for (int i = 0; i < (int)maps.size(); i++) { + bool sel = (i == current_map); + if (ImGui::Selectable(maps[i].name.c_str(), sel) && !sel) + load_map_at(i); + if (sel) ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + if (!cur.description.empty()) + ImGui::TextWrapped("%s", cur.description.c_str()); + ImGui::Text("ground %.1f deposits %zu struts %zu", + cur.ground_level, cur.deposits.size(), graph.edges.size()); + if (ImGui::Button("reload map")) load_map_at(current_map); + } if (ImGui::CollapsingHeader("Physics", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderFloat("gravity", &graph.gravity, 0.0f, 40.0f); ImGui::SliderFloat("air drag", &graph.air_drag, 0.0f, 3.0f); |
