Added Car Crime City #2

pull/39/head
Javidx9 6 years ago committed by GitHub
parent 02fba9cb0e
commit 1b669d5c61
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
  1. 256
      CarCrimeCity/Part2/Lua533/include/lauxlib.h
  2. 486
      CarCrimeCity/Part2/Lua533/include/lua.h
  3. 9
      CarCrimeCity/Part2/Lua533/include/lua.hpp
  4. 769
      CarCrimeCity/Part2/Lua533/include/luaconf.h
  5. 58
      CarCrimeCity/Part2/Lua533/include/lualib.h
  6. BIN
      CarCrimeCity/Part2/Lua533/liblua53.a
  7. BIN
      CarCrimeCity/Part2/Lua533/lua53.dll
  8. 716
      CarCrimeCity/Part2/assets/buildings/udxs_building1.obj
  9. BIN
      CarCrimeCity/Part2/assets/buildings/udxs_building1.png
  10. BIN
      CarCrimeCity/Part2/assets/buildings/unit_building.blend
  11. BIN
      CarCrimeCity/Part2/assets/buildings/unit_building.blend1
  12. 26
      CarCrimeCity/Part2/assets/buildings/unit_building.obj
  13. BIN
      CarCrimeCity/Part2/assets/cities/example1.city
  14. 50
      CarCrimeCity/Part2/assets/config.lua
  15. BIN
      CarCrimeCity/Part2/assets/system/car_top.png
  16. BIN
      CarCrimeCity/Part2/assets/system/car_top3.png
  17. BIN
      CarCrimeCity/Part2/assets/system/ccctitle1.png
  18. BIN
      CarCrimeCity/Part2/assets/system/clouds1.png
  19. BIN
      CarCrimeCity/Part2/assets/system/clouds2.png
  20. BIN
      CarCrimeCity/Part2/assets/system/grass1.png
  21. BIN
      CarCrimeCity/Part2/assets/system/roads1.png
  22. BIN
      CarCrimeCity/Part2/assets/system/roads2.png
  23. BIN
      CarCrimeCity/Part2/assets/system/roads3.png
  24. BIN
      CarCrimeCity/Part2/assets/system/roads4.png
  25. BIN
      CarCrimeCity/Part2/assets/system/skidsmoke1.png
  26. BIN
      CarCrimeCity/Part2/assets/system/water1.png
  27. BIN
      CarCrimeCity/Part2/assets/system/waterside1.png
  28. 121
      CarCrimeCity/Part2/assets/vehicles/CarCrime_SUV.obj
  29. 127
      CarCrimeCity/Part2/assets/vehicles/CarCrime_Sedan.obj
  30. 137
      CarCrimeCity/Part2/assets/vehicles/CarCrime_Truck_Cab.obj
  31. 106
      CarCrimeCity/Part2/assets/vehicles/CarCrime_Truck_Trailer.obj
  32. 127
      CarCrimeCity/Part2/assets/vehicles/CarCrime_Ute.obj
  33. 121
      CarCrimeCity/Part2/assets/vehicles/CarCrime_Wagon.obj
  34. BIN
      CarCrimeCity/Part2/assets/vehicles/CarTex_256.png
  35. 206
      CarCrimeCity/Part2/cAutomata.cpp
  36. 107
      CarCrimeCity/Part2/cAutomata.h
  37. 709
      CarCrimeCity/Part2/cCarCrimeCity.cpp
  38. 289
      CarCrimeCity/Part2/cCarCrimeCity.h
  39. 121
      CarCrimeCity/Part2/cCell.cpp
  40. 60
      CarCrimeCity/Part2/cCell.h
  41. 53
      CarCrimeCity/Part2/cCell_Building.cpp
  42. 25
      CarCrimeCity/Part2/cCell_Building.h
  43. 49
      CarCrimeCity/Part2/cCell_Plane.cpp
  44. 34
      CarCrimeCity/Part2/cCell_Plane.h
  45. 812
      CarCrimeCity/Part2/cCell_Road.cpp
  46. 54
      CarCrimeCity/Part2/cCell_Road.h
  47. 91
      CarCrimeCity/Part2/cCell_Water.cpp
  48. 25
      CarCrimeCity/Part2/cCell_Water.h
  49. 202
      CarCrimeCity/Part2/cCityMap.cpp
  50. 63
      CarCrimeCity/Part2/cCityMap.h
  51. 156
      CarCrimeCity/Part2/cGameSettings.cpp
  52. 65
      CarCrimeCity/Part2/cGameSettings.h
  53. BIN
      CarCrimeCity/Part2/lua53.dll
  54. 367
      CarCrimeCity/Part2/main.cpp
  55. 1725
      CarCrimeCity/Part2/olcPGEX_Graphics3D.h
  56. 5
      CarCrimeCity/Part2/olcPixelGameEngine.cpp
  57. 2317
      CarCrimeCity/Part2/olcPixelGameEngine.h

@ -0,0 +1,256 @@
/*
** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* extra error code for 'luaL_load' */
#define LUA_ERRFILE (LUA_ERRERR+1)
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* predefined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
typedef struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
} luaL_Buffer;
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/* compatibility with old module system */
#if defined(LUA_COMPAT_MODULE)
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
int sizehint);
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
const luaL_Reg *l, int nup);
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
#endif
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

@ -0,0 +1,486 @@
/*
** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "3"
#define LUA_VERSION_NUM 503
#define LUA_VERSION_RELEASE "3"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** Pseudo-indices
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
** space after that to help overflow detection)
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRGCMM 5
#define LUA_ERRERR 6
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTAGS 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API const lua_Number *(lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
#define lua_pushglobaltable(L) \
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros for unsigned conversions
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2016 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

@ -0,0 +1,9 @@
// lua.hpp
// Lua header files for C++
// <<extern "C">> not supplied automatically because Lua also compiles as C++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

@ -0,0 +1,769 @@
/*
** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#endif
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT 32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT 16
#endif
/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT 1
#define LUA_INT_LONG 2
#define LUA_INT_LONGLONG 3
/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT 1
#define LUA_FLOAT_DOUBLE 2
#define LUA_FLOAT_LONGDOUBLE 3
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32 /* use 'int' if big enough */
#define LUA_INT_TYPE LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_TYPE LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE LUA_INT_LONG
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif /* } */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE LUA_INT_LONGLONG
#endif
#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll;" \
LUA_CDIR"?53.dll;" ".\\?53.dll"
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \
LUA_CDIR"lib?53.so;" "./lib?53.so"
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/* more often than not the libs go together with the core */
#define LUALIB_API LUA_API
#define LUAMOD_API LUALIB_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables
** that are not to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("hidden"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC LUAI_FUNC
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2.
@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_2) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'.
*/
#define LUA_COMPAT_BITLIB
/*
@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod.
*/
#define LUA_COMPAT_IPAIRS
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
*/
#define LUA_COMPAT_APIINTCASTS
#endif /* } */
#if defined(LUA_COMPAT_5_1) /* { */
/* Incompatibilities from 5.2 -> 5.3 */
#define LUA_COMPAT_MATHLIB
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'.
** You can replace it with 'table.unpack'.
*/
#define LUA_COMPAT_UNPACK
/*
@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'.
** You can replace it with 'package.searchers'.
*/
#define LUA_COMPAT_LOADERS
/*
@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall.
** You can call your C function directly (with light C functions).
*/
#define lua_cpcall(L,f,u) \
(lua_pushcfunction(L, (f)), \
lua_pushlightuserdata(L,(u)), \
lua_pcall(L,1,0,0))
/*
@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library.
** You can rewrite 'log10(x)' as 'log(x, 10)'.
*/
#define LUA_COMPAT_LOG10
/*
@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base
** library. You can rewrite 'loadstring(s)' as 'load(s)'.
*/
#define LUA_COMPAT_LOADSTRING
/*
@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library.
*/
#define LUA_COMPAT_MAXN
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
/*
@@ LUA_COMPAT_MODULE controls compatibility with previous
** module functions 'module' (Lua) and 'luaL_register' (C).
*/
#define LUA_COMPAT_MODULE
#endif /* } */
/*
@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a
@@ a float mark ('.0').
** This macro is not on by default even in compatibility mode,
** because this is not really an incompatibility.
*/
/* #define LUA_COMPAT_FLOATSTRING */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@@ over a floating number.
@@ l_mathlim(x) corrects limit name 'x' to the proper float type
** by prefixing it with one of FLT/DBL/LDBL.
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeric string to a number.
*/
/* The following definitions are good for most cases here */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n))
/*
@@ lua_numbertointeger converts a float number to an integer, or
** returns 0 if float is not within the range of a lua_Integer.
** (The range comparisons are tricky because of rounding. The tests
** here assume a two-complement representation, where MININTEGER always
** has an exact representation as a float; MAXINTEGER may not have one,
** and therefore its conversion to float may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/* now the variable definitions */
#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */
#define LUA_NUMBER float
#define l_mathlim(n) (FLT_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */
#define LUA_NUMBER long double
#define l_mathlim(n) (LDBL_##n)
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */
#define LUA_NUMBER double
#define l_mathlim(n) (DBL_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric float type not defined"
#endif /* } */
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of an 'usual argument conversion'
@@ over a lUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n))
#define LUAI_UACINT LUA_INTEGER
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
/* now the variable definitions */
#if LUA_INT_TYPE == LUA_INT_INT /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */
/* use presence of macro LLONG_MAX as proxy for C99 compliance */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99 and other C details
** ===================================================================
*/
/*
@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89.
** (All uses in Lua have only one format item.)
*/
#if !defined(LUA_USE_C89)
#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i)
#else
#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i))
#endif
/*
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ lua_number2strx converts a float to an hexadecimal numeric string.
** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that.
** Otherwise, you can leave 'lua_number2strx' undefined and Lua will
** provide its own implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n))
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined(INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/*
@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point).
** Change that if you do not want to use C locales. (Code using this
** macro must include header 'locale.h'.)
*/
#if !defined(lua_getlocaledecpoint)
#define lua_getlocaledecpoint() (localeconv()->decimal_point[0])
#endif
/* }================================================================== */
/*
** {==================================================================
** Language Variations
** =====================================================================
*/
/*
@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some
** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from
** numbers to strings. Define LUA_NOCVTS2N to turn off automatic
** coercion from strings to numbers.
*/
/* #define LUA_NOCVTN2S */
/* #define LUA_NOCVTS2N */
/*
@@ LUA_USE_APICHECK turns on several consistency checks on the C API.
** Define it as a help when debugging C code.
*/
#if defined(LUA_USE_APICHECK)
#include <assert.h>
#define luai_apicheck(l,e) assert(e)
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua). You probably do not want/need to change them.
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
*/
#if LUAI_BITSINT >= 32
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
** CHANGE it if it uses too much C-stack space. (For long double,
** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a
** smaller buffer would force a memory allocation for each call to
** 'string.format'.)
*/
#if defined(LUA_FLOAT_LONGDOUBLE)
#define LUAL_BUFFERSIZE 8192
#else
#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer)))
#endif
/* }================================================================== */
/*
@@ LUA_QL describes how error messages quote program elements.
** Lua does not use these macros anymore; they are here for
** compatibility only.
*/
#define LUA_QL(x) "'" x "'"
#define LUA_QS LUA_QL("%s")
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

@ -0,0 +1,58 @@
/*
** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_BITLIBNAME "bit32"
LUAMOD_API int (luaopen_bit32) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif

@ -0,0 +1,716 @@
# Blender v2.79 (sub 0) OBJ File: 'olc_building0.blend'
# www.blender.org
mtllib olc_building0.mtl
o Plane
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# Blender v2.79 (sub 0) OBJ File: 'unit_building.blend'
# www.blender.org
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-- Size of pixel
PixelWidth = 2
PixelHeight = 2
-- Size of display window in pixels
ScreenWidth = 768
ScreenHeight = 480
--ScreenWidth = 384
--ScreenHeight = 240
FullScreen = false
-- Default city parameters
DefaultMapWidth = 64
DefaultMapHeight = 32
--DefaultCityFile = "assets/cities/example1.city"
-- Textures used by various game systems
Textures = {}
Textures[1] = {"Grass", "assets/system/grass1.png"}
Textures[2] = {"AllRoads", "assets/system/roads4.png"}
Textures[3] = {"Water", "assets/system/water1.png"}
Textures[4] = {"Clouds", "assets/system/clouds2.png"}
Textures[5] = {"WaterSide", "assets/system/waterside1.png"}
Textures[6] = {"Smoke", "assets/system/skidsmoke1.png"}
-- Buildings
Buildings = {}
Buildings[1] = {"javidx9", "UnitBuilding_1", "assets/buildings/unit_building.obj", "",
0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0}
Buildings[2] = {"UDXS", "Apartments_1", "assets/buildings/udxs_building1.obj", "assets/buildings/udxs_building1.png",
0.0, 0.0, 0.0, 1.0, 1.0, 0.5, 1.0, 1.0, 0.0}
Vehicles = {}
Vehicles[1] = {"JustinRM", "Sedan", "assets/vehicles/CarCrime_Sedan.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 1.5708, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}
Vehicles[2] = {"JustinRM", "SUV", "assets/vehicles/CarCrime_SUV.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}
Vehicles[3] = {"JustinRM", "TruckCab", "assets/vehicles/CarCrime_Truck_Cab.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}
Vehicles[4] = {"JustinRM", "TruckTrailer", "assets/vehicles/CarCrime_Truck_Trailer.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}
Vehicles[5] = {"JustinRM", "UTE", "assets/vehicles/CarCrime_Ute.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}
Vehicles[6] = {"JustinRM", "Wagon", "assets/vehicles/CarCrime_Wahon.obj", "assets/vehicles/CarTex_256.png",
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0}

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# www.blender.org
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# www.blender.org
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f 17/25 19/26 20/27
f 18/28 17/25 20/27
f 21/26 23/25 24/28
f 22/27 21/26 24/28
f 26/29 27/30 25/31
f 27/30 28/32 25/31
f 28/32 29/33 25/31
f 31/34 32/35 30/36
f 32/35 33/37 30/36
f 33/37 34/38 30/36
f 36/38 37/37 35/36
f 37/37 38/35 35/36
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f 41/33 42/32 40/31
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f 43/30 44/29 40/31
f 5/39 7/40 6/41
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f 46/29 47/30 45/31
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@ -0,0 +1,106 @@
# Blender v2.69 (sub 0) OBJ File: 'Car002.blend'
# www.blender.org
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f 2/1 1/2 5/3
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f 37/19 41/28 43/20
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f 38/19 40/18 42/28
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@ -0,0 +1,127 @@
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# www.blender.org
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f 1/1 3/2 4/3
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f 17/29 19/30 20/31
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f 22/31 21/30 24/32
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f 31/38 32/39 30/40
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@ -0,0 +1,121 @@
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# www.blender.org
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f 1/1 3/2 4/3
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f 17/29 19/30 20/31
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f 22/31 21/30 24/32
f 26/33 27/34 25/35
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f 28/36 29/37 25/35
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#include "cAutomata.h"
cAuto_Node::cAuto_Node()
{
pos = { 0,0 };
}
cAuto_Node::cAuto_Node(const olc::vf2d &worldpos)
{
pos = worldpos;
}
olc::vf2d cAuto_Track::GetPostion(float t, cAuto_Node *pStart)
{
// pStart indicates the node the automata first encounted this track
if (node[0] == pStart)
{
return node[0]->pos + (node[1]->pos - node[0]->pos) * (t / fTrackLength);
}
else
{
return node[1]->pos + (node[0]->pos - node[1]->pos) * (t / fTrackLength);
}
}
cAuto_Body::cAuto_Body()
{
}
cAuto_Body::~cAuto_Body()
{
}
void cAuto_Body::UpdateAuto(float fElapsedTime)
{
// Work out which node is the target destination
cAuto_Node *pExitNode = pCurrentTrack->node[0];
if (pExitNode == pTrackOriginNode)
pExitNode = pCurrentTrack->node[1];
bool bAutomataCanMove = true;
float fDistanceToAutoInFront = 1.0f;
// First check if the vehicle overlaps with the one in front of it
// Get an iterator for this automata
auto itThisAutomata = std::find(pCurrentTrack->listAutos.begin(), pCurrentTrack->listAutos.end(), this);
// If this automata is at the front of this track segment
if (*itThisAutomata == pCurrentTrack->listAutos.front())
{
// Then check all the following track segments. Take the position of
// each vehicle at the back of the track segments auto list
for (auto &track : pExitNode->listTracks)
{
if (track != pCurrentTrack && !track->listAutos.empty())
{
// Get Auto at back
float fDistanceFromTrackStartToAutoRear = track->listAutos.back()->fAutoPos - track->listAutos.back()->fAutoLength;
if ((*itThisAutomata)->fAutoPos < (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - fAutoLength))
{
// Move Automata along track, as there is space
//bAutomataCanMove = true;
fDistanceToAutoInFront = (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - 0.1f) - (*itThisAutomata)->fAutoPos;
}
else
{
// No space, so do not move automata
bAutomataCanMove = false;
}
}
else
{
// Track in front was empty, node is clear to pass through so
//bAutomataCanMove = true;
}
}
}
else
{
// Get the automata in front
auto itAutomataInFront = itThisAutomata;
itAutomataInFront--;
// If the distance between the front of the automata in front and the fornt of this automata
// is greater than the length of the automata in front, then there is space for this automata
// to enter
if (fabs((*itAutomataInFront)->fAutoPos - (*itThisAutomata)->fAutoPos) > ((*itAutomataInFront)->fAutoLength + 0.1f))
{
// Move Automata along track
//bAutomataCanMove = true;
fDistanceToAutoInFront = ((*itAutomataInFront)->fAutoPos - (*itAutomataInFront)->fAutoLength - 0.1f) - (*itThisAutomata)->fAutoPos;
}
else
{
// No space, so do not move automata
bAutomataCanMove = false;
}
}
if (bAutomataCanMove)
{
if (fDistanceToAutoInFront > pCurrentTrack->fTrackLength) fDistanceToAutoInFront = pCurrentTrack->fTrackLength;
fAutoPos += fElapsedTime * std::max(fDistanceToAutoInFront, 1.0f) * (fAutoLength < 0.1f ? 0.3f : 0.5f);
}
if (fAutoPos >= pCurrentTrack->fTrackLength)
{
// Automata has reached end of current track
// Check if it can transition beyond node
if (!pExitNode->bBlock)
{
// It can, so reset position along track back to start
fAutoPos -= pCurrentTrack->fTrackLength;
// Choose a track from the node not equal to this one, that has an unblocked exit node
// For now choose at random
cAuto_Track *pNewTrack = nullptr;
if (pExitNode->listTracks.size() == 2)
{
// Automata is travelling along straight joined sections, one of the
// tracks is the track its just come in on, the other is the exit, so
// choose the exit.
auto it = pExitNode->listTracks.begin();
pNewTrack = (*it);
if (pCurrentTrack == pNewTrack)
{
++it;
pNewTrack = (*it);
}
}
else
{
// Automata has reached a junction with several exits
while (pNewTrack == nullptr)
{
int i = rand() % pExitNode->listTracks.size();
int j = 0;
for (auto it = pExitNode->listTracks.begin(); it != pExitNode->listTracks.end(); ++it)
{
cAuto_Track* track = (*it);
// Work out which node is the target destination
cAuto_Node *pNewExitNode = track->node[0];
if (pNewExitNode == pExitNode)
pNewExitNode = track->node[1];
if (j == i && track != pCurrentTrack && !pNewExitNode->bBlock /*((*it)->cell != pCurrentTrack->cell)*/)
{
pNewTrack = track;
break;
}
j++;
}
}
}
// Change to new track, the origin node of the next
// track is the same as the exit node to the current track
pTrackOriginNode = pExitNode;
// Remove the automata from the front of the queue
// on the current track
pCurrentTrack->listAutos.pop_front();
// Switch the automatas track link to the new track
pCurrentTrack = pNewTrack;
// Push the automata onto the back of the new track queue
pCurrentTrack->listAutos.push_back(this);
}
else
{
// It cant pass the node, so clamp automata at this location
fAutoPos = pCurrentTrack->fTrackLength;
}
}
else
{
// Automata is travelling
vAutoPos = pCurrentTrack->GetPostion(fAutoPos, pTrackOriginNode);
}
}

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/*
Top Down City Based Car Crime Game - Part #2
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Instructions:
~~~~~~~~~~~~~
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
P to place pavement, Q to place building, Arrow keys to drive car
Relevant Video: https://youtu.be/fIV6P1W-wuo
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019
*/
#pragma once
#include "olcPixelGameEngine.h"
class cAuto_Track;
class cAuto_Node;
class cAuto_Body;
class cCell;
class cAuto_Node
{
public:
cAuto_Node();
cAuto_Node(const olc::vf2d &worldpos);
olc::vf2d pos;
bool bBlock = false;
std::list<cAuto_Track*> listTracks;
};
class cAuto_Track
{
public:
cAuto_Node* node[2]; // Two end nodes
cCell* cell; // Pointer to host cell
olc::vf2d GetPostion(float t, cAuto_Node *pstart);
std::list<cAuto_Body*> listAutos;
float fTrackLength = 1.0f;
};
class cAuto_Body
{
public:
cAuto_Body();
~cAuto_Body();
public:
void UpdateAuto(float fElapsedTime);
public:
olc::vf2d vAutoPos = { 0.0f, 0.0f };
float fAutoPos = 0.0f; // Location of automata along track
float fAutoLength = 0.0f; // Physical length of automata
cAuto_Track *pCurrentTrack = nullptr;
cAuto_Node *pTrackOriginNode = nullptr;
};

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#include "cCarCrimeCity.h"
cCarCrimeCity::cCarCrimeCity()
{
sAppName = "Car Crime City";
}
cCarCrimeCity::~cCarCrimeCity()
{
}
bool cCarCrimeCity::OnUserCreate()
{
// Initialise PGEX 3D
olc::GFX3D::ConfigureDisplay();
// Load fixed system assets, i.e. those need to simply do anything
if (!LoadAssets()) return false;
// Create Default city
pCity = new cCityMap(cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight, mapAssetTextures, mapAssetMeshes, mapAssetTransform);
// If a city map file has been specified, then load it
if (!cGameSettings::sDefaultCityFile.empty())
{
if (!pCity->LoadCity(cGameSettings::sDefaultCityFile))
{
std::cout << "Failed to load '" << cGameSettings::sDefaultCityFile << "'" << std::endl;
return false;
}
}
return true;
}
bool cCarCrimeCity::LoadAssets()
{
// Game Settings should have loaded all the relevant file information
// to start loading asset information. Game assets will be stored in
// a map structure. Maps can have slightly longer access times, so each
// in game object will have facility to extract required resources once
// when it is created, meaning no map search during normal use
// System Meshes
// A simple flat unit quad
olc::GFX3D::mesh* meshQuad = new olc::GFX3D::mesh();
meshQuad->tris =
{
{ 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
};
mapAssetMeshes["UnitQuad"] = meshQuad;
//// The four outer walls of a cell
olc::GFX3D::mesh* meshWallsOut = new olc::GFX3D::mesh();
meshWallsOut->tris =
{
// EAST
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// WEST
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// TOP
{ 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// BOTTOM
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
};
mapAssetMeshes["WallsOut"] = meshWallsOut;
// System Textures
for (auto &asset : cGameSettings::vecAssetTextures)
{
olc::Sprite *sprAsset = new olc::Sprite();
if (sprAsset->LoadFromFile(asset.sFile))
{
mapAssetTextures[asset.sName] = sprAsset;
}
else
{
std::cout << "Failed to load " << asset.sName << std::endl;
return false;
}
}
// Break up roads sprite into individual sprites. Why? Its easier to maintain
// the roads sprite as a single image, but easier to use if they are all individual.
// Breaking it up manually in the image editing software is time consuming so just
// do it here
int nRoadTexSize = 256; // In pixels in base texture
int nRoadTexOffset = 64; // There exists a 64 pixel offset from top left of source image
for (int r = 0; r < 12; r++)
{
olc::Sprite* road = new olc::Sprite(nRoadTexSize, nRoadTexSize);
SetDrawTarget(road);
DrawPartialSprite(0, 0, mapAssetTextures["AllRoads"], ((r % 3) * nRoadTexSize) + nRoadTexOffset, ((r / 3) * nRoadTexSize) + nRoadTexOffset, nRoadTexSize, nRoadTexSize);
switch (r)
{
case 0: mapAssetTextures["Road_V"] = road; break;
case 1: mapAssetTextures["Road_H"] = road; break;
case 2: mapAssetTextures["Pavement"] = road; break;
case 3: mapAssetTextures["Road_C1"] = road; break;
case 4: mapAssetTextures["Road_T1"] = road; break;
case 5: mapAssetTextures["Road_C2"] = road; break;
case 6: mapAssetTextures["Road_T2"] = road; break;
case 7: mapAssetTextures["Road_X"] = road; break;
case 8: mapAssetTextures["Road_T3"] = road; break;
case 9: mapAssetTextures["Road_C3"] = road; break;
case 10: mapAssetTextures["Road_T4"] = road; break;
case 11: mapAssetTextures["Road_C4"] = road; break;
}
}
SetDrawTarget(nullptr);
// Load Buildings
for (auto &asset : cGameSettings::vecAssetBuildings)
{
mapAssetMeshes[asset.sDescription] = new olc::GFX3D::mesh();
mapAssetMeshes[asset.sDescription]->LoadOBJFile(asset.sModelOBJ);
mapAssetTextures[asset.sDescription] = new olc::Sprite(asset.sModelPNG);
olc::GFX3D::mat4x4 matScale = olc::GFX3D::Math::Mat_MakeScale(asset.fScale[0], asset.fScale[1], asset.fScale[2]);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(asset.fTranslate[0], asset.fTranslate[1], asset.fTranslate[2]);
olc::GFX3D::mat4x4 matRotateX = olc::GFX3D::Math::Mat_MakeRotationX(asset.fRotate[0]);
olc::GFX3D::mat4x4 matRotateY = olc::GFX3D::Math::Mat_MakeRotationY(asset.fRotate[1]);
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(asset.fRotate[2]);
olc::GFX3D::mat4x4 matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTranslate, matScale);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateX);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateY);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateZ);
mapAssetTransform[asset.sDescription] = matTransform;
}
// Load Vehicles
for (auto &asset : cGameSettings::vecAssetVehicles)
{
mapAssetMeshes[asset.sDescription] = new olc::GFX3D::mesh();
mapAssetMeshes[asset.sDescription]->LoadOBJFile(asset.sModelOBJ);
mapAssetTextures[asset.sDescription] = new olc::Sprite(asset.sModelPNG);
olc::GFX3D::mat4x4 matScale = olc::GFX3D::Math::Mat_MakeScale(asset.fScale[0], asset.fScale[1], asset.fScale[2]);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(asset.fTranslate[0], asset.fTranslate[1], asset.fTranslate[2]);
olc::GFX3D::mat4x4 matRotateX = olc::GFX3D::Math::Mat_MakeRotationX(asset.fRotate[0]);
olc::GFX3D::mat4x4 matRotateY = olc::GFX3D::Math::Mat_MakeRotationY(asset.fRotate[1]);
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(asset.fRotate[2]);
olc::GFX3D::mat4x4 matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTranslate, matScale);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateX);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateY);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateZ);
mapAssetTransform[asset.sDescription] = matTransform;
}
return true;
}
void cCarCrimeCity::SpawnPedestrian(int x, int y)
{
cCell* cell = pCity->Cell(x, y);
cAuto_Track *t = ((cCell_Road*)cell)->pSafePedestrianTrack;
if (t == nullptr) return;
cAuto_Body *a = new cAuto_Body();
a->fAutoLength = 0.05f;
a->pCurrentTrack = t;
a->pCurrentTrack->listAutos.push_back(a);
a->pTrackOriginNode = t->node[0];
a->UpdateAuto(0.0f);
listAutomata.push_back(a);
}
void cCarCrimeCity::SpawnVehicle(int x, int y)
{
cCell* cell = pCity->Cell(x, y);
cAuto_Track *t = ((cCell_Road*)cell)->pSafeCarTrack;
if (t == nullptr) return;
cAuto_Body *a = new cAuto_Body();
a->fAutoLength = 0.2f;
a->pCurrentTrack = t;
a->pCurrentTrack->listAutos.push_back(a);
a->pTrackOriginNode = t->node[0];
a->UpdateAuto(0.0f);
listAutomata.push_back(a);
}
void cCarCrimeCity::DoEditMode(float fElapsedTime)
{
// Get cell under mouse cursor
cCell* mcell = pCity->Cell(nMouseX, nMouseY);
bool bTempCellAdded = false;
// Left click and drag adds cells
if (mcell != nullptr && GetMouse(0).bHeld)
setSelectedCells.emplace(nMouseY * pCity->GetWidth() + nMouseX);
// Right click clears selection
if (GetMouse(1).bReleased)
setSelectedCells.clear();
if (setSelectedCells.empty())
{
// If nothing can be edited validly then just exit
if (mcell == nullptr)
return;
// else set is empty, so temporarily add current cell to it
setSelectedCells.emplace(nMouseY * pCity->GetWidth() + nMouseX);
bTempCellAdded = true;
}
// If the map changes, we will need to update
// the automata, and adjacency
bool bMapChanged = false;
// Press "G" to apply grass
if (GetKey(olc::Key::G).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Plane(pCity, x, y, PLANE_GRASS));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "P" to apply Pavement
if (GetKey(olc::Key::P).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Plane(pCity, x, y, PLANE_ASPHALT));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "W" to apply Water
if (GetKey(olc::Key::W).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Water(pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "R" to apply Roads
if (GetKey(olc::Key::Q).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Building("Apartments_1", pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "R" to apply Roads
if (GetKey(olc::Key::R).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Road(pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
if (GetKey(olc::Key::C).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
SpawnVehicle(x, y);
}
}
if (GetKey(olc::Key::V).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
SpawnPedestrian(x, y);
}
}
if (bMapChanged)
{
// The navigation nodes may have tracks attached to them, so get rid of them
// all. Below we will reconstruct all tracks because city has changed
pCity->RemoveAllTracks();
for (auto &a : listAutomata) delete a;
listAutomata.clear();
for (int x = 0; x < pCity->GetWidth(); x++)
{
for (int y = 0; y < pCity->GetHeight(); y++)
{
cCell *c = pCity->Cell(x, y);
// Update adjacency information, i.e. those cells whose
// state changes based on neighbouring cells
c->CalculateAdjacency();
}
}
}
// To facilitate "edit under cursor" we added a temporary cell
// which needs to be removed now
if (bTempCellAdded)
setSelectedCells.clear();
}
olc::vf2d cCarCrimeCity::GetMouseOnGround(const olc::vf2d &vMouseScreen)
{
olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f);
olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
olc::GFX3D::vec3d vecMouseDir = {
2.0f * ((vMouseScreen.x / (float)ScreenWidth()) - 0.5f) / matProj.m[0][0],
2.0f * ((vMouseScreen.y / (float)ScreenHeight()) - 0.5f) / matProj.m[1][1],
1.0f,
0.0f };
olc::GFX3D::vec3d vecMouseOrigin = { 0.0f, 0.0f, 0.0f };
vecMouseOrigin = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseOrigin);
vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir);
vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f);
vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir);
// Perform line/plane intersection to determine mouse position in world space
olc::GFX3D::vec3d plane_p = { 0.0f, 0.0f, 0.0f };
olc::GFX3D::vec3d plane_n = { 0.0f, 0.0f, 1.0f };
float t = 0.0f;
olc::GFX3D::vec3d mouse3d = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t);
return { mouse3d.x, mouse3d.y };
}
bool cCarCrimeCity::OnUserUpdate(float fElapsedTime)
{
fGlobalTime += fElapsedTime;
if (GetKey(olc::Key::TAB).bReleased) bEditMode = !bEditMode;
if (bEditMode) // Use mouse to pan and zoom, and place objects
{
vEye = vCamera;
olc::vf2d vMouseScreen = { (float)GetMouseX(), (float)GetMouseY() };
olc::vf2d vMouseOnGroundBeforeZoom = GetMouseOnGround(vMouseScreen);
vOffset = { 0,0 };
if (IsFocused())
{
if (GetMouse(2).bPressed) { vStartPan = vMouseOnGroundBeforeZoom; }
if (GetMouse(2).bHeld) { vOffset = (vStartPan - vMouseOnGroundBeforeZoom); };
if (GetMouseWheel() > 0)
{
vCamera.z *= 0.5f;
}
if (GetMouseWheel() < 0)
{
vCamera.z *= 1.5f;
}
}
vEye = vCamera;
olc::vf2d vMouseOnGroundAfterZoom = GetMouseOnGround(vMouseScreen);
vOffset += (vMouseOnGroundBeforeZoom - vMouseOnGroundAfterZoom);
vCamera.x += vOffset.x;
vCamera.y += vOffset.y;
vEye = vCamera;
// Get Integer versions of mouse coords in world space
nMouseX = (int)vMouseOnGroundAfterZoom.x;
nMouseY = (int)vMouseOnGroundAfterZoom.y;
DoEditMode(fElapsedTime);
}
else
{
// Not in edit mode, so camera follows player
if (GetKey(olc::Key::LEFT).bHeld) fAngle += -2.5f * fElapsedTime;
if (GetKey(olc::Key::RIGHT).bHeld) fAngle += 2.5f * fElapsedTime;
if (GetKey(olc::Key::UP).bHeld)
{
carvel = { cos(fAngle), sin(fAngle) };
carpos += carvel * 2.0f * fElapsedTime;
}
vCamera.x = carpos.x;
vCamera.y = carpos.y;
vEye = vCamera;
}
/*fAngle = 0.0f;
if (GetKey(olc::Key::LEFT).bHeld) fAngle = -0.8f;
if (GetKey(olc::Key::RIGHT).bHeld) fAngle = 0.8f;*/
//car.UpdateDrive(fElapsedTime, 1.0f, GetKey(olc::Key::UP).bHeld, GetKey(olc::Key::SPACE).bHeld, GetKey(olc::Key::DOWN).bHeld, fAngle);
//if (car.bSkidding && fmod(fGlobalTime, 0.05f) < 0.01f)
//{
// listDecalSmoke.push_front({ 0.1f, {car.vPosRear.x, car.vPosRear.y, -0.03f} });
//}
//// Update Decals
//for (auto &d : listDecalSmoke)
//{
// d.fLifetime += fElapsedTime;
//}
//listDecalSmoke.remove_if([](const sSmokeDecal &d) {return d.fLifetime > 2.0f; });
//if (!bEditMode)
//{
// vCamera.x = car.GetOrigin().x;
// vCamera.y = car.GetOrigin().y;
//}
//float fTargetHeight = -1.0f;
//int nCarX = vCamera.x;
//int nCarY = vCamera.y;
std::vector<cGameObjectQuad> vecNeighbours;
//// Check surrounding cells height
//for (int x = nCarX - 1; x < nCarX + 2; x++)
// for (int y = nCarY - 1; y < nCarY + 2; y++)
// {
// if (pCity->Cell(x,y) && pCity->Cell(x, y)->bBuilding)
// {
// cGameObjectQuad ob(1.0f, 1.0f);
// ob.pos = { (float)x + 0.5f, (float)y + 0.5f, 0.0f, 1.0f };
// ob.TransformModelToWorld();
// vecNeighbours.push_back(ob);
// fTargetHeight = -2.0f;
// }
// }
//goCar->pos.x = car.GetOrigin().x;
//goCar->pos.y = car.GetOrigin().y;
//goCar->fAngle = car.GetRotation();
//goCar->TransformModelToWorld();
//for (auto &ob : vecNeighbours)
//{
// if (goCar->StaticCollisionWith(ob, true))
// {
// goCar->TransformModelToWorld();
// car.vPosRear.x += goCar->pos.x - car.GetOrigin().x;
// car.vPosRear.y += goCar->pos.y - car.GetOrigin().y;
// car.vPosFront.x += goCar->pos.x - car.GetOrigin().x;
// car.vPosFront.y += goCar->pos.y - car.GetOrigin().y;
// car.fSpeed = 0.0f;
// }
//}
//if(!bEditMode)
// vCamera.z += (fTargetHeight - vCamera.z) * 10.0f * fElapsedTime;
//car.UpdateTow(fElapsedTime, { mouse3d.x, mouse3d.y });
//for (int v = 1; v<vecTraffic.size(); v++)
//{
// //vecTraffic[v].UpdateTow(fElapsedTime * 10.0f, vecTraffic[v - 1].vPosRear);
//}
// Calculate Visible ground plane dimensions
viewWorldTopLeft = GetMouseOnGround(olc::vf2d( 0.0f, 0.0f ));
viewWorldBottomRight = GetMouseOnGround(olc::vf2d((float)ScreenWidth(), (float)ScreenHeight()));
// Calculate visible world extents
int nStartX = std::max(0, (int)viewWorldTopLeft.x - 1);
int nEndX = std::min(pCity->GetWidth(), (int)viewWorldBottomRight.x + 1);
int nStartY = std::max(0, (int)viewWorldTopLeft.y - 1);
int nEndY = std::min(pCity->GetHeight(), (int)viewWorldBottomRight.y + 1);
// Only update automata for cells near player
int nAutomStartX = std::max(0, (int)viewWorldTopLeft.x - 3);
int nAutomEndX = std::min(pCity->GetWidth(), (int)viewWorldBottomRight.x + 3);
int nAutomStartY = std::max(0, (int)viewWorldTopLeft.y - 3);
int nAutomEndY = std::min(pCity->GetHeight(), (int)viewWorldBottomRight.y + 3);
int nLocalStartX = std::max(0, (int)vCamera.x - 3);
int nLocalEndX = std::min(pCity->GetWidth(), (int)vCamera.x + 3);
int nLocalStartY = std::max(0, (int)vCamera.y - 3);
int nLocalEndY = std::min(pCity->GetHeight(), (int)vCamera.y + 3);
// Update Cells
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->Update(fElapsedTime);
}
}
// Update Automata
for (auto &a : listAutomata)
{
a->UpdateAuto(fElapsedTime);
// If automata is too far from camera, remove it
if ((a->vAutoPos - olc::vf2d(vCamera.x, vCamera.y)).mag() > 5.0f)
{
// Despawn automata
// 1) Disconnect it from track
a->pCurrentTrack->listAutos.remove(a);
// 2) Erase it from memory
delete a; a = nullptr;
}
}
// Remove dead automata, their pointer has been set to nullptr in the list
listAutomata.remove(nullptr);
// Maintain a certain level of automata in vicinty of player
if (listAutomata.size() < 20)
{
bool bSpawnOK = false;
int nSpawnAttempt = 20;
while (!bSpawnOK && nSpawnAttempt > 0)
{
// Find random cell on edge of vicinty, which is out of view of the player
float fRandomAngle = ((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f;
int nRandomCellX = vCamera.x + cos(fRandomAngle) * 3.0f;
int nRandomCellY = vCamera.y + sin(fRandomAngle) * 3.0f;
nSpawnAttempt--;
if (pCity->Cell(nRandomCellX, nRandomCellY) && pCity->Cell(nRandomCellX, nRandomCellY)->nCellType == CELL_ROAD)
{
bSpawnOK = true;
// Add random automata
if (rand() % 100 < 50)
{
// Spawn Pedestrian
SpawnPedestrian(nRandomCellX, nRandomCellY);
}
else
{
// Spawn Vehicle
SpawnVehicle(nRandomCellX, nRandomCellY);
// TODO: Get % chance of vehicle spawn from lua script
}
}
}
}
// Render Scene
Clear(olc::BLUE);
olc::GFX3D::ClearDepth();
// Create rendering pipeline
olc::GFX3D::PipeLine pipe;
pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
pipe.SetCamera(vEye, vLookTarget, vUp);
// Add global illumination vector (sunlight)
olc::GFX3D::vec3d lightdir = { 1.0f, 1.0f, -1.0f };
pipe.SetLightSource(0, olc::GFX3D::LIGHT_AMBIENT, olc::Pixel(100,100,100), { 0,0,0 }, lightdir);
pipe.SetLightSource(1, olc::GFX3D::LIGHT_DIRECTIONAL, olc::WHITE, { 0,0,0 }, lightdir);
// RENDER CELL CONTENTS
// Render Base Objects (those without alpha components)
for (int x = nStartX; x < nEndX; x++)
{
//omp_set_dynamic(0);
//omp_set_num_threads(4);
//#pragma omp parallel for
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawBase(this, pipe);
}
//#pragma omp barrier
}
// Render Upper Objects (those with alpha components)
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawAlpha(this, pipe);
}
}
if (bEditMode)
{
// Render additional per cell debug information
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawDebug(this, pipe);
}
}
}
if (bEditMode)
{
// Draw Selections
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.01f);
pipe.SetTransform(matWorld);
pipe.Render(mapAssetMeshes["UnitQuad"]->tris, olc::GFX3D::RENDER_WIRE);
}
}
// RENDER AUTOMATA
std::string test[] = { "Sedan", "SUV", "TruckCab", "TruckTrailer", "UTE", "Wagon" };
int i = 0;
for (auto &a : listAutomata)
{
olc::GFX3D::vec3d v = { a->vAutoPos.x, a->vAutoPos.y, 0.0f };
/*olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(a->vAutoPos.x, a->vAutoPos.y, 0.01f);
matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(mapAssetTransform[test[i]], matWorld);
pipe.SetTransform(matWorld);
pipe.SetTexture(mapAssetTextures[test[i]]);
pipe.Render(mapAssetMeshes[test[i]]->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS);
i++;
i = i % 6;*/
pipe.RenderCircleXZ(v, a->fAutoLength < 0.1f ? 0.05f : 0.07f, a->fAutoLength < 0.1f ? olc::MAGENTA : olc::YELLOW);
}
// Draw Player Vehicle
{
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(fAngle);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(carpos.x, carpos.y, 0.01f);
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(mapAssetTransform["Sedan"], matRotateZ);
matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(matWorld, matTranslate);
pipe.SetTransform(matWorld);
pipe.SetTexture(mapAssetTextures["Sedan"]);
pipe.Render(mapAssetMeshes[test[i]]->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS);
}
DrawString(10, 10, "Automata: " + std::to_string(listAutomata.size()), olc::WHITE);
if (GetKey(olc::Key::ESCAPE).bPressed)
return false;
return true;
}
bool cCarCrimeCity::OnUserDestroy()
{
return true;
}

@ -0,0 +1,289 @@
/*
Top Down City Based Car Crime Game - Part #2
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Instructions:
~~~~~~~~~~~~~
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
P to place pavement, Q to place building, Arrow keys to drive car
Relevant Video: https://youtu.be/fIV6P1W-wuo
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019
*/
#pragma once
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "cGameSettings.h"
#include "cCityMap.h"
#include <vector>
#include <unordered_set>
struct sSmokeDecal
{
float fLifetime = 0.1f;
olc::GFX3D::vec3d pos;
};
class cCarCrimeCity : public olc::PixelGameEngine
{
public:
cCarCrimeCity();
~cCarCrimeCity();
private:
bool OnUserCreate() override;
bool OnUserUpdate(float fElapsedTime) override;
bool OnUserDestroy() override;
private:
class cGameObjectQuad
{
public:
cGameObjectQuad(float w, float h)
{
fWidth = w;
fHeight = h;
fAngle = 0.0f;
// Construct Model Quad Geometry
vecPointsModel = { {-fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f},
{-fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f},
{+fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f},
{+fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f} };
vecPointsWorld.resize(vecPointsModel.size());
TransformModelToWorld();
}
void TransformModelToWorld()
{
for (size_t i = 0; i < vecPointsModel.size(); ++i)
{
vecPointsWorld[i] = {
(vecPointsModel[i].x * cosf(fAngle)) - (vecPointsModel[i].y * sinf(fAngle)) + pos.x,
(vecPointsModel[i].x * sinf(fAngle)) + (vecPointsModel[i].y * cosf(fAngle)) + pos.y,
vecPointsModel[i].z,
vecPointsModel[i].w
};
}
}
std::vector<olc::GFX3D::triangle> GetTriangles()
{
// Return triangles based upon this quad
return
{
{vecPointsWorld[0], vecPointsWorld[1], vecPointsWorld[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED},
{vecPointsWorld[0], vecPointsWorld[2], vecPointsWorld[3], 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
};
}
// Use rectangle edge intersections.
bool StaticCollisionWith(cGameObjectQuad &r2, bool bResolveStatic = false)
{
struct vec2d { float x; float y; };
bool bCollision = false;
// Check diagonals of R1 against edges of R2
for (size_t p = 0; p < vecPointsWorld.size(); p++)
{
vec2d line_r1s = { pos.x, pos.y };
vec2d line_r1e = { vecPointsWorld[p].x, vecPointsWorld[p].y };
vec2d displacement = { 0,0 };
for (size_t q = 0; q < r2.vecPointsWorld.size(); q++)
{
vec2d line_r2s = { r2.vecPointsWorld[q].x, r2.vecPointsWorld[q].y };
vec2d line_r2e = { r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].x, r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].y };
// Standard "off the shelf" line segment intersection
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y);
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h;
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h;
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f)
{
if (bResolveStatic)
{
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x);
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
bCollision = true;
}
else
return true;
}
}
pos.x -= displacement.x;
pos.y -= displacement.y;
}
// Check diagonals of R2 against edges of R1
for (size_t p = 0; p < r2.vecPointsWorld.size(); p++)
{
vec2d line_r1s = { r2.pos.x, r2.pos.y };
vec2d line_r1e = { r2.vecPointsWorld[p].x, r2.vecPointsWorld[p].y };
vec2d displacement = { 0,0 };
for (size_t q = 0; q < vecPointsWorld.size(); q++)
{
vec2d line_r2s = { vecPointsWorld[q].x, vecPointsWorld[q].y };
vec2d line_r2e = { vecPointsWorld[(q + 1) % vecPointsWorld.size()].x, vecPointsWorld[(q + 1) % vecPointsWorld.size()].y };
// Standard "off the shelf" line segment intersection
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y);
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h;
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h;
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f)
{
if (bResolveStatic)
{
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x);
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
bCollision = true;
}
else
return true;
}
}
pos.x += displacement.x;
pos.y += displacement.y;
}
return bCollision;
}
std::vector<olc::GFX3D::triangle> meshTris;
std::vector<olc::GFX3D::vec3d> vecPointsModel;
std::vector<olc::GFX3D::vec3d> vecPointsWorld;
olc::GFX3D::vec3d pos;
float fWidth;
float fHeight;
float fOriginX;
float fOriginY;
float fAngle;
};
bool LoadAssets();
std::map<std::string, olc::Sprite*> mapAssetTextures;
std::map<std::string, olc::GFX3D::mesh*> mapAssetMeshes;
std::map<std::string, olc::GFX3D::mat4x4> mapAssetTransform;
// Camera variables
olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -3.0f };
olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -3.0f };
olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
// Ray Casting Parameters
olc::vf2d viewWorldTopLeft;
olc::vf2d viewWorldBottomRight;
// Cloud movement variables
float fCloudOffsetX = 0.0f;
float fCloudOffsetY = 0.0f;
// Mouse Control
olc::vf2d vOffset = { 0.0f, 0.0f };
olc::vf2d vStartPan = { 0.0f, 0.0f };
olc::vf2d vMouseOnGround = { 0.0f, 0.0f };
float fScale = 1.0f;
olc::vf2d GetMouseOnGround(const olc::vf2d &vMouseScreen);
//cVehicle car;
olc::vf2d carvel;
olc::vf2d carpos;
float fSpeed = 0.0f;
float fAngle = 0.0f;
std::list<cAuto_Body*> listAutomata; // Holds all automata, note its a pointer because we use polymorphism
void SpawnPedestrian(int x, int y);
void SpawnVehicle(int x, int y);
//cGameObjectQuad *goCar = nullptr;
//cGameObjectQuad *goObstacle = nullptr;
//std::vector<cGameObjectQuad> vecObstacles;
cCityMap *pCity = nullptr;
float fGlobalTime = 0.0f;
// Editing Utilities
bool bEditMode = true;
int nMouseX = 0;
int nMouseY = 0;
struct sCellLoc { int x, y; };
std::unordered_set<int> setSelectedCells;
//std::list<sSmokeDecal> listDecalSmoke;
//int nTrafficState = 0;
void DoEditMode(float fElapsedTime);
};

@ -0,0 +1,121 @@
#include "cCell.h"
#include "cCityMap.h"
#include "olcPixelGameEngine.h"
#include <map>
cCell::cCell()
{
}
cCell::~cCell()
{
// Cells own a list of automata navigation tracks
// but this will be destroyed when the cell is deleted
}
cCell::cCell(cCityMap* map, int x, int y)
{
pMap = map;
nWorldX = x;
nWorldY = y;
nCellType = CELL_BLANK;
// Connect internal nodes
for (int i = 0; i < 49; i++)
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y) + i;
// Link cell into maps node pool
if (y > 0)
{
for (int i = 0; i < 7; i++)
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y - 1) + 42 + i;
}
else
{
for (int i = 0; i < 7; i++)
pNaviNodes[i] = nullptr;
}
if (x > 0)
{
// Link West side
for (int i = 0; i < 7; i++)
pNaviNodes[i * 7] = pMap->GetAutoNodeBase(x - 1, y) + 6 + i * 7;
}
else
{
for (int i = 0; i < 7; i++)
pNaviNodes[i * 7] = nullptr;
}
// South Side
if (y < pMap->GetHeight() - 1)
{
}
else
{
for (int i = 0; i < 7; i++)
pNaviNodes[42 + i] = nullptr;
}
// East Side
if (x < pMap->GetWidth() - 1)
{
}
else
{
for (int i = 0; i < 7; i++)
pNaviNodes[6 + i * 7] = nullptr;
}
// Unused Nodes
pNaviNodes[9] = nullptr;
pNaviNodes[11] = nullptr;
pNaviNodes[15] = nullptr;
pNaviNodes[19] = nullptr;
pNaviNodes[29] = nullptr;
pNaviNodes[33] = nullptr;
pNaviNodes[37] = nullptr;
pNaviNodes[39] = nullptr;
pNaviNodes[0] = nullptr;
pNaviNodes[6] = nullptr;
pNaviNodes[42] = nullptr;
pNaviNodes[48] = nullptr;
}
bool cCell::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
return false;
}
bool cCell::Update(float fElapsedTime)
{
return false;
}
bool cCell::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe)
{
return false;
}
bool cCell::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe)
{
return false;
}
bool cCell::DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe)
{
return false;
}
void cCell::CalculateAdjacency()
{
}

@ -0,0 +1,60 @@
#pragma once
#include <map>
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "cAutomata.h"
class cCityMap;
enum CellType
{
CELL_BLANK,
CELL_GRASS,
CELL_CONCRETE,
CELL_WATER,
CELL_BUILDING,
CELL_ROAD,
CELL_PAVEMENT,
};
class cCell
{
public:
cCell();
cCell(cCityMap* map, int x, int y);
~cCell();
protected:
cCityMap* pMap = nullptr;
public:
int nWorldX = 0;
int nWorldY = 0;
bool bSolid = false;
CellType nCellType = CELL_BLANK;
// This cell may actuall be occupied by a multi-cell body
// so this pointer points to the host cell that contains
// that body
cCell* pHostCell = nullptr;
// Each cell links to 20 automata transport nodes, 5 on each side
cAuto_Node* pNaviNodes[49];
// Each cell can have a number of automata transport tracks, it owns them
// These connect nodes together as determined by the cell
std::list<cAuto_Track> listTracks;
public:
virtual void CalculateAdjacency();
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};

@ -0,0 +1,53 @@
#include "cCell_Building.h"
cCell_Building::cCell_Building(const std::string &name, cCityMap* map, int x, int y) : cCell(map, x, y)
{
sName = name;
}
cCell_Building::~cCell_Building()
{
}
void cCell_Building::CalculateAdjacency()
{
}
bool cCell_Building::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
texture = mapTextures[sName];
mesh = mapMesh[sName];
transform = mapTransforms[sName];
return false;
}
bool cCell_Building::Update(float fElapsedTime)
{
return false;
}
bool cCell_Building::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe)
{
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f);
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(transform, matTranslate);
pipe.SetTransform(matWorld);
if (texture != nullptr)
{
pipe.SetTexture(texture);
pipe.Render(mesh->tris,olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS);
}
else
{
pipe.Render(mesh->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_FLAT | olc::GFX3D::RENDER_LIGHTS);
}
return false;
}
bool cCell_Building::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe)
{
return false;
}

@ -0,0 +1,25 @@
#pragma once
#include "cCell.h"
#include "olcPGEX_Graphics3D.h"
class cCell_Building : public cCell
{
public:
cCell_Building(const std::string &name, cCityMap* map, int x, int y);
~cCell_Building();
private:
std::string sName;
olc::Sprite* texture = nullptr;
olc::GFX3D::mesh* mesh = nullptr;
olc::GFX3D::mat4x4 transform;
public:
virtual void CalculateAdjacency();
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};

@ -0,0 +1,49 @@
#include "cCell_Plane.h"
cCell_Plane::cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type) : cCell(map, x, y)
{
bSolid = false;
nType = type;
if (nType == PLANE_GRASS) nCellType = CELL_GRASS;
if (nType == PLANE_ASPHALT) nCellType = CELL_PAVEMENT;
}
cCell_Plane::~cCell_Plane()
{
}
bool cCell_Plane::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
sprGrass = mapTextures["Grass"];
sprPavement = mapTextures["Pavement"];
meshUnitQuad = mapMesh["UnitQuad"];
return true;
}
bool cCell_Plane::Update(float fElapsedTime)
{
return false;
}
bool cCell_Plane::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe)
{
olc::GFX3D::mat4x4 matWorld;
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f);
pipe.SetTransform(matWorld);
if(nType == PLANE_GRASS)
pipe.SetTexture(sprGrass);
else
pipe.SetTexture(sprPavement);
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED);
return false;
}
bool cCell_Plane::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe)
{
return false;
}

@ -0,0 +1,34 @@
#pragma once
#include "cCell.h"
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include <map>
enum CELL_PLANE
{
PLANE_GRASS,
PLANE_ASPHALT
};
class cCell_Plane : public cCell
{
public:
cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type);
~cCell_Plane();
protected:
CELL_PLANE nType = PLANE_GRASS;
private:
olc::GFX3D::mesh* meshUnitQuad = nullptr;
olc::Sprite* sprGrass = nullptr;
olc::Sprite* sprPavement = nullptr;
public:
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};

@ -0,0 +1,812 @@
#include "cCell_Road.h"
#include "cCityMap.h"
cCell_Road::cCell_Road(cCityMap* map, int x, int y) : cCell(map, x, y)
{
bSolid = false;
nCellType = CELL_ROAD;
}
cCell_Road::~cCell_Road()
{
}
void cCell_Road::CalculateAdjacency()
{
// Calculate suitable road junction type
auto r = [&](int i, int j)
{
return (pMap->Cell(nWorldX + i, nWorldY + j) != nullptr && pMap->Cell(nWorldX + i, nWorldY + j)->nCellType == CELL_ROAD);
};
if (r(0, -1) && r(0, +1) && !r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_V;
if (!r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType =ROAD_H;
if (!r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_C1;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType =ROAD_T1;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_C2;
if (r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_T2;
if (r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType = ROAD_X;
if (r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_T3;
if (r(0, -1) && !r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_C3;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType = ROAD_T4;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_C4;
// Add navigation tracks based on type
auto AddTrack = [&](int n1, int n2) -> cAuto_Track*
{
if (pNaviNodes[n1] == nullptr || pNaviNodes[n2] == nullptr)
{
// Can't add track
return nullptr;
}
else
{
// Nodes exist so add track
cAuto_Track t;
t.node[0] = pNaviNodes[n1];
t.node[1] = pNaviNodes[n2];
t.cell = this;
t.fTrackLength = (pNaviNodes[n1]->pos - pNaviNodes[n2]->pos).mag();
listTracks.push_back(t);
// Add pointers to track to start and end nodes
pNaviNodes[n1]->listTracks.push_back(&listTracks.back());
pNaviNodes[n2]->listTracks.push_back(&listTracks.back());
return &listTracks.back();
}
};
// Ensure list of tracks for this cell is clear
listTracks.clear();
// Add tracks depending on junction type
pSafePedestrianTrack = nullptr;
pSafeCarTrack = nullptr;
pSafeChaseTrack = nullptr;
// Add Pedestrian Tracks
switch (nRoadType)
{
case ROAD_H: pSafePedestrianTrack = AddTrack(7, 13); AddTrack(41, 35); break;
case ROAD_V: pSafePedestrianTrack = AddTrack(1, 43); AddTrack(5, 47); break;
case ROAD_C1: pSafePedestrianTrack = AddTrack(43, 8); AddTrack(8, 13); AddTrack(47, 40); AddTrack(40, 41); break;
case ROAD_C2: AddTrack(7, 12); AddTrack(12, 47); pSafePedestrianTrack = AddTrack(35, 36); AddTrack(36, 43); break;
case ROAD_C3: AddTrack(1, 36); pSafePedestrianTrack = AddTrack(36, 41); AddTrack(5, 12); AddTrack(12, 13); break;
case ROAD_C4: AddTrack(35, 40); AddTrack(40, 5); pSafePedestrianTrack = AddTrack(7, 8); AddTrack(8, 1); break;
case ROAD_T1: pSafePedestrianTrack = AddTrack(7, 8); AddTrack(8, 12); AddTrack(12, 13); AddTrack(35, 36); AddTrack(36, 38); AddTrack(38, 40); AddTrack(40, 41); AddTrack(8, 22); AddTrack(22, 36); AddTrack(36, 43); AddTrack(12, 26); AddTrack(26, 40); AddTrack(40, 47); break;
case ROAD_T2: pSafePedestrianTrack = AddTrack(1, 8); AddTrack(8, 36); AddTrack(36, 43); AddTrack(5, 12); AddTrack(12, 26); AddTrack(26, 40); AddTrack(40, 47); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 38), AddTrack(38, 40); AddTrack(40, 41); break;
case ROAD_T3: pSafePedestrianTrack = AddTrack(5, 12); AddTrack(12, 40); AddTrack(40, 47); AddTrack(1, 8); AddTrack(8, 22); AddTrack(22, 36); AddTrack(36, 43); AddTrack(12, 10); AddTrack(10, 8); AddTrack(8, 7); AddTrack(40, 38); AddTrack(38, 36); AddTrack(36, 35); break;
case ROAD_T4: pSafePedestrianTrack = AddTrack(35, 36); AddTrack(36, 40); AddTrack(40, 41); AddTrack(7, 8); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 22); AddTrack(22, 8); AddTrack(8, 1); AddTrack(40, 26); AddTrack(26, 12); AddTrack(12, 5); break;
case ROAD_X: AddTrack(35, 36); AddTrack(36, 38); AddTrack(38, 40); AddTrack(40, 41); AddTrack(7, 8); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 22); AddTrack(22, 8); AddTrack(8, 1); AddTrack(40, 26); AddTrack(26, 12); AddTrack(12, 5); pSafePedestrianTrack = AddTrack(36, 43); AddTrack(40, 47); break;
}
// Add Chase Tracks
switch (nRoadType)
{
case ROAD_H: AddTrack(21, 27); break;
case ROAD_V: AddTrack(3, 45); break;
case ROAD_C1: AddTrack(45, 24); AddTrack(24, 27); break;
case ROAD_C2: AddTrack(21, 24); AddTrack(24, 45); break;
case ROAD_C3: AddTrack(3, 24); AddTrack(24, 27); break;
case ROAD_C4: AddTrack(21, 24); AddTrack(24, 3); break;
case ROAD_T1: AddTrack(21, 24); AddTrack(24, 27); AddTrack(24, 45); break;
case ROAD_T2: AddTrack(3, 24); AddTrack(24, 45); AddTrack(24, 27); break;
case ROAD_T3: AddTrack(3, 24); AddTrack(24, 45); AddTrack(24, 21); break;
case ROAD_T4: AddTrack(21, 24); AddTrack(24, 27); AddTrack(24, 3); break;
case ROAD_X: AddTrack(3, 24); AddTrack(27, 24); AddTrack(45, 24); AddTrack(21, 24); break;
}
//// Road traffic tracks
switch (nRoadType)
{
case ROAD_H: pSafeCarTrack = AddTrack(14, 20); AddTrack(28, 34); break;
case ROAD_V: AddTrack(2, 44); pSafeCarTrack = AddTrack(4, 46); break;
case ROAD_C1: pSafeCarTrack = AddTrack(44, 16); AddTrack(16, 20); AddTrack(46, 32); AddTrack(32, 34); break;
case ROAD_C2: pSafeCarTrack = AddTrack(14, 18); AddTrack(18, 46); AddTrack(28, 30); AddTrack(30, 44); break;
case ROAD_C3: AddTrack(2, 30); AddTrack(30, 34); pSafeCarTrack = AddTrack(4, 18); AddTrack(18, 20); break;
case ROAD_C4: AddTrack(2, 16); AddTrack(16, 14); pSafeCarTrack = AddTrack(4, 32); AddTrack(32, 28); break;
case ROAD_T1: AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34);
AddTrack(16, 30); AddTrack(30, 44); AddTrack(18, 32); AddTrack(32, 46); break;
case ROAD_T4: AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34);
AddTrack(16, 30); AddTrack(16, 2); AddTrack(18, 32); AddTrack(18, 4); break;
case ROAD_T2: AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(16, 18); AddTrack(18, 20); AddTrack(30, 32); AddTrack(32, 34); break;
case ROAD_T3: AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(14, 16); AddTrack(16, 18); AddTrack(28, 30); AddTrack(30, 32); break;
case ROAD_X:
AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34); break;
}
// Stop Patterns, here we go, loads of data... :(
// .PO.OP.
// PP.P.PP
// O.O.O.O
// .P...P.
// O.O.O.O
// PP.P.PP
// .PO.OP.
// .PO.OP.
// PP.P.PP
// O.X.X.O
// .P...P.
// O.X.X.O
// PP.P.PP
// .PO.OP.
// .PO.OP.
// PP.X.PP
// O.X.X.O
// .X...X.
// O.X.X.O
// PP.X.PP
// .PO.OP.
auto stopmap = [&](const std::string &s)
{
StopPattern p;
for (size_t i = 0; i < s.size(); i++)
p.bStop[i] = (s[i] == 'X');
return p;
};
switch (nRoadType)
{
case ROAD_H:
case ROAD_V:
case ROAD_C1:
case ROAD_C2:
case ROAD_C3:
case ROAD_C4:
// Allow all
/*vStopPattern.push_back(
stopmap(
".PO.OP."
"PP.P.PP"
"O.O.O.O"
".P...P."
"O.O.O.O"
"PP.P.PP"
".PO.OP."));*/
break;
case ROAD_X:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T1:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"O.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"O.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T2:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".P...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".P...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".P...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".P...X."
"X.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".P...X."
"X.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".P...X."
"X.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".P...X."
"X.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T3:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...P."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.X"
".X...P."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.X"
".X...P."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.X"
".X...P."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.X"
".X...P."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...P."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...P."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T4:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.O"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.O"
"PP.P.PP"
".PX.XP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
break;
}
}
bool cCell_Road::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
meshUnitQuad = mapMesh["UnitQuad"];
sprRoadTex[ROAD_V] = mapTextures["Road_V"];
sprRoadTex[ROAD_H] = mapTextures["Road_H"];
sprRoadTex[ROAD_C1] = mapTextures["Road_C1"];
sprRoadTex[ROAD_T1] = mapTextures["Road_T1"];
sprRoadTex[ROAD_C2] = mapTextures["Road_C2"];
sprRoadTex[ROAD_T2] = mapTextures["Road_T2"];
sprRoadTex[ROAD_X] = mapTextures["Road_X"];
sprRoadTex[ROAD_T3] = mapTextures["Road_T3"];
sprRoadTex[ROAD_C3] = mapTextures["Road_C3"];
sprRoadTex[ROAD_T4] = mapTextures["Road_T4"];
sprRoadTex[ROAD_C4] = mapTextures["Road_C4"];
return false;
}
bool cCell_Road::Update(float fElapsedTime)
{
if (vStopPattern.empty())
return false;
fStopPatternTimer += fElapsedTime;
if (fStopPatternTimer >= 5.0f)
{
fStopPatternTimer -= 5.0f;
nCurrentStopPattern++;
nCurrentStopPattern %= vStopPattern.size();
for (int i = 0; i < 49; i++)
if(pNaviNodes[i] != nullptr)
pNaviNodes[i]->bBlock = vStopPattern[nCurrentStopPattern].bStop[i];
}
return false;
}
bool cCell_Road::DrawBase(olc::PixelGameEngine* pge, olc::GFX3D::PipeLine & pipe)
{
olc::GFX3D::mat4x4 matWorld;
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f);
pipe.SetTransform(matWorld);
pipe.SetTexture(sprRoadTex[nRoadType]);
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED);
return false;
}
bool cCell_Road::DrawAlpha(olc::PixelGameEngine* pge, olc::GFX3D::PipeLine & pipe)
{
return false;
}
bool cCell_Road::DrawDebug(olc::PixelGameEngine* pge, olc::GFX3D::PipeLine & pipe)
{
// Draw Automata navigation tracks
for (auto &track : listTracks)
{
olc::GFX3D::vec3d p1 = { track.node[0]->pos.x, track.node[0]->pos.y, 0.0f };
olc::GFX3D::vec3d p2 = { track.node[1]->pos.x, track.node[1]->pos.y, 0.0f };
pipe.RenderLine(p1, p2, olc::CYAN);
}
for (int i = 0; i < 49; i++)
{
if (pNaviNodes[i] != nullptr)
{
olc::GFX3D::vec3d p1 = { pNaviNodes[i]->pos.x, pNaviNodes[i]->pos.y, 0.01f };
pipe.RenderCircleXZ(p1, 0.03f, pNaviNodes[i]->bBlock ? olc::RED : olc::GREEN);
}
}
return false;
}

@ -0,0 +1,54 @@
#pragma once
#include "cCell.h"
enum RoadType
{
ROAD_H,
ROAD_V,
ROAD_C1,
ROAD_C2,
ROAD_C3,
ROAD_C4,
ROAD_T1,
ROAD_T2,
ROAD_T3,
ROAD_T4,
ROAD_X,
};
class cCell_Road : public cCell
{
public:
cCell_Road(cCityMap* map, int x, int y);
~cCell_Road();
private:
struct StopPattern
{
bool bStop[49];
};
private:
bool bNeighboursAreRoads[4];
olc::GFX3D::mesh *meshUnitQuad = nullptr;
olc::Sprite* sprRoadTex[11];
std::vector<StopPattern> vStopPattern;
int nCurrentStopPattern = 0;
float fStopPatternTimer = 0.0f;
public:
RoadType nRoadType = ROAD_X;
cAuto_Track* pSafeCarTrack = nullptr;
cAuto_Track* pSafePedestrianTrack = nullptr;
cAuto_Track* pSafeChaseTrack = nullptr;
virtual void CalculateAdjacency();
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};

@ -0,0 +1,91 @@
#include "cCell_Water.h"
#include "cCityMap.h"
cCell_Water::cCell_Water(cCityMap* map, int x, int y) : cCell(map, x, y)
{
nCellType = CELL_WATER;
bNeighboursAreWater[0] = false;
bNeighboursAreWater[1] = false;
bNeighboursAreWater[2] = false;
bNeighboursAreWater[3] = false;
}
cCell_Water::~cCell_Water()
{
}
bool cCell_Water::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
meshUnitQuad = mapMesh["UnitQuad"];
meshWalls = mapMesh["WallsOut"];
sprWater = mapTextures["Water"];
sprSides = mapTextures["WaterSide"];
sprClouds = mapTextures["Clouds"];
return false;
}
bool cCell_Water::Update(float fElapsedTime)
{
return false;
}
bool cCell_Water::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe)
{
olc::GFX3D::mat4x4 matWorld;
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f);
pipe.SetTransform(matWorld);
pipe.SetTexture(sprSides);
if (!bNeighboursAreWater[1]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 0, 2);
if (!bNeighboursAreWater[3]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 2, 2);
if (!bNeighboursAreWater[2]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 4, 2);
if (!bNeighboursAreWater[0]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 6, 2);
return false;
}
bool cCell_Water::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe)
{
auto renderWater = [&](const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)
{
float a = (float)(pSource.a / 255.0f) * 0.6f;
float c = 1.0f - a;
float r = a * (float)pSource.r + c * (float)pDest.r;
float g = a * (float)pSource.g + c * (float)pDest.g;
float b = a * (float)pSource.b + c * (float)pDest.b;
a = 0.4f;
c = 1.0f - a;
olc::Pixel sky = sprClouds->GetPixel(x, y);
float sr = a * (float)sky.r + c * r;
float sg = a * (float)sky.g + c * g;
float sb = a * (float)sky.b + c * b;
return olc::Pixel((uint8_t)sr, (uint8_t)sg, (uint8_t)sb);
};
pge->SetPixelMode(renderWater);
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.07f);
pipe.SetTransform(matWorld);
pipe.SetTexture(sprWater);
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED);
pge->SetPixelMode(olc::Pixel::NORMAL);
return false;
}
void cCell_Water::CalculateAdjacency()
{
auto r = [&](int i, int j)
{
if (pMap->Cell(nWorldX + i, nWorldY + j) != nullptr)
return pMap->Cell(nWorldX + i, nWorldY + j)->nCellType == CELL_WATER;
else
return false;
};
bNeighboursAreWater[0] = r(0, -1);
bNeighboursAreWater[1] = r(+1, 0);
bNeighboursAreWater[2] = r(0, +1);
bNeighboursAreWater[3] = r(-1, 0);
}

@ -0,0 +1,25 @@
#pragma once
#include "cCell.h"
class cCell_Water : public cCell
{
public:
cCell_Water(cCityMap* map, int x, int y);
~cCell_Water();
private:
olc::GFX3D::mesh* meshUnitQuad = nullptr;
olc::GFX3D::mesh* meshWalls = nullptr;
olc::Sprite* sprWater = nullptr;
olc::Sprite* sprSides = nullptr;
olc::Sprite* sprClouds = nullptr;
bool bNeighboursAreWater[4];
public:
virtual void CalculateAdjacency();
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
virtual bool Update(float fElapsedTime);
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe);
};

@ -0,0 +1,202 @@
#include "cCityMap.h"
#include <fstream>
cCityMap::cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
CreateCity(w, h, mapTextures, mapMesh, mapTransforms);
}
cCityMap::~cCityMap()
{
ReleaseCity();
}
int cCityMap::GetWidth()
{
return nWidth;
}
int cCityMap::GetHeight()
{
return nHeight;
}
cCell* cCityMap::Cell(int x, int y)
{
if (x >= 0 && x < nWidth && y >= 0 && y < nHeight)
return pCells[y*nWidth + x];
else
return nullptr;
}
cCell* cCityMap::Replace(int x, int y, cCell* cell)
{
if (cell == nullptr)
return nullptr;
if (pCells[y * nWidth + x] != nullptr)
delete pCells[y * nWidth + x];
pCells[y * nWidth + x] = cell;
return cell;
}
void cCityMap::CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
ReleaseCity();
nWidth = w;
nHeight = h;
pCells = new cCell*[nHeight * nWidth];
// Create Navigation Node Pool, assumes 5 nodes on east and south
// side of each cell. The City owns these nodes, and cells in the
// city borrow them and link to them as required
pNodes = new cAuto_Node[nHeight * nWidth * 49];
// The cell has 49 nodes, though some are simply unused. This is less memory
// efficient certainly, but makes code more intuitive and easier to write
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Nodes sit between cells, therefore each create nodes along
// the east and southern sides of the cell. This assumes that
// navigation along the top and left boundaries of the map
// will not occur. And it shouldnt, as its water
int idx = (y * nWidth + x) * 49;
for (int dx = 0; dx < 7; dx++)
{
float off_x = 0.0f;
switch (dx)
{
case 0: off_x = 0.000f; break;
case 1: off_x = 0.083f; break;
case 2: off_x = 0.333f; break;
case 3: off_x = 0.500f; break;
case 4: off_x = 0.667f; break;
case 5: off_x = 0.917f; break;
case 6: off_x = 1.000f; break;
}
for (int dy = 0; dy < 7; dy++)
{
float off_y = 0.0f;
switch (dy)
{
case 0: off_y = 0.000f; break;
case 1: off_y = 0.083f; break;
case 2: off_y = 0.333f; break;
case 3: off_y = 0.500f; break;
case 4: off_y = 0.667f; break;
case 5: off_y = 0.917f; break;
case 6: off_y = 1.000f; break;
}
pNodes[idx + dy * 7 + dx].pos = { (float)x + off_x, (float)y + off_y };
pNodes[idx + dy * 7 + dx].bBlock = false;
}
}
}
}
// Now create default Cell
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Default city, everything is grass
pCells[y * nWidth + x] = new cCell_Plane(this, x, y, PLANE_GRASS);
// Give the cell the opportunity to locally reference the resources it needs
pCells[y * nWidth + x]->LinkAssets(mapTextures, mapMesh, mapTransforms);
}
}
}
cAuto_Node* cCityMap::GetAutoNodeBase(int x, int y)
{
return pNodes + (y * nWidth + x) * 49;
}
void cCityMap::RemoveAllTracks()
{
for (int i = 0; i < nWidth * nHeight * 49; i++)
{
pNodes[i].listTracks.clear();
}
}
void cCityMap::ReleaseCity()
{
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Erase any tracks attached to nodes
for(int i=0; i<49; i++)
Cell(x, y)->pNaviNodes[i]->listTracks.clear();
// Release individual cell objects
delete pCells[y * nWidth + x];
}
}
// Release array of cell pointers
if (pCells != nullptr) delete pCells;
// Release array of automata navigation nodes
if (pNodes != nullptr) delete pNodes;
nWidth = 0;
nHeight = 0;
}
bool cCityMap::SaveCity(std::string sFilename)
{
/*std::ofstream file(sFilename, std::ios::out | std::ios::binary);
if (!file.is_open()) return false;
file.write((char*)&m_nWidth, sizeof(int));
file.write((char*)&m_nHeight, sizeof(int));
for (int x = 0; x < m_nWidth; x++)
{
for (int y = 0; y < m_nHeight; y++)
{
file.write((char*)Cell(x, y), sizeof(cCityCell));
}
}*/
return true;
}
bool cCityMap::LoadCity(std::string sFilename)
{
/*std::ifstream file(sFilename, std::ios::in | std::ios::binary);
if (!file.is_open()) return false;
int w, h;
file.read((char*)&w, sizeof(int));
file.read((char*)&h, sizeof(int));
CreateCity(w, h);
for (int x = 0; x < m_nWidth; x++)
{
for (int y = 0; y < m_nHeight; y++)
{
file.read((char*)Cell(x, y), sizeof(cCityCell));
}
}*/
return true;
}

@ -0,0 +1,63 @@
#pragma once
#include <string>
#include <map>
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "cCell.h"
#include "cCell_Plane.h"
#include "cCell_Water.h"
#include "cCell_Road.h"
#include "cCell_Building.h"
/*
This class holds the definition of a map. The map data is actually
stored within this clap, as well as accessors to access the individual
map cells
*/
class cCityMap
{
public:
// Construct a "blank" city w units wide by h units high
cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
// Cleans up city, like Batman
~cCityMap();
public:
// Save the current city to a file, this will overwrite an existing
// city file without warning. Returns true if successful
bool SaveCity(std::string sFilename);
// Load a city from file and replace current city with it, retuns
// true if successful
bool LoadCity(std::string sFilename);
public:
// Return width of city in cells
int GetWidth();
// Return height of city in cells
int GetHeight();
// Return a specific cell reference if inside city limits, or nullptr
cCell* Cell(int x, int y);
// Replace a specific cell
cCell* Replace(int x, int y, cCell* cell);
cAuto_Node* GetAutoNodeBase(int x, int y);
void RemoveAllTracks();
private:
int nWidth = 0;
int nHeight = 0;
cCell **pCells = nullptr;
cAuto_Node *pNodes = nullptr;
private:
// Creates a "default" city of specified size
void CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
// Destroy city
void ReleaseCity();
};

@ -0,0 +1,156 @@
#include "cGameSettings.h"
cGameSettings::cGameSettings()
{
}
cGameSettings::~cGameSettings()
{
}
bool cGameSettings::LoadConfigFile(std::string sFile)
{
lua_State *L = luaL_newstate();
luaL_openlibs(L);
// Load game settings file
int r = luaL_loadfile(L, sFile.c_str());
if (r != LUA_OK)
{
std::string errormsg = lua_tostring(L, -1);
std::cout << errormsg << std::endl;
return false;
}
// Execute it
int i = lua_pcall(L, 0, LUA_MULTRET, 0);
if (i != LUA_OK)
{
std::string errormsg = lua_tostring(L, -1);
std::cout << errormsg << std::endl;
return false;
}
lua_getglobal(L, "PixelWidth");
if (lua_isinteger(L, -1)) cGameSettings::nPixelWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "PixelHeight");
if (lua_isinteger(L, -1)) cGameSettings::nPixelHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "ScreenWidth");
if (lua_isinteger(L, -1)) cGameSettings::nScreenWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "ScreenHeight");
if (lua_isinteger(L, -1)) cGameSettings::nScreenHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultMapWidth");
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultMapHeight");
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultCityFile");
if (lua_isstring(L, -1)) cGameSettings::sDefaultCityFile = lua_tostring(L, -1);
lua_getglobal(L, "FullScreen");
if (lua_isboolean(L, -1)) cGameSettings::bFullScreen = lua_toboolean(L, -1);
//// Load System Texture files
// Load Texture Assets
lua_getglobal(L, "Textures"); // -1 Table "Teams"
if (lua_istable(L, -1))
{
lua_pushnil(L); // -2 Key Nil : -1 Table "Teams"
while (lua_next(L, -2) != 0) // -1 Table : -2 Key "TeamName" : -3 Table "Teams"
{
sAssetTexture texture;
int stage = 0;
if (lua_istable(L, -1))
{
lua_gettable(L, -1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
lua_pushnil(L); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
while (lua_next(L, -2) != 0) // -1 Value "BotFile" : -2 Key Nil : -3 Table : -4 Table Value : -5 Key "TeamName" : -6 Table "Teams"
{
if (stage == 0) texture.sName = lua_tostring(L, -1);
if (stage == 1) texture.sFile = lua_tostring(L, -1);
lua_pop(L, 1); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
stage++;
}
}
lua_pop(L, 1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
vecAssetTextures.push_back(texture);
}
}
auto GroupLoadAssets = [L](const std::string &group, std::vector<sAssetModel> &vec)
{
lua_getglobal(L, group.c_str());
if (lua_istable(L, -1))
{
lua_pushnil(L);
while (lua_next(L, -2) != 0)
{
sAssetModel model;
int stage = 0;
if (lua_istable(L, -1))
{
lua_gettable(L, -1);
lua_pushnil(L);
while (lua_next(L, -2) != 0)
{
if (stage == 0) model.sCreator = lua_tostring(L, -1);
if (stage == 1) model.sDescription = lua_tostring(L, -1);
if (stage == 2) model.sModelOBJ = lua_tostring(L, -1);
if (stage == 3) model.sModelPNG = lua_tostring(L, -1);
if (stage == 4) model.fRotate[0] = (float)lua_tonumber(L, -1);
if (stage == 5) model.fRotate[1] = (float)lua_tonumber(L, -1);
if (stage == 6) model.fRotate[2] = (float)lua_tonumber(L, -1);
if (stage == 7) model.fScale[0] = (float)lua_tonumber(L, -1);
if (stage == 8) model.fScale[1] = (float)lua_tonumber(L, -1);
if (stage == 9) model.fScale[2] = (float)lua_tonumber(L, -1);
if (stage == 10) model.fTranslate[0] = (float)lua_tonumber(L, -1);
if (stage == 11) model.fTranslate[1] = (float)lua_tonumber(L, -1);
if (stage == 12) model.fTranslate[2] = (float)lua_tonumber(L, -1);
lua_pop(L, 1);
stage++;
}
}
lua_pop(L, 1);
vec.push_back(model);
}
}
};
// Load Building Assets
GroupLoadAssets("Buildings", vecAssetBuildings);
// Load Vehicle Assets
GroupLoadAssets("Vehicles", vecAssetVehicles);
lua_close(L);
return true;
}
int cGameSettings::nScreenWidth = 768;
int cGameSettings::nScreenHeight = 480;
int cGameSettings::nPixelWidth = 2;
int cGameSettings::nPixelHeight = 2;
bool cGameSettings::bFullScreen = false;
int cGameSettings::nDefaultMapWidth = 64;
int cGameSettings::nDefaultMapHeight = 32;
std::string cGameSettings::sDefaultCityFile = "";
std::vector<sAssetTexture> cGameSettings::vecAssetTextures;
std::vector<sAssetModel> cGameSettings::vecAssetBuildings;
std::vector<sAssetModel> cGameSettings::vecAssetVehicles;

@ -0,0 +1,65 @@
#pragma once
#include <iostream>
#include <string>
#include <vector>
extern "C"
{
#include "lua533/include/lua.h"
#include "lua533/include/lauxlib.h"
#include "lua533/include/lualib.h"
}
#ifdef _WIN32
#pragma comment(lib, "lua533/liblua53.a")
#endif
/*
This is a singleton that stores all the games configuration settings.
These settings are loaded on game start up and are to be considered
read-only.
*/
struct sAssetModel
{
std::string sCreator;
std::string sDescription;
std::string sModelOBJ;
std::string sModelPNG;
float fRotate[3];
float fScale[3];
float fTranslate[3];
};
struct sAssetTexture
{
std::string sName;
std::string sFile;
};
class cGameSettings
{
public:
cGameSettings();
~cGameSettings();
public:
bool LoadConfigFile(std::string sFile);
public:
static int nScreenWidth;
static int nScreenHeight;
static int nPixelWidth;
static int nPixelHeight;
static bool bFullScreen;
static int nDefaultMapWidth;
static int nDefaultMapHeight;
static std::string sDefaultCityFile;
static std::vector<sAssetTexture> vecAssetTextures;
static std::vector<sAssetModel> vecAssetBuildings;
static std::vector<sAssetModel> vecAssetVehicles;
};

Binary file not shown.

@ -0,0 +1,367 @@
/*
Top Down City Based Car Crime Game - Part #2
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Instructions:
~~~~~~~~~~~~~
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
P to place pavement, Q to place building, Arrow keys to drive car
Relevant Video: https://youtu.be/fIV6P1W-wuo
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019
*/
#include "cGameSettings.h"
#include "cCarCrimeCity.h"
int main()
{
// Load the settings singleton
cGameSettings config;
if (!config.LoadConfigFile("assets/config.lua"))
{
std::cout << "Failed to load '/assets/config.lua'" << std::endl;
std::cout << " -> Using default configuration" << std::endl;
}
// Start the PixelGameEngine
cCarCrimeCity game;
if (game.Construct(config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight, config.bFullScreen))
game.Start();
// Exit!
return 0;
}
//#define OLC_PGE_APPLICATION
//#include "olcPixelGameEngine.h"
//
//#define OLC_PGEX_GRAPHICS3D
//#include "olcPGEX_Graphics3D.h"
//
//
//
//enum CELLTYPE
//{
// CELL_BLANK = 0,
// CELL_GRASS = 1,
// CELL_CONCRETE = 2,
// CELL_WATER = 3,
// CELL_BUILDING = 4,
// CELL_ROAD_H = 5,
// CELL_ROAD_V = 6,
// CELL_ROAD_C1 = 7,
// CELL_ROAD_C2 = 8,
// CELL_ROAD_C3 = 9,
// CELL_ROAD_C4 = 10,
// CELL_ROAD_T1 = 11,
// CELL_ROAD_T2 = 12,
// CELL_ROAD_T3 = 13,
// CELL_ROAD_T4 = 14,
// CELL_ROAD_X = 15,
//};
//
//struct cCityCell
//{
// int nType = 5;// CELL_GRASS;
//};
//
//class cCityMap
//{
//public:
// // Construct a "blank" city w units wide by h units high
// cCityMap(int w, int h);
//
// // Cleans up city, like Batman
// ~cCityMap();
//
//
//public:
// // Return width of city in cells
// int GetWidth();
// // Return height of city in cells
// int GetHeight();
// // Return a specific cell reference if inside city limits, or nullptr
// cCityCell* Cell(int x, int y);
//
//private:
// int m_nWidth = 0;
// int m_nHeight = 0;
// cCityCell *m_pCells = nullptr;
//
//private:
// // Creates a "default" city of specified size
// void CreateCity(int w, int h);
// // Destroy city
// void ReleaseCity();
//};
//
//cCityMap::cCityMap(int w, int h)
//{
// CreateCity(w, h);
//}
//
//cCityMap::~cCityMap()
//{
// //ReleaseCity();
//}
//
//int cCityMap::GetWidth()
//{
// return m_nWidth;
//}
//
//int cCityMap::GetHeight()
//{
// return m_nHeight;
//}
//
//cCityCell* cCityMap::Cell(int x, int y)
//{
// if (x >= 0 && x < m_nWidth && y >= 0 && y < m_nHeight)
// return &m_pCells[y*m_nWidth + x];
// else
// return nullptr;
//}
//
//void cCityMap::CreateCity(int w, int h)
//{
// //ReleaseCity();
// m_nWidth = w;
// m_nHeight = h;
// m_pCells = new cCityCell[m_nHeight * m_nWidth];
//
// for (int x = 0; x < m_nWidth; x++)
// {
// for (int y = 0; y < m_nHeight; y++)
// {
// //m_pCells[y*m_nWidth + x] = new cCityCell();
// //Cell(x, y)->bRoad = false;
// //Cell(x, y)->nHeight = 0;
// //Cell(x, y)->nWorldX = x;
// //Cell(x, y)->nWorldY = y;
// Cell(x, y)->nType = CELL_GRASS;
// //Cell(x, y)->bBuilding = false;
// }
// }
//}
//
//void cCityMap::ReleaseCity()
//{
// if (m_pCells != nullptr) delete m_pCells;
// m_nWidth = 0;
// m_nHeight = 0;
//}
//
//
//class cCarCrimeCity : public olc::PixelGameEngine
//{
//public:
// cCarCrimeCity()
// {
// sAppName = "Car Crime City";
// }
//
// ~cCarCrimeCity()
// {
// }
//
// bool OnUserCreate()
// {
// // Initialise PGEX 3D
// olc::GFX3D::ConfigureDisplay();
//
// // Create Default city
// pCity = new cCityMap(64, 32);// cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight);
//
//
// // A simple flat unit quad
// meshQuad.tris =
// {
// { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED },
// { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
// };
//
//
// sprOld = new olc::Sprite("assets/system/grass1.png");
//
//
//
// SetDrawTarget(nullptr);
// return true;
// }
//
//
// bool OnUserUpdate(float fElapsedTime)
// {
// // User Input
// if (GetKey(olc::Key::W).bHeld) vCamera.y -= 2.0f * fElapsedTime;
// if (GetKey(olc::Key::S).bHeld) vCamera.y += 2.0f * fElapsedTime;
// if (GetKey(olc::Key::A).bHeld) vCamera.x -= 2.0f * fElapsedTime;
// if (GetKey(olc::Key::D).bHeld) vCamera.x += 2.0f * fElapsedTime;
// if (GetKey(olc::Key::Z).bHeld) vCamera.z += 10.0f * fElapsedTime;
// if (GetKey(olc::Key::X).bHeld) vCamera.z -= 10.0f * fElapsedTime;
//
//
// vEye = vCamera;
//
// // Perform Ray casting to calculate visible world extents and mouse position
// olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
// olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f);
// olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
//
//
//
// // Render Scene
// Clear(olc::BLUE);
// olc::GFX3D::ClearDepth();
//
// // Create rendering pipeline
// olc::GFX3D::PipeLine pipe;
// pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
// pipe.SetCamera(vEye, vLookTarget, vUp);
//
//
//
// int nStartX = 0;
// int nEndX = pCity->GetWidth();
// int nStartY = 0;
// int nEndY = pCity->GetHeight();
//
// // Render Ground, Roads, Walls & Buildings
// for (int x = nStartX; x < nEndX; x++)
// {
// if (x == 15)
// int k = 7;
//
// for (int y = nStartY; y < nEndY; y++)
// {
//
//
// switch (pCity->Cell(x, y)->nType)
// {
// case CELL_GRASS:
// {
// olc::GFX3D::mat4x4 matWorld;
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
// pipe.SetTransform(matWorld);
// pipe.SetTexture(sprOld);
// //pipe.SetTexture(vecSpriteSystem[0]);
// //pipe.Render(vecMeshSystem[0].tris);
// pipe.Render(meshQuad.tris);
// //pipe.Render(vecMeshSystem[0].tris, olc::GFX3D::RENDER_FLAT);
// break;
// }
//
//
// default:
// {
// olc::GFX3D::mat4x4 matWorld;
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
// pipe.SetTransform(matWorld);
// pipe.Render(meshQuad.tris, olc::GFX3D::RENDER_WIRE);
// break;
// }
// }
//
//
//
//
// }
// }
//
//
//
// return true;
// }
//
// bool OnUserDestroy()
// {
// return true;
// }
//
//
//private:
// olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -10.0f };
// olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
// olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -10.0f };
// olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
//
//
//
// olc::Sprite *sprOld = nullptr;
// olc::GFX3D::mesh meshQuad;
//
// cCityMap *pCity = nullptr;
//
//
//
//};
//
//int main()
//{
// // Load the settings singleton
// /*cGameSettings config;
// if (!config.LoadConfigFile("assets/config.lua"))
// {
// std::cout << "Failed to load '/assets/config.lua'" << std::endl;
// std::cout << " -> Using default configuration" << std::endl;
// }*/
//
// // Start the PixelGameEngine
// cCarCrimeCity game;
// if (game.Construct(256, 240, 4, 4))// config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight))
// game.Start();
//
// // Exit!
// return 0;
//}

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@ -0,0 +1,5 @@
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_GRAPHICS3D
#include "olcPGEX_Graphics3D.h"

File diff suppressed because it is too large Load Diff
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