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| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics
artillery RTS.
- Building: node/strut graph on a stiff mass-spring solver (canon Forts model),
triangulation rigidity, axial + 30-degree angle-stress breaking, cascading
collapse, fire (DoT + spread), ground destroys debris.
- Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in-
arc UX; splash / beam damage; bg-brace passthrough.
- Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery,
metal deposits, storage caps, per-shot energy cost.
- Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod.
- Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored.
- Assets: CC0 placeholders only; real game art loaded at runtime from the user's
own install via forts: paths (bring-your-own; nothing copyrighted committed).
See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src')
| -rw-r--r-- | src/engine/app.cpp | 824 | ||||
| -rw-r--r-- | src/engine/app.hpp | 29 | ||||
| -rw-r--r-- | src/engine/camera.cpp | 55 | ||||
| -rw-r--r-- | src/engine/camera.hpp | 59 | ||||
| -rw-r--r-- | src/engine/input.cpp | 101 | ||||
| -rw-r--r-- | src/engine/input.hpp | 53 | ||||
| -rw-r--r-- | src/engine/physics.cpp | 70 | ||||
| -rw-r--r-- | src/engine/physics.hpp | 41 | ||||
| -rw-r--r-- | src/engine/renderer.cpp | 285 | ||||
| -rw-r--r-- | src/engine/renderer.hpp | 60 | ||||
| -rw-r--r-- | src/engine/script.cpp | 18 | ||||
| -rw-r--r-- | src/engine/script.hpp | 21 | ||||
| -rw-r--r-- | src/engine/stb_impl.cpp | 9 | ||||
| -rw-r--r-- | src/game/build_graph.cpp | 487 | ||||
| -rw-r--r-- | src/game/build_graph.hpp | 151 | ||||
| -rw-r--r-- | src/game/build_system.hpp | 32 | ||||
| -rw-r--r-- | src/game/data.cpp | 261 | ||||
| -rw-r--r-- | src/game/data.hpp | 73 | ||||
| -rw-r--r-- | src/main.cpp | 13 |
19 files changed, 2642 insertions, 0 deletions
diff --git a/src/engine/app.cpp b/src/engine/app.cpp new file mode 100644 index 0000000..64b9f01 --- /dev/null +++ b/src/engine/app.cpp @@ -0,0 +1,824 @@ +#include "engine/app.hpp" +#include "engine/renderer.hpp" +#include "engine/input.hpp" +#include "engine/camera.hpp" +#include "engine/script.hpp" +#include "game/build_graph.hpp" +#include "game/data.hpp" +#include "imgui.h" + +#include <cmath> +#include <cstdio> +#include <vector> +#include <algorithm> +#include <random> + +App::App(const AppConfig& cfg) : config_(cfg) { + if (!SDL_Init(SDL_INIT_VIDEO)) { + fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); + return; + } + int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL; + window_ = SDL_CreateWindow(config_.title, + config_.window_width, + config_.window_height, flags); + if (!window_) + fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError()); +} + +App::~App() { + if (window_) SDL_DestroyWindow(window_); + SDL_Quit(); +} + +static void update_camera(Camera& cam, const Input& input, float dt) { + if (input.key_down(SDLK_LEFT)) cam.pan({-cam.pan_speed * dt / cam.zoom(), 0.0f}); + if (input.key_down(SDLK_RIGHT)) cam.pan({ cam.pan_speed * dt / cam.zoom(), 0.0f}); + if (input.key_down(SDLK_UP)) cam.pan({0.0f, cam.pan_speed * dt / cam.zoom()}); + if (input.key_down(SDLK_DOWN)) cam.pan({0.0f, -cam.pan_speed * dt / cam.zoom()}); + if (input.mouse_down(SDL_BUTTON_MIDDLE)) { + auto d = input.mouse_delta(); + cam.pan({-d.x / cam.zoom(), d.y / cam.zoom()}); + } + float scroll = input.scroll_delta(); + if (scroll != 0.0f) + cam.zoom_at(scroll, cam.screen_to_world(input.mouse_pos())); +} + +static void draw_preview_line(Renderer& r, float ax, float ay, float bx, float by, + float thick, float cr, float cg, float cb, float ca) { + float mx = (ax + bx) * 0.5f, my = (ay + by) * 0.5f; + float dx = bx - ax, dy = by - ay; + float len = std::sqrt(dx*dx + dy*dy); + float ang = std::atan2(dy, dx); + if (len > 0.01f) r.draw_box(mx, my, len * 0.5f, thick, ang, cr, cg, cb, ca); +} + +void App::run() { + if (!window_) return; + + Renderer renderer; + Input input; + Camera camera; + BuildGraph graph; // mass-spring building structure + + // Load material data from Lua (base + mods). Falls back to a single wood + // material so the game still runs if the data files are missing. + ScriptEngine script; + graph.materials = load_materials(script, "data"); + if (graph.materials.empty()) { + fprintf(stderr, "WARNING: no materials loaded; using built-in fallback\n"); + MaterialDef wood{}; + wood.stiffness = 600; wood.damping = 12; wood.mass = 0.25f; + wood.max_compression = 0.90f; wood.max_expansion = 1.10f; + wood.angle_threshold = 0.5236f; wood.tension_only = false; + wood.half_width = 0.15f; + wood.r = 0.55f; wood.g = 0.35f; wood.b = 0.15f; wood.a = 1.0f; + wood.name = "wood"; + graph.materials.push_back(wood); + } + + int w, h; + SDL_GetWindowSize(window_, &w, &h); + if (!renderer.init(window_, w, h)) return; + camera.set_viewport(w, h); + camera.set_position({0.0f, 6.0f}); + 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. + graph.ground_level = 1.0f; + + // Resolve each material's texture once (nullptr = draw flat colour). + 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"); + + // Short-lived explosion puffs spawned when debris hits the ground. + struct Explosion { float x, y, life; }; + std::vector<Explosion> explosions; + const float EXPLOSION_LIFE = 0.4f; + + // --- Weapons (M4) --------------------------------------------------------- + std::vector<WeaponDef> weapons = load_weapons(script, "data"); + int cannon_type = 0, laser_type = -1; + for (size_t i = 0; i < weapons.size(); i++) { + 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"); + + struct Cannon { float x, y, mount, aim, cooldown; int type; }; + std::vector<Cannon> cannons; + + struct Projectile { float x, y, vx, vy, damage, splash, knock, radius, life, ignite; }; + std::vector<Projectile> projectiles; + struct Beam { float ox, oy, angle, range, dps, time_left, hx, hy; bool ignite; }; + std::vector<Beam> beams; + + std::mt19937 rng(12345); + std::uniform_real_distribution<float> uni(0.0f, 1.0f); + + // --- Devices + map (M5) --------------------------------------------------- + std::vector<DeviceDef> device_defs = load_devices(script, "data"); + 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); + 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; }; + std::vector<Device> devices; + + auto devidx = [&](const char* n) -> int { + for (size_t i = 0; i < device_defs.size(); i++) + if (device_defs[i].name == n) return (int)i; + return -1; + }; + 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) + if (std::hypot(x - d.first, y - d.second) < 1.6f) return true; + return false; + }; + + const float BASE_ECAP = 1000.0f, BASE_MCAP = 1000.0f; + 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; + + int selected_cannon = -1; + int cur_mat = 0; + int place_dev = -1; // >=0 = placing that device type; -1 = build materials + + auto reset = [&]() { + graph.nodes = snap_nodes; + graph.edges = snap_edges; + graph.rebuild(); + devices.clear(); + for (auto& pd : map.devices) { + int di = -1; + for (size_t i = 0; i < device_defs.size(); i++) + if (device_defs[i].name == pd.type) di = (int)i; + if (di < 0) continue; + Device dv{di, pd.team, pd.x, pd.y, device_defs[di].hp, device_defs[di].hp, true}; + if (device_defs[di].needs_deposit) dv.on_deposit = on_deposit(pd.x, pd.y); + 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}); + projectiles.clear(); beams.clear(); explosions.clear(); + metal = 200.0f; energy = 200.0f; + game_over = false; winner = -1; selected_cannon = -1; place_dev = -1; + }; + reset(); + + // Build state + int drag_node = -1; + bool placing = false; + int extruding_edge = -1; + float extrude_start_x = 0.0f; + float extrude_start_y = 0.0f; + + const float FIXED_DT = 1.0f / 60.0f; + const float MAX_FRAME = 0.25f; + float accumulator = 0.0f; + + last_tick_ = SDL_GetTicks(); + + while (running_) { + uint64_t now = SDL_GetTicks(); + float frame_dt = static_cast<float>(now - last_tick_) / 1000.0f; + last_tick_ = now; + if (frame_dt > MAX_FRAME) frame_dt = MAX_FRAME; + + input.begin_frame(); + if (input.quit_requested()) running_ = false; + // Escape deselects a weapon first, otherwise quits. + if (input.key_pressed(SDLK_ESCAPE)) { + if (selected_cannon >= 0) selected_cannon = -1; + else running_ = false; + } + + // 1/2/3 pick a build material; 5/6/7 pick a device to place; R restarts. + if (input.key_pressed(SDLK_1)) { cur_mat = 0; selected_cannon = -1; place_dev = -1; } + if (input.key_pressed(SDLK_2)) { cur_mat = 1; selected_cannon = -1; place_dev = -1; } + if (input.key_pressed(SDLK_3)) { cur_mat = 2; selected_cannon = -1; place_dev = -1; } + if (input.key_pressed(SDLK_5)) { place_dev = turbine_i; selected_cannon = -1; } + if (input.key_pressed(SDLK_6)) { place_dev = mine_i; selected_cannon = -1; } + if (input.key_pressed(SDLK_7)) { place_dev = battery_i; selected_cannon = -1; } + if (input.key_pressed(SDLK_R)) reset(); + if (cur_mat >= (int)graph.materials.size()) cur_mat = 0; + + glm::vec2 mpos = input.mouse_pos(); + float wx = camera.screen_to_world(mpos).x; + float wy = camera.screen_to_world(mpos).y; + + // Suppress world clicks when the mouse is over the dev UI (last frame's + // state — valid before this frame's ImGui::NewFrame). + bool over_ui = ImGui::GetIO().WantCaptureMouse; + + // ---- Weapon select / aim / fire ---- + // A left-click on a cannon selects it. While a cannon is selected, the + // mouse aims it (clamped to its firing arc) and a click elsewhere fires. + bool left_click = input.mouse_pressed(SDL_BUTTON_LEFT) && !over_ui; + int clicked_cannon = -1; + if (left_click) { + float best = 0.8f * 0.8f; // select radius^2 + for (int i = 0; i < (int)cannons.size(); i++) { + float dx = wx - cannons[i].x, dy = wy - cannons[i].y; + float d2 = dx*dx + dy*dy; + if (d2 < best) { best = d2; clicked_cannon = i; } + } + } + if (clicked_cannon >= 0) { selected_cannon = clicked_cannon; place_dev = -1; } + + if (selected_cannon >= 0 && !weapons.empty()) { + Cannon& c = cannons[selected_cannon]; + const WeaponDef& wpn = weapons[c.type]; + // Aim toward cursor, clamped to [min,max] fire angle around the mount. + const float PI = 3.14159265358979323846f; + float rel = std::atan2(wy - c.y, wx - c.x) - c.mount; + while (rel > PI) rel -= 2.0f * PI; + while (rel < -PI) rel += 2.0f * PI; + rel = std::clamp(rel, wpn.min_fire_angle, wpn.max_fire_angle); + c.aim = c.mount + rel; + // Fire on a click that wasn't the one selecting this cannon (costs energy). + if (left_click && clicked_cannon < 0 && c.cooldown <= 0.0f && + !game_over && energy >= wpn.energy_cost) { + const float BL = 1.0f; + float tx = c.x + std::cos(c.aim)*BL, ty = c.y + std::sin(c.aim)*BL; + if (wpn.is_beam) { + beams.push_back({ tx, ty, c.aim, wpn.beam_range, wpn.beam_dps, + wpn.beam_duration, tx, ty, wpn.fire_chance > 0.0f }); + } else { + projectiles.push_back({ tx, ty, + std::cos(c.aim) * wpn.muzzle_speed, std::sin(c.aim) * wpn.muzzle_speed, + wpn.splash_damage, wpn.splash_radius, wpn.knockback, + wpn.projectile_radius, 6.0f, wpn.fire_chance }); + } + c.cooldown = wpn.reload; + energy -= wpn.energy_cost; + } + } + + // ---- Device placement (mine/turbine/battery) ---- + if (place_dev >= 0 && place_dev < (int)device_defs.size() && + left_click && clicked_cannon < 0 && !game_over) { + const DeviceDef& def = device_defs[place_dev]; + bool dep_ok = !def.needs_deposit || on_deposit(wx, wy); + if (dep_ok && metal >= def.cost_metal && energy >= def.cost_energy) { + devices.push_back({ place_dev, 0, wx, wy, def.hp, def.hp, + def.needs_deposit ? on_deposit(wx, wy) : true }); + metal -= def.cost_metal; + energy -= def.cost_energy; + } + } + + bool building = (selected_cannon < 0 && place_dev < 0); // suppress while aiming/placing + + // Queries (only meaningful when building) + int hover_node = building ? graph.find_nearest_node(wx, wy, 0.5f) : -1; + int hover_edge = (building && hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1; + + // ---- Left click: start an edge ---- + // A build can only START from something already anchored: an existing + // node, or the ground (which creates a foundation node). Clicking empty + // air does nothing — you can't grow structure out of thin air. + if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_LEFT)) { + if (hover_node >= 0) { + drag_node = hover_node; + placing = true; + } else if (graph.is_on_ground(wy)) { + int new_id = graph.add_node(wx, graph.ground_level, true); + if (new_id >= 0) { + drag_node = new_id; + placing = true; + metal -= 50.0f; energy -= 400.0f; + } + } + } + + // ---- Right click on edge: extrude ---- + if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_RIGHT)) { + if (hover_edge >= 0) { + extruding_edge = hover_edge; + extrude_start_x = wx; + extrude_start_y = wy; + } + } + + // ---- Finish edge placement ---- (add_link enforces the length rules + // and subdivides a long drag into segments) + if (placing && !input.mouse_down(SDL_BUTTON_LEFT)) { + int target = graph.find_nearest_node(wx, wy, 0.5f); + if (target >= 0 && target != drag_node) { + if (graph.add_link(drag_node, target, cur_mat) > 0) { + metal -= 5.0f; energy -= 25.0f; + } + } else if (drag_node >= 0 && drag_node < (int)graph.nodes.size()) { + bool foundation = graph.is_on_ground(wy); + float ny = foundation ? graph.ground_level : wy; + // Length guard first, so a rejected link leaves no orphan node. + const auto& m = graph.materials[cur_mat]; + float dlen = std::hypot(wx - graph.nodes[drag_node].x, + ny - graph.nodes[drag_node].y); + if (dlen >= m.min_length && dlen <= m.max_link_length) { + int new_id = graph.add_node(wx, ny, foundation); + if (graph.add_link(drag_node, new_id, cur_mat) > 0) { + metal -= 5.0f; energy -= 25.0f; + if (foundation) { metal -= 50.0f; energy -= 400.0f; } + } + } + } + drag_node = -1; + placing = false; + } + + // ---- Finish extrusion ---- + if (extruding_edge >= 0 && !input.mouse_down(SDL_BUTTON_RIGHT)) { + float offx = wx - extrude_start_x; + float offy = wy - extrude_start_y; + if (std::sqrt(offx*offx + offy*offy) > 0.1f) { + graph.extrude_edge(extruding_edge, offx, offy); + metal -= 10.0f; energy -= 25.0f; + } + extruding_edge = -1; + } + + update_camera(camera, input, frame_dt); + + // ---- Simulation (fixed timestep, so it stays frame-rate independent + // and deterministic) ---- + accumulator += frame_dt; + while (accumulator >= FIXED_DT) { + graph.step(FIXED_DT); // mass-spring integration (oversampled) + graph.check_strain(); // snap struts past axial/angle limits + graph.update_timers(FIXED_DT); // build-grace countdown + graph.update_fire(FIXED_DT); // burn DoT + spread + graph.kill_grounded(); // destroy debris below the ground + + // Weapons: tick reloads. + for (auto& c : cannons) + if (c.cooldown > 0.0f) c.cooldown = std::max(0.0f, c.cooldown - FIXED_DT); + + // Cannon shells: ballistic, detonate on ground or a projectile-blocking + // strut (shells pass THROUGH background bracing / ropes). + for (auto& p : projectiles) { + if (p.life <= 0.0f) continue; + p.vy -= graph.gravity * FIXED_DT; + p.x += p.vx * FIXED_DT; + p.y += p.vy * FIXED_DT; + p.life -= FIXED_DT; + bool hit = false; + if (p.y <= graph.ground_level) { p.y = graph.ground_level; hit = true; } + else if (graph.find_blocking_edge(p.x, p.y, p.radius + 0.15f) >= 0) hit = true; + if (hit) { + if (p.ignite > 0.0f && uni(rng) < p.ignite) + graph.ignite_area(p.x, p.y, p.splash * 0.7f); // ~25% incendiary + graph.apply_splash(p.x, p.y, p.splash, p.damage, p.knock); + for (auto& dv : devices) if (dv.hp > 0.0f) { // splash hits devices too + float d = std::hypot(dv.x - p.x, dv.y - p.y); + if (d < p.splash) dv.hp -= p.damage * (1.0f - d / p.splash); + } + explosions.push_back({p.x, p.y, EXPLOSION_LIFE}); + p.life = 0.0f; + } + } + + // Laser beams: damage + ignite everything crossed, pass through + // bg-brace/ropes, stop at the first wood strut. Also burns devices. + for (auto& bm : beams) { + if (bm.time_left <= 0.0f) continue; + graph.beam_fire(bm.ox, bm.oy, std::cos(bm.angle), std::sin(bm.angle), + bm.range, bm.dps * FIXED_DT, bm.ignite, bm.hx, bm.hy); + float ex = bm.hx - bm.ox, ey = bm.hy - bm.oy; + float len2 = ex*ex + ey*ey; + for (auto& dv : devices) if (dv.hp > 0.0f && len2 > 1e-6f) { + float t = std::clamp(((dv.x-bm.ox)*ex + (dv.y-bm.oy)*ey) / len2, 0.0f, 1.0f); + float d = std::hypot(dv.x - (bm.ox+t*ex), dv.y - (bm.oy+t*ey)); + if (d < 0.6f) dv.hp -= bm.dps * FIXED_DT; + } + bm.time_left -= FIXED_DT; + } + + // Resources: team-0 devices generate metal/energy (capped). + float egen = 0.0f, mgen = 0.0f; ecap = BASE_ECAP; mcap = BASE_MCAP; + for (auto& dv : devices) if (dv.team == 0 && dv.hp > 0.0f) { + const DeviceDef& def = device_defs[dv.def]; + ecap += def.energy_storage; mcap += def.metal_storage; + if (def.wind) + egen += def.wind_max_rate * + std::clamp((dv.y - graph.ground_level) / def.wind_max_height, 0.0f, 1.0f); + else if (def.needs_deposit) { if (dv.on_deposit) { egen += def.energy_rate; mgen += def.metal_rate; } } + else { egen += def.energy_rate; mgen += def.metal_rate; } + } + energy = std::clamp(energy + egen * FIXED_DT, 0.0f, ecap); + metal = std::clamp(metal + mgen * FIXED_DT, 0.0f, mcap); + + // Win/loss: a team with no living reactor loses. + if (!game_over) { + int pa = 0, ea = 0; + for (auto& dv : devices) + if (device_defs[dv.def].is_core && dv.hp > 0.0f) (dv.team == 0 ? pa : ea)++; + if (ea == 0) { game_over = true; winner = 0; } + else if (pa == 0) { game_over = true; winner = 1; } + } + accumulator -= FIXED_DT; + } + devices.erase(std::remove_if(devices.begin(), devices.end(), + [](const Device& d){ return d.hp <= 0.0f; }), devices.end()); + projectiles.erase( + std::remove_if(projectiles.begin(), projectiles.end(), + [](const Projectile& p){ return p.life <= 0.0f; }), + projectiles.end()); + beams.erase( + std::remove_if(beams.begin(), beams.end(), + [](const Beam& b){ return b.time_left <= 0.0f; }), + beams.end()); + + // Spawn an explosion puff for everything the ground destroyed this frame. + for (const auto& d : graph.destroyed_events) + explosions.push_back({d.x, d.y, EXPLOSION_LIFE}); + graph.destroyed_events.clear(); + + // Age out explosion puffs. + for (auto& ex : explosions) ex.life -= frame_dt; + explosions.erase( + std::remove_if(explosions.begin(), explosions.end(), + [](const Explosion& e){ return e.life <= 0.0f; }), + explosions.end()); + + // Destruction above may have removed nodes/edges, invalidating indices + // cached at frame start. Drop stale ones and re-query hover for rendering. + if (drag_node >= (int)graph.nodes.size()) { drag_node = -1; placing = false; } + if (extruding_edge >= (int)graph.edges.size()) extruding_edge = -1; + hover_node = graph.find_nearest_node(wx, wy, 0.5f); + hover_edge = (hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1; + + // ---- Render ---- + renderer.begin_frame(camera); + + // Ground: solid fill for depth, then a tiled dirt strip along the surface. + renderer.draw_box(0.0f, graph.ground_level - 1.0e4f, + 1.0e5f, 1.0e4f, 0.0f, + 0.20f, 0.16f, 0.12f, 1.0f); + if (ground_tex) { + float halfvis = camera.viewport_width() / (2.0f * camera.zoom()); + float left = camera.position().x - halfvis - 2.0f; + float right = camera.position().x + halfvis + 2.0f; + const float ts = 2.0f; // tile size (world units) + float startx = std::floor(left / ts) * ts + ts * 0.5f; + for (float cx = startx; cx < right; cx += ts) + renderer.draw_sprite(cx, graph.ground_level - ts * 0.5f, + ts * 0.5f, ts * 0.5f, 0.0f, ground_tex); + } + + // Metal deposits (markers on the ground; mines must sit on these). + for (auto& d : 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); + } + + // Triangle faces FIRST — a dark cladding panel that sits BEHIND the + // struts (filling triangulated cells), so it never hides the edges. + for (const auto& f : graph.faces) { + auto& pa = graph.nodes[f.node_a]; + auto& pb = graph.nodes[f.node_b]; + auto& pc = graph.nodes[f.node_c]; + SDL_Renderer* sdl = renderer.sdl_renderer(); + auto to_scr = [&](float px, float py) -> SDL_FPoint { + float zoom = camera.zoom(); + float ox = camera.viewport_width() * 0.5f - camera.position().x * zoom; + float oy = camera.viewport_height() * 0.5f + camera.position().y * zoom; + return {ox + px * zoom, oy - py * zoom}; + }; + auto p0 = to_scr(pa.x, pa.y); + auto p1 = to_scr(pb.x, pb.y); + auto p2 = to_scr(pc.x, pc.y); + // Dark, semi-transparent panel (SDL_FColor is 0..1 floats). + SDL_FColor fc = {0.10f, 0.07f, 0.05f, 0.75f}; + SDL_Vertex verts[3] = { + {{p0.x, p0.y}, fc, {0,0}}, + {{p1.x, p1.y}, fc, {0,0}}, + {{p2.x, p2.y}, fc, {0,0}}, + }; + int idx[3] = {0, 1, 2}; + SDL_RenderGeometry(sdl, NULL, verts, 3, idx, 3); + } + + // Build edges — drawn ON TOP of the panels so struts stay visible. + // Textured if the material has one; tinted by stress (red compressed, + // blue tension) multiplied by the material colour. + for (const auto& e : graph.edges) { + auto& pa = graph.nodes[e.node_a]; + auto& pb = graph.nodes[e.node_b]; + float mx = (pa.x + pb.x) * 0.5f; + float my = (pa.y + pb.y) * 0.5f; + float dx = pb.x - pa.x; + float dy = pb.y - pa.y; + float len = std::sqrt(dx*dx + dy*dy); + float ang = std::atan2(dy, dx); + + // stress tint (white -> red/blue), then modulated by material colour + float t = std::min(1.0f, std::fabs(e.stress) / 0.10f); + float tr = 1.0f, tg = 1.0f, tb = 1.0f; + if (e.stress < 0.0f) { tg = 1.0f - t; tb = 1.0f - t; } // compressed + else if (e.stress > 0.0f) { tr = 1.0f - t; tg = 1.0f - t; } // stretched + float cr = e.r * tr, cg = e.g * tg, cb = e.b * tb; + if (e.burning) { // fiery orange, flickering + float fl = 0.6f + 0.4f * std::sin((float)SDL_GetTicks() * 0.02f + mx); + cr = 1.0f; cg = 0.35f * fl; cb = 0.08f; + } + + SDL_Texture* tex = (e.mat < (int)mat_tex.size()) ? mat_tex[e.mat] : nullptr; + if (tex) renderer.draw_sprite(mx, my, len * 0.5f, e.half_width, ang, tex, cr, cg, cb, e.a); + else renderer.draw_box (mx, my, len * 0.5f, e.half_width, ang, cr, cg, cb, e.a); + } + + // Nodes + for (const auto& n : graph.nodes) { + float col = n.is_foundation ? 0.3f : 0.9f; + renderer.draw_box(n.x, n.y, 0.15f, 0.15f, 0.0f, col, col, col, 0.8f); + } + + // Radial timer (yellow) while a fresh strut is curing (build grace). + for (const auto& e : graph.edges) { + if (e.settle <= 0.0f) continue; + auto& pa = graph.nodes[e.node_a]; + auto& pb = graph.nodes[e.node_b]; + float mx = (pa.x + pb.x) * 0.5f, my = (pa.y + pb.y) * 0.5f; + float frac = e.settle / BuildGraph::SETTLE_TIME; + renderer.draw_radial_timer(mx, my, 0.28f, frac, 1.0f, 0.75f, 0.15f, 0.85f); + } + + // Preview during edge drag + if (placing && drag_node >= 0 && drag_node < (int)graph.nodes.size()) { + float px = graph.nodes[drag_node].x; + float py = graph.nodes[drag_node].y; + int target = graph.find_nearest_node(wx, wy, 0.5f); + float ex = wx, ey = wy; + if (target >= 0 && target != drag_node) { + ex = graph.nodes[target].x; + ey = graph.nodes[target].y; + } + const auto& m = graph.materials[cur_mat]; + // Tint red if the link would be rejected (too short / too long). + float len = std::hypot(ex - px, ey - py); + bool valid = len >= m.min_length && len <= m.max_link_length; + float cr = valid ? m.r : 1.0f, cg = valid ? m.g : 0.2f, cb = valid ? m.b : 0.2f; + draw_preview_line(renderer, px, py, ex, ey, m.half_width, cr, cg, cb, 0.6f); + } + + // Preview during extrusion — angled box + auto-brace diagonal + if (extruding_edge >= 0) { + auto* ee = graph.mutable_edge(extruding_edge); + if (ee) { + const auto& na = graph.nodes[ee->node_a]; + const auto& nb = graph.nodes[ee->node_b]; + float offx = wx - extrude_start_x, offy = wy - extrude_start_y; + // Clamp the preview drag to max_length (matches extrude_edge). + { + float ol = std::sqrt(offx*offx + offy*offy); + float maxlen = graph.materials[cur_mat].max_length; + if (ol > maxlen && ol > 1e-6f) { offx *= maxlen/ol; offy *= maxlen/ol; } + } + if (std::sqrt(offx*offx + offy*offy) > 0.1f) { + float cx = na.x + offx, cy = na.y + offy; + float dx = nb.x + offx, dy = nb.y + offy; + const auto& m = graph.materials[cur_mat]; + float hw = m.half_width; + draw_preview_line(renderer, na.x, na.y, cx, cy, hw, m.r, m.g, m.b, 0.5f); + draw_preview_line(renderer, nb.x, nb.y, dx, dy, hw, m.r, m.g, m.b, 0.5f); + draw_preview_line(renderer, cx, cy, dx, dy, hw, m.r, m.g, m.b, 0.5f); + + // brace preview: longer diagonal, if it clears the minimum + if (!graph.materials[cur_mat].tension_only) { + float l1 = std::hypot(dx - na.x, dy - na.y); // ea-nd + float l2 = std::hypot(cx - nb.x, cy - nb.y); // eb-nc + if (l1 >= l2) { + if (l1 >= BuildGraph::MIN_BRACE_LENGTH) + draw_preview_line(renderer, na.x, na.y, dx, dy, hw, m.r, m.g, m.b, 0.35f); + } else { + if (l2 >= BuildGraph::MIN_BRACE_LENGTH) + draw_preview_line(renderer, nb.x, nb.y, cx, cy, hw, m.r, m.g, m.b, 0.35f); + } + } + } + } + } + + // Highlight hovered node/edge + if (hover_node >= 0 && !placing) { + auto& p = graph.nodes[hover_node]; + renderer.draw_box(p.x, p.y, 0.22f, 0.22f, 0.0f, 1.0f, 0.8f, 0.2f, 0.8f); + } + if (hover_edge >= 0 && !placing && extruding_edge < 0) { + auto* he = graph.mutable_edge(hover_edge); + if (he) { + auto& pa = graph.nodes[he->node_a]; + auto& pb = graph.nodes[he->node_b]; + float mx = (pa.x+pb.x)*0.5f, my = (pa.y+pb.y)*0.5f; + float dx = pb.x-pa.x, dy = pb.y-pa.y; + float len = std::sqrt(dx*dx+dy*dy), ang = std::atan2(dy,dx); + renderer.draw_box(mx, my, len*0.5f, 0.18f, ang, 0.3f, 0.7f, 1.0f, 0.5f); + } + } + + // Devices (reactors glow + pulse by team; turbines/mines/batteries) + HP bars. + for (const auto& dv : devices) { + const DeviceDef& def = device_defs[dv.def]; + float tr = def.r, tg = def.g, tb = def.b; + if (def.is_core) { + float pulse = 0.7f + 0.3f * std::sin((float)SDL_GetTicks() * 0.006f); + if (dv.team == 0) { tr = 0.3f*pulse; tg = 1.0f*pulse; tb = 0.5f*pulse; } + else { tr = 1.0f*pulse; tg = 0.3f*pulse; tb = 0.3f*pulse; } + } + SDL_Texture* tex = dev_tex[dv.def]; + if (tex) renderer.draw_sprite(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tex, tr, tg, tb, 1.0f); + else renderer.draw_box(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tr, tg, tb, 1.0f); + // HP bar above + float frac = dv.max_hp > 0.0f ? dv.hp / dv.max_hp : 0.0f; + float bw = def.half_w, by = dv.y + def.half_h + 0.2f; + renderer.draw_box(dv.x, by, bw, 0.06f, 0.0f, 0.1f, 0.1f, 0.1f, 0.85f); + float fh = bw * frac; + renderer.draw_box(dv.x - bw + fh, by, fh, 0.06f, 0.0f, + frac > 0.5f ? 0.2f : 0.9f, frac > 0.5f ? 0.9f : 0.3f, 0.2f, 0.9f); + } + + // Device placement ghost. + if (place_dev >= 0 && place_dev < (int)device_defs.size()) { + const DeviceDef& def = device_defs[place_dev]; + bool ok = (!def.needs_deposit || on_deposit(wx, wy)) && + metal >= def.cost_metal && energy >= def.cost_energy; + renderer.draw_box(wx, wy, def.half_w, def.half_h, 0.0f, + ok ? 0.4f : 1.0f, ok ? 1.0f : 0.3f, 0.4f, 0.4f); + } + + // Cannons: barrel (aimed) then turret base on top. + for (const auto& c : cannons) { + float bl = 1.0f; + 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); + } + + // Firing arc of the selected cannon (the cone of allowed directions). + // No trajectory is shown — you aim a direction within the arc. + if (selected_cannon >= 0 && !weapons.empty()) { + const Cannon& c = cannons[selected_cannon]; + const WeaponDef& wpn = weapons[c.type]; + renderer.draw_arc(c.x, c.y, 3.0f, + c.mount + wpn.min_fire_angle, c.mount + wpn.max_fire_angle, + 0.9f, 0.85f, 0.3f, 0.18f); + float ax = c.x + std::cos(c.aim) * 3.3f; + float ay = c.y + std::sin(c.aim) * 3.3f; + draw_preview_line(renderer, c.x, c.y, ax, ay, 0.05f, 1.0f, 0.9f, 0.3f, 0.7f); + } + + // Laser beams (glow + bright core, from muzzle to hit point). + for (const auto& bm : beams) { + float a = std::min(1.0f, bm.time_left / 0.3f); // quick fade at the end + draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.14f, 1.0f, 0.35f, 0.25f, 0.35f * a); + draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.05f, 1.0f, 0.85f, 0.5f, 0.95f * a); + renderer.draw_box(bm.hx, bm.hy, 0.2f, 0.2f, 0.0f, 1.0f, 0.9f, 0.5f, 0.6f * a); + } + + // Projectiles (shell sprite oriented along velocity). + for (const auto& p : projectiles) { + float ang = std::atan2(p.vy, p.vx); + if (shell_tex) renderer.draw_sprite(p.x, p.y, 0.32f, 0.1f, ang, shell_tex); + else renderer.draw_box(p.x, p.y, p.radius, p.radius, 0.0f, 1.0f, 0.8f, 0.3f, 1.0f); + } + + // Explosion puffs (expanding, fading) where debris hit the ground. + for (const auto& ex : explosions) { + float t = 1.0f - ex.life / EXPLOSION_LIFE; // 0 -> 1 over lifetime + float radius = 0.2f + t * 0.9f; + float alpha = (1.0f - t) * 0.8f; + renderer.draw_radial_timer(ex.x, ex.y, radius, 1.0f, + 1.0f, 0.55f, 0.12f, alpha); + } + + // HUD (resources vs current caps) + renderer.draw_hud_bar(10, 10, mcap > 0 ? metal / mcap : 0.0f, 0.8f, 0.65f, 0.2f); + renderer.draw_hud_bar(10, 28, ecap > 0 ? energy / ecap : 0.0f, 0.2f, 0.5f, 0.9f); + if (selected_cannon >= 0 && !weapons.empty()) { + // reload gauge of the selected cannon (fills as it reloads) + float rt = weapons[cannons[selected_cannon].type].reload; + float rl = rt > 0.0f ? 1.0f - cannons[selected_cannon].cooldown / rt : 1.0f; + renderer.draw_hud_bar(10, 46, rl, 0.9f, 0.3f, 0.2f); + } else { + const auto& curm = graph.materials[cur_mat]; + renderer.draw_hud_bar(10, 46, 0.3f, curm.r, curm.g, curm.b); + } + + // ---- Dev UI (ImGui) — live tuning of the (unverified) constants ---- + { + int burning = 0; + for (const auto& e : graph.edges) if (e.burning) burning++; + ImGuiIO& io = ImGui::GetIO(); + ImGui::Begin("Dev"); + ImGui::Text("%.0f FPS (%.2f ms)", io.Framerate, 1000.0f / io.Framerate); + ImGui::Text("nodes %zu edges %zu devices %zu", graph.nodes.size(), + graph.edges.size(), devices.size()); + ImGui::Text("proj %zu beams %zu burning %d", + projectiles.size(), beams.size(), burning); + ImGui::Text("metal %.0f/%.0f energy %.0f/%.0f", metal, mcap, energy, ecap); + ImGui::Separator(); + // Build palette — current tool. + const char* tool = place_dev >= 0 ? device_defs[place_dev].name.c_str() + : selected_cannon >= 0 ? "weapon" : graph.materials[cur_mat].name.c_str(); + ImGui::Text("tool: %s", tool); + if (ImGui::Button("wood")) { cur_mat = 0; place_dev = -1; selected_cannon = -1; } + ImGui::SameLine(); if (ImGui::Button("bg")) { cur_mat = 1; place_dev = -1; selected_cannon = -1; } + ImGui::SameLine(); if (ImGui::Button("rope")) { cur_mat = 2; place_dev = -1; selected_cannon = -1; } + if (turbine_i >= 0 && ImGui::Button("turbine")) { place_dev = turbine_i; selected_cannon = -1; } + if (mine_i >= 0) { ImGui::SameLine(); if (ImGui::Button("mine")) { place_dev = mine_i; selected_cannon = -1; } } + 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(); + 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); + } + if (ImGui::CollapsingHeader("Materials")) { + for (auto& m : graph.materials) { + ImGui::PushID(&m); + if (ImGui::TreeNode(m.name.c_str())) { + ImGui::SliderFloat("stiffness", &m.stiffness, 100.0f, 3000.0f); + ImGui::SliderFloat("damping", &m.damping, 0.0f, 60.0f); + ImGui::SliderFloat("hit_points", &m.hit_points, 10.0f, 600.0f); + ImGui::SliderFloat("burn_rate", &m.burn_rate, 0.0f, 60.0f); + ImGui::SliderFloat("spread_time", &m.spread_time, 0.1f, 5.0f); + ImGui::TreePop(); + } + ImGui::PopID(); + } + } + if (ImGui::CollapsingHeader("Weapons")) { + for (auto& wpn : weapons) { + ImGui::PushID(&wpn); + if (ImGui::TreeNode(wpn.name.c_str())) { + ImGui::SliderFloat("reload", &wpn.reload, 0.1f, 6.0f); + if (wpn.is_beam) { + ImGui::SliderFloat("beam_dps", &wpn.beam_dps, 10.0f, 300.0f); + ImGui::SliderFloat("beam_duration", &wpn.beam_duration, 0.2f, 4.0f); + ImGui::SliderFloat("beam_range", &wpn.beam_range, 10.0f, 120.0f); + } else { + ImGui::SliderFloat("muzzle_speed", &wpn.muzzle_speed, 10.0f, 100.0f); + ImGui::SliderFloat("splash_damage", &wpn.splash_damage, 20.0f, 500.0f); + ImGui::SliderFloat("splash_radius", &wpn.splash_radius, 0.5f, 8.0f); + ImGui::SliderFloat("knockback", &wpn.knockback, 0.0f, 150.0f); + ImGui::SliderFloat("fire_chance", &wpn.fire_chance, 0.0f, 1.0f); + } + float mn = wpn.min_fire_angle * 57.2958f; + float mx = wpn.max_fire_angle * 57.2958f; + if (ImGui::SliderFloat("min angle", &mn, -90.0f, 90.0f)) wpn.min_fire_angle = mn / 57.2958f; + if (ImGui::SliderFloat("max angle", &mx, -90.0f, 90.0f)) wpn.max_fire_angle = mx / 57.2958f; + ImGui::TreePop(); + } + ImGui::PopID(); + } + } + ImGui::TextWrapped("Build: 1/2/3 wood/bg/rope, 5/6/7 turbine/mine/battery. " + "Weapons: click a turret, aim in the arc, click to fire. " + "Esc deselects. R restarts."); + ImGui::End(); + + // Win/loss banner. + if (game_over) { + ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.35f), + ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + ImGui::Begin("gameover", nullptr, + ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | + ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove); + ImGui::Text("%s", winner == 0 ? "REACTOR DESTROYED — YOU WIN" + : "YOUR REACTOR IS DOWN — YOU LOSE"); + ImGui::Text("Press R to restart"); + ImGui::End(); + } + } + + renderer.end_frame(); + } + + renderer.shutdown(); +} + +void App::update(float /*dt*/) {} +void App::render() {} diff --git a/src/engine/app.hpp b/src/engine/app.hpp new file mode 100644 index 0000000..a57fdbe --- /dev/null +++ b/src/engine/app.hpp @@ -0,0 +1,29 @@ +#pragma once + +#include <SDL3/SDL.h> + +struct AppConfig { + const char* title = "Forts Clone"; + int window_width = 1280; + int window_height = 720; +}; + +class App { +public: + explicit App(const AppConfig& cfg = {}); + ~App(); + + App(const App&) = delete; + App& operator=(const App&) = delete; + + void run(); + +private: + void update(float dt); + void render(); + + SDL_Window* window_ = nullptr; + AppConfig config_; + bool running_ = true; + uint64_t last_tick_ = 0; +}; diff --git a/src/engine/camera.cpp b/src/engine/camera.cpp new file mode 100644 index 0000000..6ab2c57 --- /dev/null +++ b/src/engine/camera.cpp @@ -0,0 +1,55 @@ +#include "engine/camera.hpp" + +void Camera::set_viewport(int width, int height) { + vp_width_ = width; + vp_height_ = height; +} + +void Camera::set_position(glm::vec2 pos) { + pos_ = pos; +} + +void Camera::set_zoom(float zoom) { + if (zoom < min_zoom) zoom = min_zoom; + if (zoom > max_zoom) zoom = max_zoom; + zoom_ = zoom; +} + +void Camera::pan(glm::vec2 delta) { + pos_ += delta; +} + +void Camera::zoom_at(float delta, glm::vec2 world_cursor) { + float new_zoom = zoom_ * (1.0f + delta * zoom_speed); + if (new_zoom < min_zoom) new_zoom = min_zoom; + if (new_zoom > max_zoom) new_zoom = max_zoom; + + // Adjust position so world_cursor stays under the same screen point + float ratio = zoom_ / new_zoom; + pos_ = world_cursor + (pos_ - world_cursor) * ratio; + zoom_ = new_zoom; +} + +void Camera::compute_view_proj() { + float half_w = (vp_width_ / zoom_) * 0.5f; + float half_h = (vp_height_ / zoom_) * 0.5f; + + proj_ = glm::ortho(-half_w, half_w, -half_h, half_h, -1.0f, 1.0f); + view_ = glm::translate(glm::mat4(1.0f), glm::vec3(-pos_.x, -pos_.y, 0.0f)); + + glm::mat4 vp = proj_ * view_; + + // Copy to column-major float array for bgfx + const float* src = &vp[0][0]; + float* dst = &vp_[0][0]; + for (int i = 0; i < 16; i++) { + dst[i] = src[i]; + } +} + +glm::vec2 Camera::screen_to_world(glm::vec2 screen) const { + // Convert from screen (y-down) to world (y-up) + float world_x = pos_.x + (screen.x - vp_width_ * 0.5f) / zoom_; + float world_y = pos_.y - (screen.y - vp_height_ * 0.5f) / zoom_; + return glm::vec2(world_x, world_y); +} diff --git a/src/engine/camera.hpp b/src/engine/camera.hpp new file mode 100644 index 0000000..ecaadc1 --- /dev/null +++ b/src/engine/camera.hpp @@ -0,0 +1,59 @@ +#pragma once + +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> + +// 2D orthographic camera. Works in world-space coordinates (Box2D space). +// x+ = right, y+ = up. + +class Camera { +public: + Camera() = default; + + // Set the viewport size in pixels (window size). + void set_viewport(int width, int height); + + // World-space position the camera is looking at. + void set_position(glm::vec2 pos); + glm::vec2 position() const { return pos_; } + + // Zoom: higher = more zoomed in. Clamped to [min_zoom, max_zoom]. + void set_zoom(float zoom); + float zoom() const { return zoom_; } + + // Pan by delta in world units (not pixels). + void pan(glm::vec2 delta); + + // Zoom by delta at the given screen position (world-space under cursor). + void zoom_at(float delta, glm::vec2 world_cursor); + + // Build view-projection matrix. Call once per frame. + void compute_view_proj(); + + const float* view_proj() const { return &vp_[0][0]; } + glm::mat4 view() const { return view_; } + glm::mat4 proj() const { return proj_; } + + // Convert screen coordinates (pixels, y-down) to world coordinates. + glm::vec2 screen_to_world(glm::vec2 screen) const; + + int viewport_width() const { return vp_width_; } + int viewport_height() const { return vp_height_; } + + // Config + float min_zoom = 0.1f; + float max_zoom = 200.0f; + float zoom_speed = 0.1f; + float pan_speed = 500.0f; // pixels per second + +private: + glm::vec2 pos_ = {0.0f, 5.0f}; // world center at start + float zoom_ = 10.0f; // pixels per world unit + + int vp_width_ = 1280; + int vp_height_ = 720; + + glm::mat4 view_ = glm::mat4(1.0f); + glm::mat4 proj_ = glm::mat4(1.0f); + float vp_[4][4] = {}; // column-major for bgfx +}; diff --git a/src/engine/input.cpp b/src/engine/input.cpp new file mode 100644 index 0000000..ffa8076 --- /dev/null +++ b/src/engine/input.cpp @@ -0,0 +1,101 @@ +#include "engine/input.hpp" +#include "imgui_impl_sdl3.h" + +void Input::begin_frame() { + // Save previous state + for (int i = 0; i < SDL_SCANCODE_COUNT; i++) { + key_prev_[i] = key_state_[i]; + key_just_pressed_[i] = false; + key_just_released_[i] = false; + } + mouse_prev_ = mouse_pos_; + mouse_delta_ = glm::vec2(0.0f); + scroll_ = 0.0f; + for (int i = 0; i < 8; i++) { + mouse_prev_state_[i] = mouse_state_[i]; + mouse_pressed_[i] = false; + mouse_released_[i] = false; + } + + // Pump SDL events + SDL_Event event; + while (SDL_PollEvent(&event)) { + ImGui_ImplSDL3_ProcessEvent(&event); // let the dev UI see input too + switch (event.type) { + case SDL_EVENT_QUIT: + quit_ = true; + break; + + case SDL_EVENT_KEY_DOWN: { + auto sc = event.key.scancode; + if (sc < SDL_SCANCODE_COUNT) { + if (!key_state_[sc]) key_just_pressed_[sc] = true; + key_state_[sc] = true; + } + break; + } + case SDL_EVENT_KEY_UP: { + auto sc = event.key.scancode; + if (sc < SDL_SCANCODE_COUNT) { + key_just_released_[sc] = true; + key_state_[sc] = false; + } + break; + } + + case SDL_EVENT_MOUSE_MOTION: + mouse_pos_ = glm::vec2(event.motion.x, event.motion.y); + mouse_delta_ = glm::vec2(event.motion.xrel, event.motion.yrel); + break; + + case SDL_EVENT_MOUSE_BUTTON_DOWN: + if (event.button.button < 8) { + if (!mouse_state_[event.button.button]) + mouse_pressed_[event.button.button] = true; + mouse_state_[event.button.button] = true; + } + break; + case SDL_EVENT_MOUSE_BUTTON_UP: + if (event.button.button < 8) { + mouse_released_[event.button.button] = true; + mouse_state_[event.button.button] = false; + } + break; + + case SDL_EVENT_MOUSE_WHEEL: + scroll_ = event.wheel.y; + break; + + default: + break; + } + } +} + +bool Input::key_down(SDL_Keycode key) const { + return key_state_[SDL_GetScancodeFromKey(key, nullptr)]; +} + +bool Input::key_pressed(SDL_Keycode key) const { + return key_just_pressed_[SDL_GetScancodeFromKey(key, nullptr)]; +} + +bool Input::key_released(SDL_Keycode key) const { + return key_just_released_[SDL_GetScancodeFromKey(key, nullptr)]; +} + +glm::vec2 Input::mouse_pos() const { return mouse_pos_; } +glm::vec2 Input::mouse_delta() const { return mouse_delta_; } +float Input::scroll_delta() const { return scroll_; } + +bool Input::mouse_down(int button) const { + return button < 8 && mouse_state_[button]; +} + +bool Input::mouse_pressed(int button) const { + return button < 8 && mouse_pressed_[button]; +} + +bool Input::mouse_released(int button) const { + return button < 8 && mouse_released_[button]; +} diff --git a/src/engine/input.hpp b/src/engine/input.hpp new file mode 100644 index 0000000..764ca96 --- /dev/null +++ b/src/engine/input.hpp @@ -0,0 +1,53 @@ +#pragma once + +#include <SDL3/SDL.h> +#include <glm/glm.hpp> + +// Simple polling-based input state. Call begin_frame() once per frame, +// then query state during update. + +class Input { +public: + // Call once per frame BEFORE reading any input state. + // Processes the SDL event queue and updates internal state. + void begin_frame(); + + // Keyboard + + bool key_down(SDL_Keycode key) const; + bool key_pressed(SDL_Keycode key) const; // true only on the frame it went down + bool key_released(SDL_Keycode key) const; // true only on the frame it went up + + // Mouse + + glm::vec2 mouse_pos() const; // in window coordinates + glm::vec2 mouse_delta() const; // movement since last frame + float scroll_delta() const; // vertical scroll (positive = scroll up) + + bool mouse_down(int button) const; // SDL_BUTTON_LEFT, MIDDLE, RIGHT + bool mouse_pressed(int button) const; + bool mouse_released(int button) const; + + // Window + + bool quit_requested() const { return quit_; } + +private: + // Keyboard + bool key_state_[SDL_SCANCODE_COUNT] = {}; + bool key_prev_[SDL_SCANCODE_COUNT] = {}; + bool key_just_pressed_[SDL_SCANCODE_COUNT] = {}; + bool key_just_released_[SDL_SCANCODE_COUNT] = {}; + + // Mouse + glm::vec2 mouse_pos_ = {0.0f, 0.0f}; + glm::vec2 mouse_prev_ = {0.0f, 0.0f}; + glm::vec2 mouse_delta_ = {0.0f, 0.0f}; + float scroll_ = 0.0f; + bool mouse_state_[8] = {}; + bool mouse_prev_state_[8] = {}; + bool mouse_pressed_[8] = {}; + bool mouse_released_[8] = {}; + + bool quit_ = false; +}; diff --git a/src/engine/physics.cpp b/src/engine/physics.cpp new file mode 100644 index 0000000..af5d8ee --- /dev/null +++ b/src/engine/physics.cpp @@ -0,0 +1,70 @@ +#include "engine/physics.hpp" +#include <cstdio> + +PhysicsWorld::PhysicsWorld() { + b2WorldDef def = b2DefaultWorldDef(); + def.gravity = {0.0f, -10.0f}; + world_id_ = b2CreateWorld(&def); + printf("Physics: Box2D world created\n"); +} + +PhysicsWorld::~PhysicsWorld() { + b2DestroyWorld(world_id_); +} + +void PhysicsWorld::step(float dt) { + // High sub-step count for stable distance joint networks + b2World_Step(world_id_, dt, 8); +} + +PhysicsBody* PhysicsWorld::add_static_box(b2Vec2 center, + float half_w, float half_h, + float r, float g, float b) { + b2BodyDef body_def = b2DefaultBodyDef(); + body_def.type = b2_staticBody; + body_def.position = center; + + b2BodyId body_id = b2CreateBody(world_id_, &body_def); + + b2ShapeDef shape_def = b2DefaultShapeDef(); + b2Polygon box = b2MakeBox(half_w, half_h); + b2CreatePolygonShape(body_id, &shape_def, &box); + + PhysicsBody pb; + pb.id = body_id; + pb.size = {half_w, half_h}; + pb.red = r; + pb.green = g; + pb.blue = b; + pb.alpha = 1.0f; + pb.is_static = true; + bodies_.push_back(pb); + return &bodies_.back(); +} + +PhysicsBody* PhysicsWorld::add_dynamic_box(b2Vec2 center, + float half_w, float half_h, + float r, float g, float b) { + b2BodyDef body_def = b2DefaultBodyDef(); + body_def.type = b2_dynamicBody; + body_def.position = center; + + b2BodyId body_id = b2CreateBody(world_id_, &body_def); + + b2ShapeDef shape_def = b2DefaultShapeDef(); + shape_def.density = 1.0f; + shape_def.material.friction = 0.3f; + b2Polygon box = b2MakeBox(half_w, half_h); + b2CreatePolygonShape(body_id, &shape_def, &box); + + PhysicsBody pb; + pb.id = body_id; + pb.size = {half_w, half_h}; + pb.red = r; + pb.green = g; + pb.blue = b; + pb.alpha = 1.0f; + pb.is_static = false; + bodies_.push_back(pb); + return &bodies_.back(); +} diff --git a/src/engine/physics.hpp b/src/engine/physics.hpp new file mode 100644 index 0000000..6a8abda --- /dev/null +++ b/src/engine/physics.hpp @@ -0,0 +1,41 @@ +#pragma once + +#include <box2d/box2d.h> +#include <vector> + +// Box2D rigid-body world. The building structure runs on the custom Verlet +// solver (see build_graph / verlet); this exists as the foundation for M4 +// projectiles and any terrain collision they need. +struct PhysicsBody { + b2BodyId id; + b2Vec2 size; // half-width, half-height for box shapes + float red, green, blue, alpha; + bool is_static; +}; + +class PhysicsWorld { +public: + PhysicsWorld(); + ~PhysicsWorld(); + + PhysicsWorld(const PhysicsWorld&) = delete; + PhysicsWorld& operator=(const PhysicsWorld&) = delete; + + void step(float dt); + + // Create a static box (terrain, walls). + PhysicsBody* add_static_box(b2Vec2 center, float half_w, float half_h, + float r = 0.3f, float g = 0.3f, float b = 0.3f); + + // Create a dynamic box (projectiles, debris). + PhysicsBody* add_dynamic_box(b2Vec2 center, float half_w, float half_h, + float r = 0.8f, float g = 0.6f, float b = 0.2f); + + const std::vector<PhysicsBody>& bodies() const { return bodies_; } + + b2WorldId world_id() const { return world_id_; } + +private: + b2WorldId world_id_; + std::vector<PhysicsBody> bodies_; +}; diff --git a/src/engine/renderer.cpp b/src/engine/renderer.cpp new file mode 100644 index 0000000..0be0e53 --- /dev/null +++ b/src/engine/renderer.cpp @@ -0,0 +1,285 @@ +#include "engine/renderer.hpp" +#include "engine/camera.hpp" +#include "stb_image.h" +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_sdlrenderer3.h" + +#include <cstdio> +#include <cstdlib> +#include <cmath> +#include <vector> +#include <algorithm> + +bool Renderer::init(SDL_Window* window, int width, int height) { + width_ = width; + height_ = height; + + sdl_renderer_ = SDL_CreateRenderer(window, NULL); + if (!sdl_renderer_) { + fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError()); + return false; + } + + SDL_SetRenderDrawColor(sdl_renderer_, 0x1a, 0x1a, 0x2e, 0xff); + + const char* name = SDL_GetRendererName(sdl_renderer_); + printf("Renderer: %s %dx%d\n", name ? name : "unknown", width, height); + + // Dear ImGui (dev UI). + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGui::StyleColorsDark(); + if (ImGui_ImplSDL3_InitForSDLRenderer(window, sdl_renderer_) && + ImGui_ImplSDLRenderer3_Init(sdl_renderer_)) { + imgui_ready_ = true; + } + return true; +} + +void Renderer::shutdown() { + if (imgui_ready_) { + ImGui_ImplSDLRenderer3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + imgui_ready_ = false; + } + if (sdl_renderer_) { SDL_DestroyRenderer(sdl_renderer_); sdl_renderer_ = nullptr; } +} + +void Renderer::begin_frame(Camera& camera) { + current_cam_ = &camera; + SDL_SetRenderDrawColor(sdl_renderer_, 0x1a, 0x1a, 0x2e, 0xff); + SDL_RenderClear(sdl_renderer_); + if (imgui_ready_) { + ImGui_ImplSDLRenderer3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + } +} + +void Renderer::end_frame() { + if (imgui_ready_) { + ImGui::Render(); + ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), sdl_renderer_); + } + SDL_RenderPresent(sdl_renderer_); + current_cam_ = nullptr; +} + +void Renderer::resize(int width, int height) { + width_ = width; + height_ = height; +} + +void Renderer::draw_box(float cx, float cy, + float half_w, float half_h, + float angle, + float r, float g, float b, float a) { + if (!current_cam_) return; + + // Convert world coords to screen pixels + const auto& cam = *current_cam_; + float zoom = cam.zoom(); + float vp_w = static_cast<float>(cam.viewport_width()); + float vp_h = static_cast<float>(cam.viewport_height()); + + // Screen position of world origin + float ox = vp_w * 0.5f - cam.position().x * zoom; + float oy = vp_h * 0.5f + cam.position().y * zoom; + + // Box center in screen space + float sx = ox + cx * zoom; + float sy = oy - cy * zoom; // y flips + + // Box half-size in screen pixels + float shw = half_w * zoom; + float shh = half_h * zoom; + + SDL_SetRenderDrawColor(sdl_renderer_, + static_cast<uint8_t>(r * 255), + static_cast<uint8_t>(g * 255), + static_cast<uint8_t>(b * 255), + static_cast<uint8_t>(a * 255)); + + if (angle == 0.0f) { + // Fast path: axis-aligned rect + SDL_FRect rect = { + sx - shw, sy - shh, + shw * 2.0f, shh * 2.0f + }; + SDL_RenderFillRect(sdl_renderer_, &rect); + } else { + // Rotated: use SDL_RenderGeometry with 4 vertices + float ca = std::cos(angle); + float sa = std::sin(angle); + + SDL_Vertex verts[4]; + float corners[4][2] = { + {-half_w, -half_h}, { half_w, -half_h}, + { half_w, half_h}, {-half_w, half_h} + }; + for (int i = 0; i < 4; i++) { + float rx = corners[i][0] * ca - corners[i][1] * sa; + float ry = corners[i][0] * sa + corners[i][1] * ca; + verts[i].position.x = ox + (cx + rx) * zoom; + verts[i].position.y = oy - (cy + ry) * zoom; + // SDL_Vertex.color is SDL_FColor (0..1 floats), NOT 0..255. + verts[i].color = {r, g, b, a}; + } + int indices[6] = {0, 1, 2, 0, 2, 3}; + SDL_RenderGeometry(sdl_renderer_, NULL, verts, 4, indices, 6); + } +} + +SDL_Texture* Renderer::load_texture(const std::string& path) { + auto it = tex_cache_.find(path); + if (it != tex_cache_.end()) return it->second; + + // "forts:REL" resolves to the user's own Forts install (bring-your-own game + // files, like a Doom source port + WAD). Nothing is copied into the repo. + std::string file = path; + if (path.rfind("forts:", 0) == 0) { + const char* env = std::getenv("FORTS_DATA"); + std::string root = env ? env + : "/mnt/games/SteamLibrary/steamapps/common/Forts/data"; + file = root + "/" + path.substr(6); + } + + int w = 0, h = 0, n = 0; + unsigned char* px = stbi_load(file.c_str(), &w, &h, &n, 4); + SDL_Texture* tex = nullptr; + if (px) { + tex = SDL_CreateTexture(sdl_renderer_, SDL_PIXELFORMAT_RGBA32, + SDL_TEXTUREACCESS_STATIC, w, h); + if (tex) { + SDL_UpdateTexture(tex, nullptr, px, w * 4); + SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(tex, SDL_SCALEMODE_LINEAR); + } + stbi_image_free(px); + printf("Texture: loaded %s (%dx%d)\n", path.c_str(), w, h); + } else { + fprintf(stderr, "Texture: FAILED to load %s\n", path.c_str()); + } + tex_cache_[path] = tex; // cache even nullptr so we don't retry every frame + return tex; +} + +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) { + if (!current_cam_ || !tex) return; + const auto& cam = *current_cam_; + float zoom = cam.zoom(); + float ox = cam.viewport_width() * 0.5f - cam.position().x * zoom; + float oy = cam.viewport_height() * 0.5f + cam.position().y * zoom; + float ca = std::cos(angle), sa = std::sin(angle); + + const float corners[4][2] = { + {-half_w, -half_h}, { half_w, -half_h}, { half_w, half_h}, {-half_w, half_h} + }; + const float uv[4][2] = { {0,1}, {1,1}, {1,0}, {0,0} }; // flip V (screen y is down) + SDL_FColor col = {r, g, b, a}; + SDL_Vertex v[4]; + for (int i = 0; i < 4; i++) { + float rx = corners[i][0]*ca - corners[i][1]*sa; + float ry = corners[i][0]*sa + corners[i][1]*ca; + v[i].position = { ox + (cx + rx) * zoom, oy - (cy + ry) * zoom }; + v[i].color = col; + v[i].tex_coord = { uv[i][0], uv[i][1] }; + } + int idx[6] = {0, 1, 2, 0, 2, 3}; + SDL_RenderGeometry(sdl_renderer_, tex, v, 4, idx, 6); +} + +void Renderer::draw_arc(float cx, float cy, float radius_world, + float a0, float a1, float r, float g, float b, float a) { + if (!current_cam_) return; + const auto& cam = *current_cam_; + float zoom = cam.zoom(); + float ox = cam.viewport_width() * 0.5f - cam.position().x * zoom; + float oy = cam.viewport_height() * 0.5f + cam.position().y * zoom; + float scx = ox + cx * zoom, scy = oy - cy * zoom; // centre (screen) + + const float PI = 3.14159265358979323846f; + int n = std::max(1, (int)(std::fabs(a1 - a0) / (2.0f * PI) * 64.0f) + 1); + SDL_FColor col = {r, g, b, a}; + fan_scratch_.clear(); + for (int i = 0; i < n; i++) { + float t0 = a0 + (a1 - a0) * (float)i / n; + float t1 = a0 + (a1 - a0) * (float)(i + 1) / n; + // world direction (y up) -> screen (y down) + SDL_Vertex c { {scx, scy}, col, {0, 0} }; + SDL_Vertex p0{ {scx + std::cos(t0) * radius_world * zoom, + scy - std::sin(t0) * radius_world * zoom}, col, {0, 0} }; + SDL_Vertex p1{ {scx + std::cos(t1) * radius_world * zoom, + scy - std::sin(t1) * radius_world * zoom}, col, {0, 0} }; + fan_scratch_.push_back(c); fan_scratch_.push_back(p0); fan_scratch_.push_back(p1); + } + SDL_RenderGeometry(sdl_renderer_, nullptr, fan_scratch_.data(), + (int)fan_scratch_.size(), nullptr, 0); +} + +void Renderer::draw_radial_timer(float cx, float cy, float radius_world, + float frac, + float r, float g, float b, float a) { + if (!current_cam_) return; + if (frac < 0.0f) frac = 0.0f; + if (frac > 1.0f) frac = 1.0f; + + const auto& cam = *current_cam_; + float zoom = cam.zoom(); + float vp_w = static_cast<float>(cam.viewport_width()); + float vp_h = static_cast<float>(cam.viewport_height()); + float ox = vp_w * 0.5f - cam.position().x * zoom; + float oy = vp_h * 0.5f + cam.position().y * zoom; + float sx = ox + cx * zoom; + float sy = oy - cy * zoom; + float rad = radius_world * zoom; + + const int SEG = 32; + const float PI = 3.14159265358979323846f; + + auto fan = [&](float start, float sweep, SDL_FColor col) { + if (sweep <= 0.0f) return; + int n = std::max(1, (int)(SEG * (sweep / (2.0f * PI)) + 0.5f)); + fan_scratch_.clear(); // reused buffer, no per-call alloc + for (int i = 0; i < n; i++) { + float a0 = start + sweep * (float)i / n; + float a1 = start + sweep * (float)(i + 1) / n; + fan_scratch_.push_back({ {sx, sy}, col, {0, 0} }); + fan_scratch_.push_back({ {sx + std::cos(a0) * rad, sy + std::sin(a0) * rad}, col, {0, 0} }); + fan_scratch_.push_back({ {sx + std::cos(a1) * rad, sy + std::sin(a1) * rad}, col, {0, 0} }); + } + SDL_RenderGeometry(sdl_renderer_, NULL, fan_scratch_.data(), + (int)fan_scratch_.size(), NULL, 0); + }; + + // Dim background ring (full circle), then the remaining wedge on top. + // Start at top (-90deg) and sweep clockwise (screen y is down). + fan(-PI * 0.5f, 2.0f * PI, SDL_FColor{0.0f, 0.0f, 0.0f, 0.45f}); + fan(-PI * 0.5f, 2.0f * PI * frac, SDL_FColor{r, g, b, a}); +} + +void Renderer::draw_hud_bar(float x, float y, float fill, + float r, float g, float b) { + const float BAR_W = 100.0f; + const float BAR_H = 14.0f; + const float PAD = 2.0f; + + SDL_FRect bg = {x, y, BAR_W, BAR_H}; + SDL_SetRenderDrawColor(sdl_renderer_, 0x20, 0x20, 0x20, 0xcc); + SDL_RenderFillRect(sdl_renderer_, &bg); + + if (fill > 0.0f) { + if (fill > 1.0f) fill = 1.0f; + SDL_FRect fg = {x + PAD, y + PAD, + (BAR_W - PAD * 2) * fill, BAR_H - PAD * 2}; + SDL_SetRenderDrawColor(sdl_renderer_, + static_cast<uint8_t>(r * 255), + static_cast<uint8_t>(g * 255), + static_cast<uint8_t>(b * 255), 0xcc); + SDL_RenderFillRect(sdl_renderer_, &fg); + } +} diff --git a/src/engine/renderer.hpp b/src/engine/renderer.hpp new file mode 100644 index 0000000..ddc8055 --- /dev/null +++ b/src/engine/renderer.hpp @@ -0,0 +1,60 @@ +#pragma once + +#include <SDL3/SDL.h> +#include <vector> +#include <string> +#include <unordered_map> + +class Camera; + +class Renderer { +public: + Renderer() = default; + + bool init(SDL_Window* window, int width, int height); + void shutdown(); + + void begin_frame(Camera& camera); + void end_frame(); + void resize(int width, int height); + + // Draw a filled axis-aligned box in world coordinates. + void draw_box(float cx, float cy, float half_w, float half_h, + float angle, float r, float g, float b, float a); + + // Load a texture (cached by path). Returns nullptr on failure. + SDL_Texture* load_texture(const std::string& path); + + // 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, + float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f); + + // Draw a simple HUD bar in screen pixels (top-left origin). + void draw_hud_bar(float x, float y, float fill, + float r, float g, float b); + + // Draw a radial (pie) countdown at a world position. `frac` in [0,1] is the + // remaining portion drawn as a filled wedge over a dim background ring. + void draw_radial_timer(float cx, float cy, float radius_world, float frac, + float r, float g, float b, float a); + + // Draw a filled wedge (world space) between world angles a0..a1 — used for + // a weapon's firing arc. + void draw_arc(float cx, float cy, float radius_world, float a0, float a1, + float r, float g, float b, float a); + + int width() const { return width_; } + int height() const { return height_; } + + SDL_Renderer* sdl_renderer() const { return sdl_renderer_; } + +private: + SDL_Renderer* sdl_renderer_ = nullptr; + Camera* current_cam_ = nullptr; + int width_ = 1280; + int height_ = 720; + bool imgui_ready_ = false; + std::vector<SDL_Vertex> fan_scratch_; // reused by draw_radial_timer + std::unordered_map<std::string, SDL_Texture*> tex_cache_; +}; diff --git a/src/engine/script.cpp b/src/engine/script.cpp new file mode 100644 index 0000000..13d7cf5 --- /dev/null +++ b/src/engine/script.cpp @@ -0,0 +1,18 @@ +#include "engine/script.hpp" +#include <cstdio> + +ScriptEngine::ScriptEngine() { + lua_.open_libraries(sol::lib::base, sol::lib::table, sol::lib::string, + sol::lib::math, sol::lib::os); +} + +bool ScriptEngine::run_file(const std::string& path) { + sol::protected_function_result r = + lua_.safe_script_file(path, sol::script_pass_on_error); + if (!r.valid()) { + sol::error err = r; + fprintf(stderr, "Lua error (%s): %s\n", path.c_str(), err.what()); + return false; + } + return true; +} diff --git a/src/engine/script.hpp b/src/engine/script.hpp new file mode 100644 index 0000000..8008ded --- /dev/null +++ b/src/engine/script.hpp @@ -0,0 +1,21 @@ +#pragma once + +#include <sol/sol.hpp> +#include <string> + +// Thin wrapper around a sol2 Lua state. This is the engine's scripting seam: +// data files (materials, later weapons/devices) are Lua, loaded on top of each +// other so mods can extend or override the base tables. +class ScriptEngine { +public: + ScriptEngine(); + + sol::state& lua() { return lua_; } + + // Run a Lua file in the shared state. Returns false and logs on error + // (errors are caught, never thrown out, so a bad mod can't crash the game). + bool run_file(const std::string& path); + +private: + sol::state lua_; +}; diff --git a/src/engine/stb_impl.cpp b/src/engine/stb_impl.cpp new file mode 100644 index 0000000..8011e5a --- /dev/null +++ b/src/engine/stb_impl.cpp @@ -0,0 +1,9 @@ +// Single translation unit that compiles the stb_image implementation. +#if defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wunused-function" +#endif +#define STB_IMAGE_IMPLEMENTATION +#define STBI_ONLY_PNG +#define STBI_ONLY_TGA // Forts ships weapon/device art as TGA +#define STBI_NO_STDIO_DEPRECATE +#include "stb_image.h" diff --git a/src/game/build_graph.cpp b/src/game/build_graph.cpp new file mode 100644 index 0000000..032bbf5 --- /dev/null +++ b/src/game/build_graph.cpp @@ -0,0 +1,487 @@ +#include "game/build_graph.hpp" +#include <cmath> +#include <cstdio> +#include <algorithm> + +namespace { +constexpr float PI = 3.14159265358979323846f; +uint64_t edge_key(int a, int b) { + if (a > b) std::swap(a, b); + return (uint64_t)(uint32_t)a << 32 | (uint32_t)b; +} +float wrap_angle(float d) { + while (d > PI) d -= 2.0f * PI; + while (d < -PI) d += 2.0f * PI; + return d; +} +} + +// ============================================================================= +// Construction +// ============================================================================= + +int BuildGraph::add_node(float x, float y, bool foundation) { + nodes.push_back({x, y, 0.0f, 0.0f, MIN_NODE_MASS, foundation}); + return (int)nodes.size() - 1; +} + +int BuildGraph::add_edge(int na, int nb, int mat) { + if (na < 0 || na >= (int)nodes.size()) return -1; + if (nb < 0 || nb >= (int)nodes.size()) return -1; + if (na == nb || edge_exists(na, nb)) return -1; + if (materials.empty()) return -1; + if (mat < 0 || mat >= (int)materials.size()) mat = 0; + + const BuildNode& A = nodes[na]; + const BuildNode& B = nodes[nb]; + float dx = B.x - A.x, dy = B.y - A.y; + const MaterialDef& m = materials[mat]; + + BuildEdge e{}; + e.node_a = na; + e.node_b = nb; + e.mat = mat; + e.rest_length = std::sqrt(dx*dx + dy*dy); + e.rest_angle = std::atan2(dy, dx); + e.stress = 0.0f; + e.hp = e.max_hp = m.hit_points; + e.burning = false; + e.burn = 0.0f; + e.settle = m.tension_only ? 0.0f : SETTLE_TIME; // ropes are floppy by nature + e.half_width = m.half_width; + e.r = m.r; e.g = m.g; e.b = m.b; e.a = m.a; + edges.push_back(e); + + rebuild_topology(); + return (int)edges.size() - 1; +} + +int BuildGraph::add_link(int na, int nb, int mat) { + if (na < 0 || na >= (int)nodes.size()) return 0; + if (nb < 0 || nb >= (int)nodes.size()) return 0; + if (na == nb || materials.empty()) return 0; + if (mat < 0 || mat >= (int)materials.size()) mat = 0; + const MaterialDef& m = materials[mat]; + + float ax = nodes[na].x, ay = nodes[na].y; + float bx = nodes[nb].x, by = nodes[nb].y; + float dist = std::hypot(bx - ax, by - ay); + if (dist < m.min_length || dist > m.max_link_length) return 0; + + int segs = (m.max_length > 0.0f) ? (int)std::ceil(dist / m.max_length) : 1; + if (segs < 1) segs = 1; + if (segs == 1) return add_edge(na, nb, mat) >= 0 ? 1 : 0; + + // Subdivide into a chain of intermediate nodes so no segment exceeds max_length. + int created = 0, prev = na; + for (int i = 1; i < segs; i++) { + float t = (float)i / segs; + float px = ax + (bx - ax) * t, py = ay + (by - ay) * t; + int mid = add_node(px, py, is_on_ground(py)); + if (add_edge(prev, mid, mat) >= 0) created++; + prev = mid; + } + if (add_edge(prev, nb, mat) >= 0) created++; + return created; +} + +void BuildGraph::extrude_edge(int edge_id, float off_x, float off_y) { + if (edge_id < 0 || edge_id >= (int)edges.size()) return; + + int mat0 = edges[edge_id].mat; + if (mat0 >= 0 && mat0 < (int)materials.size()) { + // Keep box sides single (braceable) edges: clamp the drag to max_length. + float ol = std::sqrt(off_x*off_x + off_y*off_y); + float maxlen = materials[mat0].max_length; + if (ol > maxlen && ol > 1e-6f) { off_x *= maxlen / ol; off_y *= maxlen / ol; } + } + if (std::sqrt(off_x*off_x + off_y*off_y) < 0.1f) return; + + const BuildEdge e = edges[edge_id]; // snapshot before vectors move + const int ea = e.node_a, eb = e.node_b, mat = e.mat; + const float ax = nodes[ea].x, ay = nodes[ea].y; + const float bx = nodes[eb].x, by = nodes[eb].y; + + float cx = ax + off_x, cy = ay + off_y; // slanted parallelogram is fine + float dx = bx + off_x, dy = by + off_y; + + // Node merging: reuse a nearby existing node so the box grafts into the graph. + int nc = find_nearest_node(cx, cy, SNAP_RADIUS); + if (nc < 0 || nc == ea || nc == eb) nc = add_node(cx, cy, is_on_ground(cy)); + int nd = find_nearest_node(dx, dy, SNAP_RADIUS); + if (nd < 0 || nd == ea || nd == eb || nd == nc) nd = add_node(dx, dy, is_on_ground(dy)); + + add_edge(nc, nd, mat); // three new sides (original edge is the fourth) + add_edge(ea, nc, mat); + add_edge(eb, nd, mat); + + // Auto diagonal brace (longer diagonal) so the box is rigid on creation. + if (!materials[mat].tension_only) { + float l1 = std::hypot(nodes[nd].x - nodes[ea].x, nodes[nd].y - nodes[ea].y); + float l2 = std::hypot(nodes[nc].x - nodes[eb].x, nodes[nc].y - nodes[eb].y); + if (l1 >= l2) { if (l1 >= MIN_BRACE_LENGTH) add_edge(ea, nd, mat); } + else { if (l2 >= MIN_BRACE_LENGTH) add_edge(eb, nc, mat); } + } +} + +// ============================================================================= +// Topology — adjacency, edge lookup, faces, triangulation, node mass O(E.deg) +// ============================================================================= + +void BuildGraph::rebuild_topology() { + adj_.assign(nodes.size(), {}); + edge_set_.clear(); + for (int ei = 0; ei < (int)edges.size(); ei++) { + const auto& e = edges[ei]; + adj_[e.node_a].push_back({e.node_b, ei}); + adj_[e.node_b].push_back({e.node_a, ei}); + edge_set_.insert(edge_key(e.node_a, e.node_b)); + } + + // Faces + per-edge triangulated flag (common neighbour of both endpoints). + faces.clear(); + for (auto& e : edges) { + int a = std::min(e.node_a, e.node_b); + int b = std::max(e.node_a, e.node_b); + bool tri = false; + for (auto [c, _] : adj_[a]) { + if (c == b) continue; + if (edge_set_.count(edge_key(b, c))) { + tri = true; + if (c > b) faces.push_back({a, b, c}); // emit each triangle once + } + } + e.triangulated = tri; + } + + // Node mass = half of each incident strut's mass, floored. + for (auto& n : nodes) n.mass = 0.0f; + for (const auto& e : edges) { + float half = materials[e.mat].mass * 0.5f; + nodes[e.node_a].mass += half; + nodes[e.node_b].mass += half; + } + for (auto& n : nodes) if (n.mass < MIN_NODE_MASS) n.mass = MIN_NODE_MASS; +} + +bool BuildGraph::edge_exists(int a, int b) const { + return edge_set_.count(edge_key(a, b)) != 0; +} + +// ============================================================================= +// Simulation — stiff damped mass-spring, integrated with oversampling +// ============================================================================= + +void BuildGraph::step(float dt) { + const int n = (int)nodes.size(); + const float h = dt / OVERSAMPLES; + float dampf = 1.0f - air_drag * h; + if (dampf < 0.0f) dampf = 0.0f; + + // Fresh struts are held rigid during their build grace: freeze their nodes. + held_.assign(n, 0); + for (const auto& e : edges) { + if (e.settle <= 0.0f) continue; + if (!nodes[e.node_a].is_foundation) held_[e.node_a] = 1; + if (!nodes[e.node_b].is_foundation) held_[e.node_b] = 1; + } + + for (int s = 0; s < OVERSAMPLES; s++) { + fx_.assign(n, 0.0f); + fy_.assign(n, 0.0f); + + // gravity (held/pinned nodes don't move, so skip) + for (int i = 0; i < n; i++) + if (!nodes[i].is_foundation && !held_[i]) + fy_[i] = -gravity * nodes[i].mass; + + // spring forces: F = k*stretch + c*(relative velocity along axis) + for (const auto& e : edges) { + BuildNode& A = nodes[e.node_a]; + BuildNode& B = nodes[e.node_b]; + float dx = B.x - A.x, dy = B.y - A.y; + float dist = std::sqrt(dx*dx + dy*dy); + if (dist < 1e-6f) continue; + float nx = dx / dist, ny = dy / dist; + float stretch = dist - e.rest_length; + const MaterialDef& m = materials[e.mat]; + if (m.tension_only && stretch < 0.0f) continue; // rope slack + + float relv = (B.vx - A.vx) * nx + (B.vy - A.vy) * ny; + float f = m.stiffness * stretch + m.damping * relv; + fx_[e.node_a] += f * nx; fy_[e.node_a] += f * ny; + fx_[e.node_b] -= f * nx; fy_[e.node_b] -= f * ny; + } + + // semi-implicit Euler integration + for (int i = 0; i < n; i++) { + BuildNode& p = nodes[i]; + if (p.is_foundation || held_[i]) { p.vx = p.vy = 0.0f; continue; } + p.vx = (p.vx + fx_[i] / p.mass * h) * dampf; + p.vy = (p.vy + fy_[i] / p.mass * h) * dampf; + p.x += p.vx * h; + p.y += p.vy * h; + } + } + + // Record signed axial deformation for stress colouring. + for (auto& e : edges) { + float dx = nodes[e.node_b].x - nodes[e.node_a].x; + float dy = nodes[e.node_b].y - nodes[e.node_a].y; + float dist = std::sqrt(dx*dx + dy*dy); + e.stress = (e.rest_length > 1e-6f) ? (dist - e.rest_length) / e.rest_length : 0.0f; + } +} + +int BuildGraph::check_strain() { + std::vector<int> brk; + for (int ei = 0; ei < (int)edges.size(); ei++) { + const BuildEdge& e = edges[ei]; + const MaterialDef& m = materials[e.mat]; + const BuildNode& A = nodes[e.node_a]; + const BuildNode& B = nodes[e.node_b]; + float dx = B.x - A.x, dy = B.y - A.y; + float dist = std::sqrt(dx*dx + dy*dy); + float ratio = (e.rest_length > 1e-6f) ? dist / e.rest_length : 1.0f; + + bool fail = false; + if (m.tension_only) { + fail = ratio > m.max_expansion; // rope: over-stretch only + } else { + fail = ratio < m.max_compression || ratio > m.max_expansion; + // Angle stress: a loose (un-triangulated) strut past its grace snaps + // once it rotates too far from the angle it was built at. + if (!fail && !e.triangulated && e.settle <= 0.0f) { + float dev = std::fabs(wrap_angle(std::atan2(dy, dx) - e.rest_angle)); + if (dev > m.angle_threshold) fail = true; + } + } + if (fail) brk.push_back(ei); + } + if (brk.empty()) return 0; + + for (auto it = brk.rbegin(); it != brk.rend(); ++it) // descending: indices stay valid + edges.erase(edges.begin() + *it); + rebuild_topology(); + printf("Build: %zu strut(s) snapped\n", brk.size()); + return (int)brk.size(); +} + +void BuildGraph::update_timers(float dt) { + for (auto& e : edges) + if (e.settle > 0.0f) + e.settle = e.triangulated ? 0.0f : std::max(0.0f, e.settle - dt); +} + +int BuildGraph::kill_grounded() { + int killed = 0; + for (;;) { + int hit = -1; + for (int i = 0; i < (int)nodes.size(); i++) + if (!nodes[i].is_foundation && nodes[i].y < ground_level) { hit = i; break; } + if (hit < 0) break; + destroyed_events.push_back({nodes[hit].x, nodes[hit].y}); + break_node(hit); + killed++; + } + return killed; +} + +// ============================================================================= +// Destruction +// ============================================================================= + +void BuildGraph::apply_splash(float x, float y, float radius, float damage, + float knockback) { + if (radius <= 0.0f) return; + + // Knockback: shove nearby free nodes away from the blast (linear falloff). + for (auto& n : nodes) { + if (n.is_foundation) continue; + float dx = n.x - x, dy = n.y - y; + float d = std::sqrt(dx*dx + dy*dy); + if (d >= radius) continue; + float f = 1.0f - d / radius; + if (d > 1e-4f) { n.vx += (dx/d) * knockback * f; n.vy += (dy/d) * knockback * f; } + } + + // Damage struts by their midpoint distance; collect those that hit 0 HP. + std::vector<int> brk; + for (int ei = 0; ei < (int)edges.size(); ei++) { + auto& e = edges[ei]; + float mx = (nodes[e.node_a].x + nodes[e.node_b].x) * 0.5f; + float my = (nodes[e.node_a].y + nodes[e.node_b].y) * 0.5f; + float d = std::sqrt((mx-x)*(mx-x) + (my-y)*(my-y)); + if (d >= radius) continue; + e.hp -= damage * (1.0f - d / radius); + if (e.hp <= 0.0f) brk.push_back(ei); + } + if (brk.empty()) return; + for (auto it = brk.rbegin(); it != brk.rend(); ++it) + edges.erase(edges.begin() + *it); + rebuild_topology(); +} + +int BuildGraph::find_blocking_edge(float x, float y, float radius) const { + int best = -1; float best_d = radius; + for (int i = 0; i < (int)edges.size(); i++) { + if (!materials[edges[i].mat].blocks_projectiles) continue; + const BuildNode& A = nodes[edges[i].node_a]; + const BuildNode& B = nodes[edges[i].node_b]; + float ex = B.x - A.x, ey = B.y - A.y; + float len2 = ex*ex + ey*ey; + if (len2 < 1e-6f) continue; + float t = std::clamp(((x-A.x)*ex + (y-A.y)*ey) / len2, 0.0f, 1.0f); + float d = std::hypot(x - (A.x + t*ex), y - (A.y + t*ey)); + if (d < best_d) { best_d = d; best = i; } + } + return best; +} + +float BuildGraph::beam_fire(float ox, float oy, float dx, float dy, float range, + float damage, bool ignite, float& hit_x, float& hit_y) { + float dl = std::hypot(dx, dy); + if (dl < 1e-6f) { hit_x = ox; hit_y = oy; return 0.0f; } + dx /= dl; dy /= dl; + + // Gather every strut the ray crosses (of any material), sorted by distance. + struct Cross { float t; int edge; }; + std::vector<Cross> crosses; + for (int i = 0; i < (int)edges.size(); i++) { + const BuildNode& A = nodes[edges[i].node_a]; + const BuildNode& B = nodes[edges[i].node_b]; + float ex = B.x - A.x, ey = B.y - A.y; + float denom = dx * ey - dy * ex; + if (std::fabs(denom) < 1e-6f) continue; // parallel + float t = ((A.x - ox) * ey - (A.y - oy) * ex) / denom; // dist along ray + float u = ((A.x - ox) * dy - (A.y - oy) * dx) / denom; // param along segment + if (t >= 0.0f && t <= range && u >= 0.0f && u <= 1.0f) crosses.push_back({t, i}); + } + std::sort(crosses.begin(), crosses.end(), + [](const Cross& a, const Cross& b){ return a.t < b.t; }); + + // Damage/ignite each crossed strut; pass through transparent ones; stop at wood. + float stop = range; + std::vector<int> brk; + for (const auto& c : crosses) { + BuildEdge& e = edges[c.edge]; + e.hp -= damage; + if (ignite && materials[e.mat].flammable) e.burning = true; + if (e.hp <= 0.0f) brk.push_back(c.edge); + if (materials[e.mat].blocks_beam) { stop = c.t; break; } // wood halts the beam + } + hit_x = ox + dx * stop; + hit_y = oy + dy * stop; + + if (!brk.empty()) { + std::sort(brk.begin(), brk.end()); + brk.erase(std::unique(brk.begin(), brk.end()), brk.end()); + for (auto it = brk.rbegin(); it != brk.rend(); ++it) + edges.erase(edges.begin() + *it); + rebuild_topology(); + } + return stop; +} + +void BuildGraph::ignite_edge(int edge_id) { + if (edge_id < 0 || edge_id >= (int)edges.size()) return; + if (materials[edges[edge_id].mat].flammable) edges[edge_id].burning = true; +} + +void BuildGraph::ignite_area(float x, float y, float radius) { + for (int i = 0; i < (int)edges.size(); i++) { + float mx = (nodes[edges[i].node_a].x + nodes[edges[i].node_b].x) * 0.5f; + float my = (nodes[edges[i].node_a].y + nodes[edges[i].node_b].y) * 0.5f; + if (std::hypot(mx - x, my - y) < radius) ignite_edge(i); + } +} + +void BuildGraph::update_fire(float dt) { + // Burn: DoT + advance spread timer; ignite flammable neighbours; destroy at 0. + std::vector<int> newly_lit; + std::vector<int> brk; + for (int i = 0; i < (int)edges.size(); i++) { + auto& e = edges[i]; + if (!e.burning) continue; + const MaterialDef& m = materials[e.mat]; + e.hp -= m.burn_rate * dt; + e.burn += dt; + if (e.burn >= m.spread_time) { + e.burn = 0.0f; // spread again after each interval + for (int end : { e.node_a, e.node_b }) + for (auto [nb, ei] : adj_[end]) + if (!edges[ei].burning && materials[edges[ei].mat].flammable) + newly_lit.push_back(ei); + } + if (e.hp <= 0.0f) brk.push_back(i); + } + for (int ei : newly_lit) + if (ei >= 0 && ei < (int)edges.size()) edges[ei].burning = true; + if (!brk.empty()) { + std::sort(brk.begin(), brk.end()); + brk.erase(std::unique(brk.begin(), brk.end()), brk.end()); + for (auto it = brk.rbegin(); it != brk.rend(); ++it) + edges.erase(edges.begin() + *it); + rebuild_topology(); + } +} + +void BuildGraph::break_edge(int edge_id) { + if (edge_id < 0 || edge_id >= (int)edges.size()) return; + edges.erase(edges.begin() + edge_id); + rebuild_topology(); +} + +void BuildGraph::break_node(int node_id) { + if (node_id < 0 || node_id >= (int)nodes.size()) return; + + edges.erase(std::remove_if(edges.begin(), edges.end(), + [node_id](const BuildEdge& e) { + return e.node_a == node_id || e.node_b == node_id; + }), edges.end()); + + nodes.erase(nodes.begin() + node_id); + for (auto& e : edges) { + if (e.node_a > node_id) e.node_a--; + if (e.node_b > node_id) e.node_b--; + } + rebuild_topology(); +} + +// ============================================================================= +// Queries +// ============================================================================= + +int BuildGraph::find_nearest_node(float x, float y, float radius) const { + int best = -1; + float best_d2 = radius * radius; + for (int i = 0; i < (int)nodes.size(); i++) { + float dx = nodes[i].x - x, dy = nodes[i].y - y; + float d2 = dx*dx + dy*dy; + if (d2 < best_d2) { best_d2 = d2; best = i; } + } + return best; +} + +int BuildGraph::find_nearest_edge(float x, float y, float radius) const { + int best = -1; + float best_d = radius; + for (int i = 0; i < (int)edges.size(); i++) { + const BuildNode& A = nodes[edges[i].node_a]; + const BuildNode& B = nodes[edges[i].node_b]; + float ex = B.x - A.x, ey = B.y - A.y; + float len2 = ex*ex + ey*ey; + if (len2 < 0.0001f) continue; + float t = ((x - A.x)*ex + (y - A.y)*ey) / len2; + t = std::clamp(t, 0.0f, 1.0f); + float px = A.x + t*ex, py = A.y + t*ey; + float d = std::hypot(x - px, y - py); + if (d < best_d) { best_d = d; best = i; } + } + return best; +} + +BuildEdge* BuildGraph::mutable_edge(int id) { + if (id < 0 || id >= (int)edges.size()) return nullptr; + return &edges[id]; +} diff --git a/src/game/build_graph.hpp b/src/game/build_graph.hpp new file mode 100644 index 0000000..f92dbd3 --- /dev/null +++ b/src/game/build_graph.hpp @@ -0,0 +1,151 @@ +#pragma once + +#include <vector> +#include <cstdint> +#include <string> +#include <unordered_set> + +// The building structure is a single graph of nodes (point masses) joined by +// edges (struts). The solver is a stiff damped mass-spring system — the canon +// Forts model: each strut is a Hookean spring (F = k.dx) with damping, and the +// stiff springs are integrated with oversampling for stability. +// +// There is ONE index space (node and edge indices). Rigidity is geometric +// (triangulation): a lone strut is a free-hinging pin joint that SNAPS once it +// rotates past its material's angle threshold (Forts' 30-degree rule), or once +// it deforms axially past MaxCompression/MaxExpansion. + +// Material definition — loaded from Lua data (see game/data.cpp). +struct MaterialDef { + float stiffness; // spring constant k (force per unit stretch) + float damping; // axial spring damping + float mass; // contributed to each endpoint node + float max_compression; // snap if length/rest < this (e.g. 0.90 = -10%) + float max_expansion; // snap if length/rest > this (e.g. 1.10 = +10%) + float angle_threshold; // snap a loose strut rotated this far (radians) + float min_length; // shortest a single strut may be (placement rejected below) + float max_length; // longest a single segment (a longer drag subdivides) + float max_link_length; // longest a whole drag/link (rejected beyond) + float hit_points; // HP pool depleted by weapon damage (separate from stress) + bool tension_only; // ropes: slack (no force, no snap) in compression + bool flammable; // can catch fire + float burn_rate; // HP lost per second while burning + float spread_time; // seconds of burning before it ignites a neighbour + bool blocks_projectiles; // stops cannon shells (wood yes; bg-brace/rope no) + bool blocks_beam; // stops laser beams (all yes in Forts) + 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) +}; + +struct BuildNode { + float x, y; // position + float vx, vy; // velocity + float mass; // aggregate of incident struts (>= MIN_NODE_MASS) + bool is_foundation; // pinned to the ground +}; + +struct BuildEdge { + int node_a, node_b; // node indices + int mat; // index into MATERIALS + float rest_length; // captured at build time + float rest_angle; // world orientation at build time + float stress; // signed deformation (length-rest)/rest, for colour + float hp, max_hp; // weapon-damage health pool + bool burning; // on fire (takes damage-over-time, spreads) + float burn; // seconds spent burning (drives spread timing) + float settle; // build-grace timer (s); while >0 the strut is held rigid + bool triangulated; // cached: part of a triangle (rigid) — set by topology + float half_width; // cached from material (render) + float r, g, b, a; // cached from material (render) +}; + +struct BuildFace { int node_a, node_b, node_c; }; + +class BuildGraph { +public: + // Material table, loaded from Lua at startup (build modes index into it). + std::vector<MaterialDef> materials; + + // --- tunables --------------------------------------------------------- + static constexpr float SETTLE_TIME = 4.0f; // rigid build grace (Forts TempBracing) + static constexpr float SNAP_RADIUS = 0.4f; // node merge distance + static constexpr float MIN_BRACE_LENGTH = 0.6f; // smallest auto brace + static constexpr int OVERSAMPLES = 14; // spring substeps per tick + static constexpr float MIN_NODE_MASS = 0.05f; + + float ground_level = 1.0f; // below = solid ground, above = sky + float gravity = 10.0f; // world units / s^2 + float air_drag = 0.8f; // linear velocity drag coefficient + + // --- construction ----------------------------------------------------- + int add_node(float x, float y, bool foundation = false); + int add_edge(int na, int nb, int mat); + + // Place a strut between two nodes, subdividing into segments no longer than + // the material's max_length (intermediate nodes auto-created). Rejects links + // outside [min_length, max_link_length]. Returns segments created (0 = none). + int add_link(int na, int nb, int mat); + + void extrude_edge(int edge_id, float off_x, float off_y); + + // --- simulation (call inside the fixed timestep) ---------------------- + void step(float dt); // integrate the mass-spring system (oversampled) + int check_strain(); // snap struts past axial / angle limits + void update_timers(float dt); // build-grace countdown + int kill_grounded(); // destroy debris below the ground + + // --- weapon damage ---------------------------------------------------- + // Radial splash at (x,y): damages struts (HP, linear falloff), applies + // knockback to nodes, and breaks struts whose HP hits zero. Structure does + // not block splash (pure radius falloff, like Forts AoE). + void apply_splash(float x, float y, float radius, float damage, float knockback); + + // Trace a laser beam from (ox,oy) along (dx,dy) up to `range`: damage + + // optionally ignite EVERY strut it crosses, passing through beam-transparent + // materials (bg-brace, ropes) and STOPPING at the first blocking one (wood). + // Fills the stop point and returns the beam length. + float beam_fire(float ox, float oy, float dx, float dy, float range, + float damage, bool ignite, float& hit_x, float& hit_y); + + // Nearest edge to (x,y) within radius that blocks projectiles (what a + // cannon shell detonates on). Returns edge index or -1. + int find_blocking_edge(float x, float y, float radius) const; + + // --- fire ------------------------------------------------------------- + void ignite_edge(int edge_id); // set a strut on fire (if flammable) + void ignite_area(float x, float y, float radius); // ignite flammable struts in radius + void update_fire(float dt); // burn DoT + spread + destroy at 0 HP + + // Recompute adjacency/faces/masses (call after directly assigning nodes/edges, + // e.g. restoring a scenario snapshot). + void rebuild() { rebuild_topology(); } + + // --- destruction primitives ------------------------------------------- + void break_edge(int edge_id); + void break_node(int node_id); + + // --- queries ---------------------------------------------------------- + int find_nearest_node(float x, float y, float radius = 0.5f) const; + int find_nearest_edge(float x, float y, float radius = 0.5f) const; + bool is_on_ground(float y) const { return y <= ground_level + 0.3f; } + BuildEdge* mutable_edge(int id); + + // --- data ------------------------------------------------------------- + std::vector<BuildNode> nodes; + std::vector<BuildEdge> edges; + std::vector<BuildFace> faces; + + struct Destroyed { float x, y; }; + std::vector<Destroyed> destroyed_events; // drained by the app for FX + +private: + std::vector<std::vector<std::pair<int,int>>> adj_; // node -> (neighbour, edge) + std::unordered_set<uint64_t> edge_set_; + std::vector<float> fx_, fy_; // per-node force scratch + std::vector<char> held_; // per-node build-grace freeze + + void rebuild_topology(); // adj_, edge_set_, faces, triangulated, node mass + bool edge_exists(int a, int b) const; +}; diff --git a/src/game/build_system.hpp b/src/game/build_system.hpp new file mode 100644 index 0000000..0bf615d --- /dev/null +++ b/src/game/build_system.hpp @@ -0,0 +1,32 @@ +#pragma once + +// Material types for building. +enum class Material : int { + Wood = 0, + Background = 1, + Rope = 2, + COUNT = 3, +}; + +struct MaterialInfo { + const char* name; + float half_w, half_h; // half-size of placed piece + float metal_cost; + float energy_cost; + float r, g, b; // color + float alpha; // 1.0 = opaque, 0.4 = semi-transparent + bool blocks_projectiles; +}; + +inline MaterialInfo material_info(Material m) { + switch (m) { + case Material::Wood: + return {"Wood", 1.0f, 0.4f, 10.0f, 5.0f, 0.55f, 0.35f, 0.15f, 1.0f, true}; + case Material::Background: + return {"BgBrace", 1.0f, 0.4f, 5.0f, 3.0f, 0.45f, 0.40f, 0.30f, 0.4f, false}; + case Material::Rope: + return {"Rope", 0.0f, 0.0f, 3.0f, 2.0f, 0.15f, 0.12f, 0.10f, 1.0f, false}; + default: + return {"???", 1.0f, 0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, true}; + } +} diff --git a/src/game/data.cpp b/src/game/data.cpp new file mode 100644 index 0000000..54f7fdb --- /dev/null +++ b/src/game/data.cpp @@ -0,0 +1,261 @@ +#include "game/data.hpp" +#include "engine/script.hpp" + +#include <filesystem> +#include <algorithm> +#include <cstdio> + +// sol2's string-literal table keys trip a GCC -Warray-bounds false positive +// under inlining/optimisation. The access is correct; silence the noise here. +#if defined(__GNUC__) && !defined(__clang__) +#pragma GCC diagnostic ignored "-Warray-bounds" +#endif + +namespace fs = std::filesystem; + +namespace { +constexpr float DEG2RAD = 3.14159265358979323846f / 180.0f; + +MaterialDef read_material(const sol::table& m) { + MaterialDef d{}; + d.name = m.get_or("name", std::string("unnamed")); + d.stiffness = m.get_or("stiffness", 600.0f); + d.damping = m.get_or("damping", 12.0f); + d.mass = m.get_or("mass", 0.25f); + d.max_compression = m.get_or("max_compression", 0.90f); + d.max_expansion = m.get_or("max_expansion", 1.10f); + d.angle_threshold = m.get_or("angle_threshold", 30.0f) * DEG2RAD; // data is degrees + d.min_length = m.get_or("min_length", 0.4f); + d.max_length = m.get_or("max_length", 3.0f); + d.max_link_length = m.get_or("max_link_length", 6.0f); + d.hit_points = m.get_or("hit_points", 150.0f); + d.flammable = m.get_or("flammable", true); + d.burn_rate = m.get_or("burn_rate", 15.0f); + d.spread_time = m.get_or("spread_time", 2.0f); + d.blocks_projectiles = m.get_or("blocks_projectiles", true); + d.blocks_beam = m.get_or("blocks_beam", true); + 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("")); + + sol::optional<sol::table> col = m["color"]; + d.r = col ? col->get_or(1, 0.8f) : 0.8f; + d.g = col ? col->get_or(2, 0.5f) : 0.5f; + d.b = col ? col->get_or(3, 0.2f) : 0.2f; + d.a = col ? col->get_or(4, 1.0f) : 1.0f; + return d; +} +} // namespace + +std::vector<MaterialDef> load_materials(ScriptEngine& script, + const std::string& data_dir) { + std::vector<MaterialDef> out; + + // 1. Base data. + if (!script.run_file(data_dir + "/materials.lua")) return out; + + // 2. Mods, ordered by (priority asc, path). Each mod.lua sets Priority; + // each materials.lua mutates the shared global Materials table. + std::error_code ec; + std::string mods_dir = data_dir + "/mods"; + std::vector<std::pair<int, std::string>> mods; + if (fs::is_directory(mods_dir, ec)) { + for (const auto& e : fs::directory_iterator(mods_dir, ec)) { + if (!e.is_directory()) continue; + std::string mp = e.path().string(); + if (!fs::exists(mp + "/materials.lua")) continue; + int priority = 5; + if (fs::exists(mp + "/mod.lua") && script.run_file(mp + "/mod.lua")) { + sol::optional<int> p = script.lua()["Priority"]; + if (p) priority = *p; + } + mods.emplace_back(priority, mp); + } + std::sort(mods.begin(), mods.end()); + for (const auto& [prio, mp] : mods) { + printf("Mod: applying %s (priority %d)\n", mp.c_str(), prio); + script.run_file(mp + "/materials.lua"); + } + } + + // 3. Read the final Materials array (1-based Lua array part, in order). + sol::optional<sol::table> mats = script.lua()["Materials"]; + if (!mats) { + fprintf(stderr, "load_materials: no global 'Materials' table\n"); + return out; + } + for (std::size_t i = 1; ; i++) { + sol::object o = (*mats)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_material(o.as<sol::table>())); + } + printf("Loaded %zu materials from Lua\n", out.size()); + return out; +} + +namespace { +// Run <data_dir>/<file> then every mod's <file> (priority, name order). +void run_layered(ScriptEngine& script, const std::string& data_dir, + const std::string& file) { + if (!script.run_file(data_dir + "/" + file)) return; + std::error_code ec; + std::string mods_dir = data_dir + "/mods"; + std::vector<std::pair<int, std::string>> mods; + if (fs::is_directory(mods_dir, ec)) { + for (const auto& e : fs::directory_iterator(mods_dir, ec)) { + if (!e.is_directory()) continue; + std::string mp = e.path().string(); + if (!fs::exists(mp + "/" + file)) continue; + int priority = 5; + if (fs::exists(mp + "/mod.lua") && script.run_file(mp + "/mod.lua")) { + sol::optional<int> p = script.lua()["Priority"]; + if (p) priority = *p; + } + mods.emplace_back(priority, mp); + } + std::sort(mods.begin(), mods.end()); + for (const auto& [prio, mp] : mods) + script.run_file(mp + "/" + file); + } +} + +WeaponDef read_weapon(const sol::table& w) { + WeaponDef d{}; + d.name = w.get_or("name", std::string("unnamed")); + d.muzzle_speed = w.get_or("muzzle_speed", 35.0f); + d.reload = w.get_or("reload", 2.0f); + d.splash_damage = w.get_or("splash_damage", 200.0f); + d.splash_radius = w.get_or("splash_radius", 3.0f); + d.knockback = w.get_or("knockback", 60.0f); + d.projectile_radius = w.get_or("projectile_radius", 0.15f); + d.fire_chance = w.get_or("fire_chance", 0.0f); + d.min_fire_angle = w.get_or("min_fire_angle", -20.0f) * DEG2RAD; + d.max_fire_angle = w.get_or("max_fire_angle", 30.0f) * DEG2RAD; + d.is_beam = w.get_or("is_beam", false); + d.beam_range = w.get_or("beam_range", 60.0f); + d.beam_dps = w.get_or("beam_dps", 120.0f); + d.beam_duration = w.get_or("beam_duration", 1.5f); + 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("")); + return d; +} +} // namespace + +std::vector<WeaponDef> load_weapons(ScriptEngine& script, const std::string& data_dir) { + std::vector<WeaponDef> out; + run_layered(script, data_dir, "weapons.lua"); + sol::optional<sol::table> ws = script.lua()["Weapons"]; + if (!ws) { fprintf(stderr, "load_weapons: no global 'Weapons' table\n"); return out; } + for (std::size_t i = 1; ; i++) { + sol::object o = (*ws)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_weapon(o.as<sol::table>())); + } + printf("Loaded %zu weapons from Lua\n", out.size()); + return out; +} + +void load_structures(ScriptEngine& script, const std::string& data_dir, + BuildGraph& graph) { + run_layered(script, data_dir, "structures.lua"); + sol::optional<sol::table> structs = script.lua()["Structures"]; + if (!structs) return; + + auto mat_index = [&](const std::string& nm) -> int { + for (int i = 0; i < (int)graph.materials.size(); i++) + if (graph.materials[i].name == nm) return i; + return 0; + }; + auto node_at = [&](float x, float y) -> int { + int n = graph.find_nearest_node(x, y, BuildGraph::SNAP_RADIUS); + return (n >= 0) ? n : graph.add_node(x, y, graph.is_on_ground(y)); + }; + + int built = 0; + for (std::size_t si = 1; ; si++) { + sol::object so = (*structs)[si]; + if (so.get_type() != sol::type::table) break; + sol::table S = so.as<sol::table>(); + sol::optional<sol::table> beams = S["beams"]; + if (!beams) continue; + for (std::size_t bi = 1; ; bi++) { + sol::object bo = (*beams)[bi]; + if (bo.get_type() != sol::type::table) break; + sol::table b = bo.as<sol::table>(); + float x1 = b.get_or(1, 0.0f), y1 = b.get_or(2, 0.0f); + float x2 = b.get_or(3, 0.0f), y2 = b.get_or(4, 0.0f); + std::string mat = b.get_or(5, std::string("wood")); + if (graph.add_edge(node_at(x1, y1), node_at(x2, y2), mat_index(mat)) >= 0) + built++; + } + } + for (auto& e : graph.edges) e.settle = 0.0f; // prebuilt = already cured + printf("Loaded %d prebuilt struts from Structures\n", built); +} + +namespace { +DeviceDef read_device(const sol::table& d) { + DeviceDef v{}; + v.name = d.get_or("name", std::string("device")); + v.hp = d.get_or("hp", 100.0f); + v.energy_rate = d.get_or("energy_rate", 0.0f); + v.metal_rate = d.get_or("metal_rate", 0.0f); + v.energy_storage = d.get_or("energy_storage", 0.0f); + v.metal_storage = d.get_or("metal_storage", 0.0f); + v.needs_deposit = d.get_or("needs_deposit", false); + v.wind = d.get_or("wind", false); + v.wind_max_rate = d.get_or("wind_max_rate", 15.0f); + v.wind_max_height = d.get_or("wind_max_height", 20.0f); + v.is_core = d.get_or("is_core", false); + v.half_w = d.get_or("half_w", 0.6f); + v.half_h = d.get_or("half_h", 0.6f); + 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("")); + 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; + v.b = col ? col->get_or(3, 0.8f) : 0.8f; + return v; +} +} // namespace + +std::vector<DeviceDef> load_devices(ScriptEngine& script, const std::string& data_dir) { + std::vector<DeviceDef> out; + run_layered(script, data_dir, "devices.lua"); + sol::optional<sol::table> ds = script.lua()["DeviceDefs"]; + if (!ds) { fprintf(stderr, "load_devices: no 'DeviceDefs' table\n"); return out; } + for (std::size_t i = 1; ; i++) { + sol::object o = (*ds)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_device(o.as<sol::table>())); + } + printf("Loaded %zu devices from Lua\n", out.size()); + return out; +} + +MapData load_map(ScriptEngine& script, const std::string& data_dir) { + MapData m; + run_layered(script, data_dir, "map.lua"); + if (sol::optional<sol::table> dep = script.lua()["Deposits"]) { + for (std::size_t i = 1; ; i++) { + sol::object o = (*dep)[i]; + if (o.get_type() != sol::type::table) break; + sol::table p = o.as<sol::table>(); + m.deposits.emplace_back(p.get_or(1, 0.0f), p.get_or(2, 0.0f)); + } + } + if (sol::optional<sol::table> md = script.lua()["MapDevices"]) { + for (std::size_t i = 1; ; i++) { + sol::object o = (*md)[i]; + if (o.get_type() != sol::type::table) break; + sol::table d = o.as<sol::table>(); + m.devices.push_back({ d.get_or("type", std::string("reactor")), + d.get_or("x", 0.0f), d.get_or("y", 0.0f), + d.get_or("team", 0) }); + } + } + printf("Loaded map: %zu deposits, %zu devices\n", m.deposits.size(), m.devices.size()); + return m; +} diff --git a/src/game/data.hpp b/src/game/data.hpp new file mode 100644 index 0000000..3a7f912 --- /dev/null +++ b/src/game/data.hpp @@ -0,0 +1,73 @@ +#pragma once + +#include "game/build_graph.hpp" // MaterialDef +#include <vector> +#include <string> + +class ScriptEngine; + +// A weapon definition, loaded from Lua (data/weapons.lua). Values are in our +// world units (scaled from the Forts data). +struct WeaponDef { + std::string name; + float muzzle_speed; // launch speed (units/s) + float reload; // seconds between shots + float splash_damage; // damage at blast centre + float splash_radius; // blast radius (units) + float knockback; // impulse applied to nearby nodes + float projectile_radius; // collision radius of the shell + float fire_chance; // 0..1 chance to ignite on impact (M4 fire) + float min_fire_angle; // firing-arc lower bound, radians rel. to mount + float max_fire_angle; // firing-arc upper bound, radians rel. to mount + bool is_beam; // laser (hitscan beam) vs ballistic shell + float beam_range; // max beam length (units) + 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 +}; + +// Loads the material table from <data_dir>/materials.lua, then applies every +// mod under <data_dir>/mods/<name>/ (each may define mod.lua with a Priority and +// a materials.lua that mutates the base table) in (priority, name) order. +// Returns the final material list. Empty on failure. +std::vector<MaterialDef> load_materials(ScriptEngine& script, + const std::string& data_dir); + +// Loads weapons from <data_dir>/weapons.lua (+ mod overrides), same layering. +std::vector<WeaponDef> load_weapons(ScriptEngine& script, + const std::string& data_dir); + +// Loads prebuilt structures from <data_dir>/structures.lua (+ mods) and builds +// them into `graph`. Each structure is a list of beams {x1,y1,x2,y2,material}. +// Used for scenario forts (e.g. the enemy target). Requires graph.materials set. +void load_structures(ScriptEngine& script, const std::string& data_dir, + BuildGraph& graph); + +// A device type (reactor / mine / turbine / battery / ...), from data/devices.lua. +struct DeviceDef { + std::string name; + float hp; + float energy_rate, metal_rate; // resources produced per second (mine e<0) + float energy_storage, metal_storage;// added to the resource caps + bool needs_deposit; // mine: only produces on a metal deposit + bool wind; // turbine: energy scales with height + float wind_max_rate, wind_max_height; + bool is_core; // reactor: destroying it decides the game + float half_w, half_h; + float cost_metal, cost_energy; // build cost + std::string texture; + float r, g, b; // fallback colour when no texture +}; + +// Scenario map: metal deposits + pre-placed devices (player reactor, enemy +// reactor, starter generators), from data/map.lua (+ mods). +struct PlacedDevice { std::string type; float x, y; int team; }; +struct MapData { + std::vector<std::pair<float,float>> deposits; + std::vector<PlacedDevice> devices; +}; + +std::vector<DeviceDef> load_devices(ScriptEngine& script, const std::string& data_dir); +MapData load_map(ScriptEngine& script, const std::string& data_dir); diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..547b55f --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,13 @@ +#include "engine/app.hpp" + +int main(int /*argc*/, char** /*argv*/) { + AppConfig cfg; + cfg.title = "Forts Clone v0.1"; + cfg.window_width = 1280; + cfg.window_height = 720; + + App app(cfg); + app.run(); + + return 0; +} |
