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| author | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-18 02:40:25 +0200 |
|---|---|---|
| committer | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-18 02:40:25 +0200 |
| commit | 0807c89343480b15c7b63a0e864782179eb28ef5 (patch) | |
| tree | 0da6e1a5600997faf240025fa3dcaaa223a87ae8 /src | |
| parent | 0837872bed3d97d3433d7e0cbafffa7f271ebee1 (diff) | |
| download | forts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.tar.gz forts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.zip | |
More Forts assets
Diffstat (limited to 'src')
| -rw-r--r-- | src/engine/app.cpp | 32 | ||||
| -rw-r--r-- | src/engine/renderer.cpp | 8 | ||||
| -rw-r--r-- | src/engine/renderer.hpp | 7 | ||||
| -rw-r--r-- | src/game/build_graph.hpp | 4 | ||||
| -rw-r--r-- | src/game/data.cpp | 4 | ||||
| -rw-r--r-- | src/game/data.hpp | 9 |
6 files changed, 50 insertions, 14 deletions
diff --git a/src/engine/app.cpp b/src/engine/app.cpp index 64b9f01..d5001c1 100644 --- a/src/engine/app.cpp +++ b/src/engine/app.cpp @@ -89,12 +89,14 @@ void App::run() { // above is sky. Anything that falls into the ground is destroyed. graph.ground_level = 1.0f; - // Resolve each material's texture once (nullptr = draw flat colour). + // Resolve each material's texture once: prefer BYO Forts art, fall back to + // the CC0 placeholder, then to a flat colour (nullptr). std::vector<SDL_Texture*> mat_tex(graph.materials.size(), nullptr); for (size_t i = 0; i < graph.materials.size(); i++) - if (!graph.materials[i].texture.empty()) - mat_tex[i] = renderer.load_texture(graph.materials[i].texture); - SDL_Texture* ground_tex = renderer.load_texture("data/textures/ground.png"); + mat_tex[i] = renderer.load_texture_or(graph.materials[i].texture_forts, + graph.materials[i].texture); + SDL_Texture* ground_tex = renderer.load_texture_or( + "forts:environment/midwest/ground/ground1.tga", "data/textures/ground.png"); // Short-lived explosion puffs spawned when debris hits the ground. struct Explosion { float x, y, life; }; @@ -108,8 +110,16 @@ void App::run() { if (weapons[i].name == "cannon") cannon_type = (int)i; if (weapons[i].name == "laser") laser_type = (int)i; } - SDL_Texture* turret_tex = renderer.load_texture("data/textures/weapon_turret.png"); - SDL_Texture* shell_tex = renderer.load_texture("data/textures/projectile_laser.png"); + // Per-weapon turret sprite (BYO Forts art, else CC0 placeholder). + std::vector<SDL_Texture*> weapon_tex(weapons.size(), nullptr); + for (size_t i = 0; i < weapons.size(); i++) + weapon_tex[i] = renderer.load_texture_or(weapons[i].texture_forts, + weapons[i].texture); + SDL_Texture* shell_tex = nullptr; + if (!weapons.empty()) + shell_tex = renderer.load_texture_or( + weapons[cannon_type].projectile_texture_forts, + weapons[cannon_type].projectile_texture); struct Cannon { float x, y, mount, aim, cooldown; int type; }; std::vector<Cannon> cannons; @@ -127,8 +137,8 @@ void App::run() { MapData map = load_map(script, "data"); std::vector<SDL_Texture*> dev_tex(device_defs.size(), nullptr); for (size_t i = 0; i < device_defs.size(); i++) - if (!device_defs[i].texture.empty()) - dev_tex[i] = renderer.load_texture(device_defs[i].texture); + dev_tex[i] = renderer.load_texture_or(device_defs[i].texture_forts, + device_defs[i].texture); SDL_Texture* deposit_tex = renderer.load_texture("data/textures/deposit.png"); struct Device { int def, team; float x, y, hp, max_hp; bool on_deposit; }; @@ -673,8 +683,10 @@ void App::run() { float bx = c.x + std::cos(c.aim) * bl * 0.5f; float by = c.y + std::sin(c.aim) * bl * 0.5f; renderer.draw_box(bx, by, bl * 0.5f, 0.12f, c.aim, 0.30f, 0.30f, 0.34f, 1.0f); - if (turret_tex) renderer.draw_sprite(c.x, c.y, 0.5f, 0.5f, 0.0f, turret_tex); - else renderer.draw_box(c.x, c.y, 0.5f, 0.5f, 0.0f, 0.4f, 0.4f, 0.45f, 1.0f); + SDL_Texture* wt = (c.type >= 0 && c.type < (int)weapon_tex.size()) + ? weapon_tex[c.type] : nullptr; + if (wt) renderer.draw_sprite(c.x, c.y, 0.5f, 0.5f, 0.0f, wt); + else renderer.draw_box(c.x, c.y, 0.5f, 0.5f, 0.0f, 0.4f, 0.4f, 0.45f, 1.0f); } // Firing arc of the selected cannon (the cone of allowed directions). diff --git a/src/engine/renderer.cpp b/src/engine/renderer.cpp index 0ec6371..bc9bbf7 100644 --- a/src/engine/renderer.cpp +++ b/src/engine/renderer.cpp @@ -192,6 +192,14 @@ SDL_Texture* Renderer::load_texture(const std::string& path) { return tex; } +SDL_Texture* Renderer::load_texture_or(const std::string& primary, + const std::string& fallback) { + if (!primary.empty()) { + if (SDL_Texture* t = load_texture(primary)) return t; + } + return fallback.empty() ? nullptr : load_texture(fallback); +} + void Renderer::draw_sprite(float cx, float cy, float half_w, float half_h, float angle, SDL_Texture* tex, float r, float g, float b, float a) { diff --git a/src/engine/renderer.hpp b/src/engine/renderer.hpp index ddc8055..f5a087f 100644 --- a/src/engine/renderer.hpp +++ b/src/engine/renderer.hpp @@ -25,6 +25,13 @@ public: // Load a texture (cached by path). Returns nullptr on failure. SDL_Texture* load_texture(const std::string& path); + // Load `primary` if set, falling back to `fallback` if it is empty or fails + // to load. Used for BYO Forts art ("forts:...") that degrades to the CC0 + // placeholder when the game is not installed. Returns nullptr if neither + // loads. + SDL_Texture* load_texture_or(const std::string& primary, + const std::string& fallback); + // Draw a textured quad in world coordinates, colour-modulated by (r,g,b,a). void draw_sprite(float cx, float cy, float half_w, float half_h, float angle, SDL_Texture* tex, diff --git a/src/game/build_graph.hpp b/src/game/build_graph.hpp index f92dbd3..bf83a18 100644 --- a/src/game/build_graph.hpp +++ b/src/game/build_graph.hpp @@ -36,7 +36,9 @@ struct MaterialDef { float half_width; // visual thickness float r, g, b, a; // visual colour (also tints the texture) std::string name; - std::string texture; // optional texture path ("" = flat colour) + std::string texture; // CC0 placeholder path ("" = flat colour) + std::string texture_forts; // preferred BYO Forts art ("forts:..."), falls + // back to `texture` then colour when absent }; struct BuildNode { diff --git a/src/game/data.cpp b/src/game/data.cpp index 54f7fdb..654cac6 100644 --- a/src/game/data.cpp +++ b/src/game/data.cpp @@ -37,6 +37,7 @@ MaterialDef read_material(const sol::table& m) { d.tension_only = m.get_or("tension_only", false); d.half_width = m.get_or("half_width", 0.15f); d.texture = m.get_or("texture", std::string("")); + d.texture_forts = m.get_or("texture_forts", std::string("")); sol::optional<sol::table> col = m["color"]; d.r = col ? col->get_or(1, 0.8f) : 0.8f; @@ -138,6 +139,8 @@ WeaponDef read_weapon(const sol::table& w) { d.energy_cost = w.get_or("energy_cost", 0.0f); d.texture = w.get_or("texture", std::string("")); d.projectile_texture = w.get_or("projectile_texture", std::string("")); + d.texture_forts = w.get_or("texture_forts", std::string("")); + d.projectile_texture_forts = w.get_or("projectile_texture_forts", std::string("")); return d; } } // namespace @@ -213,6 +216,7 @@ DeviceDef read_device(const sol::table& d) { v.cost_metal = d.get_or("cost_metal", 0.0f); v.cost_energy = d.get_or("cost_energy", 0.0f); v.texture = d.get_or("texture", std::string("")); + v.texture_forts = d.get_or("texture_forts", std::string("")); sol::optional<sol::table> col = d["color"]; v.r = col ? col->get_or(1, 0.8f) : 0.8f; v.g = col ? col->get_or(2, 0.8f) : 0.8f; diff --git a/src/game/data.hpp b/src/game/data.hpp index 3a7f912..fdf9e08 100644 --- a/src/game/data.hpp +++ b/src/game/data.hpp @@ -24,8 +24,10 @@ struct WeaponDef { float beam_dps; // HP damage per second to the struck strut float beam_duration; // seconds the beam stays on float energy_cost; // energy spent per shot (Forts EnergyFireCost) - std::string texture; // turret/base sprite - std::string projectile_texture; // shell sprite + std::string texture; // turret/base sprite (CC0 placeholder) + std::string projectile_texture; // shell sprite (CC0 placeholder) + std::string texture_forts; // preferred BYO Forts turret art + std::string projectile_texture_forts; // preferred BYO Forts shell art }; // Loads the material table from <data_dir>/materials.lua, then applies every @@ -57,7 +59,8 @@ struct DeviceDef { bool is_core; // reactor: destroying it decides the game float half_w, half_h; float cost_metal, cost_energy; // build cost - std::string texture; + std::string texture; // CC0 placeholder ("" = flat colour) + std::string texture_forts; // preferred BYO Forts art, else texture float r, g, b; // fallback colour when no texture }; |
