ludic/runtime/native/core.ludic
Orkuncakilkaya f5e7fe4245 fix(runtime): Random.* in any program; value_* called directly brings the value tree
The seeded random numbers lived in the ECS runtime, so a tool or a
program of test blocks got "unknown function rng_range". They are
runtime/native/rng.ludic now, spliced on Random.* or a bare rng_*/seed
call nobody defines, and imported by core.ludic for a game. A bare
value_*/json_* call nothing in the program defines splices the value
tree the way Value.* does. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:59:48 +03:00

751 lines
24 KiB
Text

# ============================================================================
# runtime/native/core.ludic — the Ludic runtime, written in Ludic.
#
# This is what the native backend links instead of a C runtime. Everything a
# game touches through a builtin — the framebuffer, rectangles, text, the
# registers, the RNG, input, the frame dump — is implemented right here in
# Ludic and compiled to machine code by ludicc like any other Ludic source.
#
# Underneath it there is exactly one layer, and it is not C: the compiler
# intrinsics (mem_alloc, peek8/poke8, peek32/poke32, file_open/file_write,
# read_byte, …) lower to direct calls into the platform's C ABI — malloc,
# fwrite, getchar. That ABI is the operating system's interface, the same floor
# Rust and Swift stand on. No C source is compiled at any point in the build.
#
# A builtin `clear(c)` in a game resolves to `rt_clear(c)` here; that is the
# whole protocol. Swap this file and you have swapped the runtime.
#
# This file is a fragment: ludicc splices it into every native build. It is not
# a `game`/`module` block of its own.
# ============================================================================
# ---- state ----------------------------------------------------------------
# where a headless build leaves its last frame (relative to the working directory)
const HEADLESS_FRAME_PATH: string = "build/out.ppm"
var rt_fb: words = null # framebuffer, one i32 (0x00RRGGBB) per pixel
var rt_fbw: int = 320
var rt_fbh: int = 240
var rt_regs: words = null # the 64 general-purpose game registers
var rt_alive: int = 1 # platform still running?
# ---- renderer state (camera / clip / blend) -------------------------------
# A world-space camera offset, a clip rectangle, and a blend mode threaded
# through the two framebuffer chokepoints (rt_put_px / rt_fill_rect); every
# draw primitive funnels through one of those, so they all inherit the state.
# The defaults are neutral — camera (0,0), clip = full screen, blend = replace —
# so a game that never touches them renders exactly as before. The camera moves
# everything drawn; reset it to (0,0) to draw a fixed HUD over the world.
var rt_cam_x: int = 0 # camera base offset (world -> screen: subtracted)
var rt_cam_y: int = 0
var rt_shake_x: int = 0 # transient screen-shake offset, added to the base
var rt_shake_y: int = 0
var rt_clip_x0: int = 0 # clip rectangle in screen space (half-open)
var rt_clip_y0: int = 0
var rt_clip_x1: int = 320
var rt_clip_y1: int = 240
var rt_blend: int = 0 # 0 = replace, 1 = additive
# #78 — deterministic camera zoom. A Q16.16 scale applied about the screen centre
# in the same two chokepoints as the camera offset. Rejected floats for the
# coordinate types (they would desync lockstep/replay/save); zoom is a *render-time*
# transform, so it rides on fixed-point exactly like sprite-scale and the light math.
# rt_cam_zoomed gates the fixed multiply out of the hot path so a game that never
# zooms renders byte-for-byte identically (the else-branch is the original code).
var rt_cam_zoom: fixed = 1.0 # 1.0 = no zoom; >1 zooms in, <1 zooms out
var rt_cam_zoomed: bool = false # true once a non-1.0 zoom is set
# 5x7 glyphs for ASCII 32..90, 7 rows per glyph, each row a 5-bit mask stored
# biased by '0' so the whole font is one printable string literal.
function rt_font() -> string {
return "00000004444404000000000000000000000IJ4:FC000000000000000000000000000000E>O>E0044O4400000448000O000000004012448@@>ACEIA>4<4444>>A168@ON11>11N26:BO22O@N11A>>@@NAA>O124888>AA>AA>>AA?11>04004000000000024842000O0O000842480>A164040000000>AAOAAANAANAAN>A@@@A>LBAAABLO@@L@@OO@@L@@@>A@GAA>AAAOAAA>44444>7222BB<ABDHDBA@@@@@@OAKEEAAAAIEECAA>AAAAA>NAAN@@@>AAAEB=NAANDBA>A@>1A>O444444AAAAAA>AAAAA:4AAAEEKAAA:4:AAAA:4444O1248@O"
}
function rt_init() -> void {
rt_fb = words(320 * 240)
rt_regs = words(64)
fill(rt_regs, 0, 64 * 4)
rt_map = bytes(96 * 64)
fill(rt_map, ' ', 96 * 64)
rt_clip_x1 = rt_fbw
rt_clip_y1 = rt_fbh
rt_statusbuf = bytes(96)
rt_statusbuf[0] = 0
rt_image_init()
rt_tt_init()
rt_ui_init()
rt_clear(0)
if is_windowed() {
win_open(rt_fbw, rt_fbh, 3, game_title())
}
}
function rt_shutdown() -> void {
if is_windowed() {
win_close()
return
}
rt_dump_ppm(HEADLESS_FRAME_PATH)
}
# ---- framebuffer ----------------------------------------------------------
function rt_screen_w() -> int { return rt_fbw }
function rt_screen_h() -> int { return rt_fbh }
function rt_clear(c: int) -> void {
rt_camera_tick() # a timed Camera.shake_for advances once per frame
let n = rt_fbw * rt_fbh
for i in 0 .. n {
rt_fb[i] = c
}
}
# additive blend of src over dst, per channel, clamped to 255.
function rt_blend_add(dst: int, src: int) -> int {
let r = min(255, ((dst >> 16) & 255) + ((src >> 16) & 255))
let g = min(255, ((dst >> 8) & 255) + ((src >> 8) & 255))
let b = min(255, (dst & 255) + (src & 255))
return (r << 16) | (g << 8) | b
}
# the low-level plot: apply the camera (+ shake) offset, reject anything outside
# the clip rectangle or the framebuffer, then write or additively blend.
function rt_put_px(x: int, y: int, c: int) -> void {
var sx = x - rt_cam_x - rt_shake_x
var sy = y - rt_cam_y - rt_shake_y
if rt_cam_zoomed { # #78: scale about the screen centre
let hw = rt_fbw / 2
let hh = rt_fbh / 2
sx = floor(fixed(sx - hw) * rt_cam_zoom) + hw
sy = floor(fixed(sy - hh) * rt_cam_zoom) + hh
}
if sx < rt_clip_x0 { return }
if sy < rt_clip_y0 { return }
if sx >= rt_clip_x1 { return }
if sy >= rt_clip_y1 { return }
if sx < 0 { return }
if sy < 0 { return }
if sx >= rt_fbw { return }
if sy >= rt_fbh { return }
let idx = sy * rt_fbw + sx
if rt_blend == 1 { rt_fb[idx] = rt_blend_add(rt_fb[idx], c) }
else { rt_fb[idx] = c }
}
function rt_fill_rect(x: int, y: int, w: int, h: int, c: int) -> void {
var ox = x - rt_cam_x - rt_shake_x
var oy = y - rt_cam_y - rt_shake_y
var ow = w
var oh = h
if rt_cam_zoomed { # #78: scale position + size about the centre
let hw = rt_fbw / 2
let hh = rt_fbh / 2
ox = floor(fixed(ox - hw) * rt_cam_zoom) + hw
oy = floor(fixed(oy - hh) * rt_cam_zoom) + hh
ow = floor(fixed(w) * rt_cam_zoom); if ow < 1 { ow = 1 }
oh = floor(fixed(h) * rt_cam_zoom); if oh < 1 { oh = 1 }
}
let x0 = max(max(0, rt_clip_x0), ox)
let y0 = max(max(0, rt_clip_y0), oy)
let x1 = min(min(rt_fbw, rt_clip_x1), ox + ow)
let y1 = min(min(rt_fbh, rt_clip_y1), oy + oh)
var j = y0
while j < y1 {
let row = j * rt_fbw
var i = x0
while i < x1 {
if rt_blend == 1 { rt_fb[row + i] = rt_blend_add(rt_fb[row + i], c) }
else { rt_fb[row + i] = c }
i += 1
}
j += 1
}
}
function rt_frame_rect(x: int, y: int, w: int, h: int, c: int) -> void {
rt_fill_rect(x, y, w, 1, c)
rt_fill_rect(x, y + h - 1, w, 1, c)
rt_fill_rect(x, y, 1, h, c)
rt_fill_rect(x + w - 1, y, 1, h, c)
}
# A straight line by Bresenham's algorithm — integer only, any direction.
function rt_line(x0: int, y0: int, x1: int, y1: int, c: int) -> void {
var x = x0; var y = y0
let dx = abs(x1 - x0); let dy = -abs(y1 - y0)
var sx = -1; if x0 < x1 { sx = 1 }
var sy = -1; if y0 < y1 { sy = 1 }
var err = dx + dy
while true {
rt_put_px(x, y, c)
if (x == x1) and (y == y1) { return }
let e2 = 2 * err
if e2 >= dy { err += dy; x += sx }
if e2 <= dx { err += dx; y += sy }
}
}
# A circle outline by the midpoint algorithm (eight-way symmetry).
function rt_circle(cx: int, cy: int, r: int, c: int) -> void {
if r < 0 { return }
var x = r; var y = 0; var err = 1 - r
while x >= y {
rt_put_px(cx + x, cy + y, c); rt_put_px(cx + y, cy + x, c)
rt_put_px(cx - y, cy + x, c); rt_put_px(cx - x, cy + y, c)
rt_put_px(cx - x, cy - y, c); rt_put_px(cx - y, cy - x, c)
rt_put_px(cx + y, cy - x, c); rt_put_px(cx + x, cy - y, c)
y += 1
if err < 0 { err = err + 2 * y + 1 }
else { x -= 1; err = err + 2 * (y - x) + 1 }
}
}
# A filled disc — one horizontal span per row, width from the circle equation.
function rt_fill_circle(cx: int, cy: int, r: int, c: int) -> void {
if r < 0 { return }
let r2 = r * r
var dy = -r
while dy <= r {
var dx = 0
while (dx + 1) * (dx + 1) + dy * dy <= r2 { dx += 1 }
rt_fill_rect(cx - dx, cy + dy, 2 * dx + 1, 1, c)
dy += 1
}
}
# A triangle outline — three lines.
function rt_triangle(x0: int, y0: int, x1: int, y1: int, x2: int, y2: int, c: int) -> void {
rt_line(x0, y0, x1, y1, c)
rt_line(x1, y1, x2, y2, c)
rt_line(x2, y2, x0, y0, c)
}
# A filled triangle — bounding-box scan with an edge-sign inside test.
function rt_fill_triangle(x0: int, y0: int, x1: int, y1: int, x2: int, y2: int, c: int) -> void {
let minx = min(x0, min(x1, x2)); let maxx = max(x0, max(x1, x2))
let miny = min(y0, min(y1, y2)); let maxy = max(y0, max(y1, y2))
var py = miny
while py <= maxy {
var px = minx
while px <= maxx {
let d0 = (x1 - x0) * (py - y0) - (y1 - y0) * (px - x0)
let d1 = (x2 - x1) * (py - y1) - (y2 - y1) * (px - x1)
let d2 = (x0 - x2) * (py - y2) - (y0 - y2) * (px - x2)
let neg = (d0 < 0) or (d1 < 0) or (d2 < 0)
let pos = (d0 > 0) or (d1 > 0) or (d2 > 0)
if not (neg and pos) { rt_put_px(px, py, c) }
px += 1
}
py += 1
}
}
# the four-way symmetric points of an ellipse centred at (cx, cy).
function rt_oval_pts(cx: int, cy: int, x: int, y: int, c: int) -> void {
rt_put_px(cx + x, cy + y, c)
rt_put_px(cx - x, cy + y, c)
rt_put_px(cx + x, cy - y, c)
rt_put_px(cx - x, cy - y, c)
}
# An axis-aligned ellipse outline by the midpoint algorithm — integer only,
# radii rx (horizontal) and ry (vertical). rx == ry draws a circle.
function rt_oval(x: int, y: int, rx: int, ry: int, c: int) -> void {
if rx <= 0 { return }
if ry <= 0 { return }
let rx2 = rx * rx
let ry2 = ry * ry
let two_rx2 = 2 * rx2
let two_ry2 = 2 * ry2
var ex = 0
var ey = ry
var px = 0
var py = two_rx2 * ey
rt_oval_pts(x, y, ex, ey, c)
var p = ry2 - rx2 * ry + rx2 / 4 # region 1
while px < py {
ex += 1
px += two_ry2
if p < 0 { p = p + ry2 + px }
else { ey -= 1; py -= two_rx2; p = p + ry2 + px - py }
rt_oval_pts(x, y, ex, ey, c)
}
p = ry2 * (ex * 2 + 1) * (ex * 2 + 1) / 4 + rx2 * (ey - 1) * (ey - 1) - rx2 * ry2 # region 2
while ey > 0 {
ey -= 1
py -= two_rx2
if p > 0 { p = p + rx2 - py }
else { ex += 1; px += two_ry2; p = p + rx2 - py + px }
rt_oval_pts(x, y, ex, ey, c)
}
}
# Read a framebuffer pixel in screen space (0x00RRGGBB), or 0 if out of bounds.
# Unlike the plot path this ignores the camera — it reads the actual screen.
function rt_get_px(x: int, y: int) -> int {
if x < 0 { return 0 }
if y < 0 { return 0 }
if x >= rt_fbw { return 0 }
if y >= rt_fbh { return 0 }
return rt_fb[y * rt_fbw + x]
}
# Advance width (pixels) of `text` in the built-in 5x7 font at scale 1: 6 per
# glyph (5 wide + 1 gap), matching rt_text's cursor step.
function rt_measure_text(text: string) -> int {
var i = 0
while text[i] != 0 { i += 1 }
return i * 6
}
# ---- camera / clip / blend controls ---------------------------------------
# Set the world-space camera offset (a world point (wx,wy) draws at
# (wx-x, wy-y)). Reset to (0,0) to draw a fixed HUD.
function rt_camera(x: int, y: int) -> void { rt_cam_x = x; rt_cam_y = y }
# #78 — set the render-time zoom (a Q16.16 scale applied about the screen centre):
# 1.0 = no zoom, 2.0 = 2x in, 0.5 = out. Deterministic (fixed-point), so it
# preserves lockstep / replay / world_save. Setting exactly 1.0 turns the zoom
# path back off, restoring the byte-identical no-zoom blit.
function rt_camera_zoom(scale: fixed) -> void {
rt_cam_zoom = scale
rt_cam_zoomed = scale != 1.0
}
# Ease the camera so (x,y) drifts toward the screen centre by `lerp` (a fixed in
# 0..1): 0 keeps it still, 65536 (1.0) snaps it centred. Deterministic.
function rt_camera_follow(x: int, y: int, lerp: fixed) -> void {
let tx = x - rt_fbw / 2
let ty = y - rt_fbh / 2
let sx = fixed(tx - rt_cam_x) * lerp # fixed * fixed, then floor to whole pixels
let sy = fixed(ty - rt_cam_y) * lerp
rt_cam_x += floor(sx)
rt_cam_y += floor(sy)
}
# Add a random screen shake of up to +/- amount pixels, drawn from the seeded
# RNG (so a replay shakes identically). Call each frame with a decaying amount;
# amount <= 0 clears it.
function rt_camera_shake(amount: int) -> void {
if amount <= 0 { rt_shake_x = 0; rt_shake_y = 0; return }
rt_shake_x = rt_rng_range(-amount, amount)
rt_shake_y = rt_rng_range(-amount, amount)
}
# Camera.shake_for(amount, frames): shake by up to +/- amount pixels for `frames`
# frames, then stop — the engine re-rolls the offset at the start of every frame
# (rt_camera_tick, from the frame clear) so no handler has to count it down. A
# later call restarts the shake; a bigger amount wins over a smaller one in flight.
var rt_shake_amount: int = 0
var rt_shake_left: int = 0
function rt_camera_shake_for(amount: int, frames: int) -> void {
if amount >= rt_shake_amount { rt_shake_amount = amount; rt_shake_left = frames }
}
function rt_camera_tick() -> void {
if rt_shake_left > 0 {
rt_shake_left -= 1
rt_camera_shake(rt_shake_amount)
return
}
if rt_shake_amount > 0 { rt_shake_amount = 0; rt_camera_shake(0) }
}
# Restrict drawing to a screen-space rectangle (x, y, width, height).
function rt_clip(x: int, y: int, width: int, height: int) -> void {
rt_clip_x0 = x
rt_clip_y0 = y
rt_clip_x1 = x + width
rt_clip_y1 = y + height
}
# Reset the clip rectangle to the whole framebuffer.
function rt_clip_reset() -> void {
rt_clip_x0 = 0
rt_clip_y0 = 0
rt_clip_x1 = rt_fbw
rt_clip_y1 = rt_fbh
}
# Select the pixel blend mode: 0 = replace (default), 1 = additive.
function rt_blend_mode(mode: int) -> void { rt_blend = mode }
# Windowed: hand the framebuffer to the platform layer, which blits it into
# the view. Headless: nothing to do until shutdown writes the last frame out.
function rt_present() -> void {
if is_windowed() {
win_present(rt_fb, rt_fbw, rt_fbh)
}
}
# ---- text -----------------------------------------------------------------
function rt_glyph(x: int, y: int, ch: int, colour: int, sc: int) -> void {
var c = ch
if c >= 'a' {
if c <= 'z' { c -= 32 }
}
if c < ' ' { return }
if c > 'Z' { return }
let base = (c - 32) * 7
let font = rt_font()
for row in 0 .. 7 {
let bits = font[base + row] - 48
var b = bits
for cc in 0 .. 5 {
let on = b / 16
if on == 1 {
rt_fill_rect(x + cc * sc, y + row * sc, sc, sc, colour)
}
b = (b - on * 16) * 2
}
}
}
function rt_text(x: int, y: int, s: string, colour: int, sc: int) -> void {
var i = 0
var cx = x
var ch = s[0]
while ch != 0 {
rt_glyph(cx, y, ch, colour, sc)
cx = cx + 6 * sc
i += 1
ch = s[i]
}
}
function rt_text_int(x: int, y: int, n: int, colour: int, sc: int) -> void {
if n == 0 {
rt_glyph(x, y, '0', colour, sc)
return
}
var v = n
var cx = x
if v < 0 {
rt_glyph(cx, y, '-', colour, sc)
cx = cx + 6 * sc
v = -v
}
var digits = 0
var t = v
while t > 0 {
digits += 1
t /= 10
}
var p = digits
while p > 0 {
var div = 1
for k in 1 .. p {
div *= 10
}
rt_glyph(cx, y, 48 + (v / div) % 10, colour, sc)
cx = cx + 6 * sc
p -= 1
}
}
# ---- registers ------------------------------------------------------------
function rt_reg(i: int) -> int {
if i < 0 { return 0 }
if i >= 64 { return 0 }
return rt_regs[i]
}
function rt_set_reg(i: int, v: int) -> void {
if i < 0 { return }
if i >= 64 { return }
rt_regs[i] = v
}
# ---- platform: input ------------------------------------------------------
function rt_poll() -> int {
if is_windowed() {
return win_poll()
}
let c = read_char()
if c < 0 {
rt_alive = 0
return 0
}
if c == 'q' { # 'q' quits, as in the headless C platform
rt_alive = 0
}
return c
}
function rt_running() -> bool {
if is_windowed() {
return win_running()
}
return rt_alive != 0
}
# ---- writing the frame out ------------------------------------------------
function rt_put_str(buf: pointer, at: int, s: string) -> int {
var i = 0
var n = at
var ch = s[0]
while ch != 0 {
buf[n] = ch
n += 1
i += 1
ch = s[i]
}
return n
}
function rt_put_int(buf: pointer, at: int, v: int) -> int {
if v == 0 {
buf[at] = '0'
return at + 1
}
var digits = 0
var t = v
while t > 0 {
digits += 1
t /= 10
}
var n = at
var p = digits
while p > 0 {
var div = 1
for k in 1 .. p {
div *= 10
}
buf[n] = 48 + (v / div) % 10
n += 1
p -= 1
}
return n
}
function rt_dump_ppm(path: string) -> void {
let f = file_open(path, "wb")
if (f == null) { return }
let hdr = bytes(64)
var n = rt_put_str(hdr, 0, "P6\n")
n = rt_put_int(hdr, n, rt_fbw)
n = rt_put_str(hdr, n, " ")
n = rt_put_int(hdr, n, rt_fbh)
n = rt_put_str(hdr, n, "\n255\n")
file_write(f, hdr, n)
let px = rt_fbw * rt_fbh
let buf = bytes(px * 3)
for i in 0 .. px {
let c = rt_fb[i]
buf[i * 3] = (c / 65536) % 256
buf[i * 3 + 1] = (c / 256) % 256
buf[i * 3 + 2] = c % 256
}
file_write(f, buf, px * 3)
file_close(f)
free(buf)
free(hdr)
}
import "rng.ludic"
import "inflate.ludic"
import "image.ludic"
import "truetype.ludic"
import "ui.ludic"
import "grid.ludic"
# ---- tilemap --------------------------------------------------------------
# A character grid the game paints with map_row() and reads with tile(). Stored
# as one byte per cell in a flat buffer; out-of-bounds reads answer '#' so a
# caller can treat the edge of the world as wall without special-casing it.
var rt_map: pointer = null
var rt_mapw: int = 0
var rt_maph: int = 0
function rt_map_size(w: int, h: int) -> void {
rt_mapw = clamp(w, 0, 96)
rt_maph = clamp(h, 0, 64)
fill(rt_map, ' ', 96 * 64)
}
function rt_map_row(y: int, s: string) -> void {
if y < 0 { return }
if y >= 64 { return }
var x = 0
var ch = s[0]
while ch != 0 {
if x >= 96 { return }
rt_map[y * 96 + x] = ch
x += 1
ch = s[x]
}
}
# ---- the cell API: a game edits the grid in place instead of keeping its own copy
function rt_map_set(x: int, y: int, glyph: int) -> void {
if (x < 0) or (y < 0) or (x >= rt_mapw) or (y >= rt_maph) { return }
rt_map[y * 96 + x] = glyph
}
function rt_map_fill(glyph: int) -> void {
var y = 0
while y < rt_maph { var x = 0; while x < rt_mapw { rt_map[y * 96 + x] = glyph; x += 1 }; y += 1 }
}
# every cell of the rectangle (x, y, w, h)
function rt_map_rect(x: int, y: int, w: int, h: int, glyph: int) -> void {
var yy = y
while yy < y + h { var xx = x; while xx < x + w { rt_map_set(xx, yy, glyph); xx += 1 }; yy += 1 }
}
# the outermost ring of cells
function rt_map_border(glyph: int) -> void {
rt_map_rect(0, 0, rt_mapw, 1, glyph)
rt_map_rect(0, rt_maph - 1, rt_mapw, 1, glyph)
rt_map_rect(0, 0, 1, rt_maph, glyph)
rt_map_rect(rt_mapw - 1, 0, 1, rt_maph, glyph)
}
# a random cell holding `glyph` (seeded RNG): random tries, then a sweep; (-1, -1) if none
function rt_map_random_cell(glyph: int) -> IVec2 {
var tries = 0
while tries < 64 {
let x = rt_rng_range(0, rt_mapw - 1)
let y = rt_rng_range(0, rt_maph - 1)
if rt_tile(x, y) == glyph { return IVec2.make(x, y) }
tries += 1
}
var y2 = 0
while y2 < rt_maph { var x2 = 0; while x2 < rt_mapw { if rt_tile(x2, y2) == glyph { return IVec2.make(x2, y2) }; x2 += 1 }; y2 += 1 }
return IVec2.make(-1, -1)
}
# a random cell holding `glyph` at least `min_tiles` from `from` (tiles); falls back to any such cell
function rt_map_random_cell_far(glyph: int, from: IVec2, min_tiles: int) -> IVec2 {
var tile = rt_map_random_cell(glyph)
var tries = 0
while tries < 40 {
if not IVec2.within(tile, from, min_tiles - 1) { return tile }
tile = rt_map_random_cell(glyph)
tries += 1
}
return tile
}
# the solid glyphs, as the move system read them from the Solids config (0 = none)
var rt_map_solid1: int = 0
var rt_map_solid2: int = 0
var rt_map_tile_px: int = 16
function rt_map_is_solid(x: int, y: int) -> bool {
if rt_map_solid1 == 0 { return false } # no Solids config: nothing is solid
let g = rt_tile(x, y)
if (x < 0) or (y < 0) or (x >= rt_mapw) or (y >= rt_maph) { return true }
if (rt_map_solid1 != 0) and (g == rt_map_solid1) { return true }
if (rt_map_solid2 != 0) and (g == rt_map_solid2) { return true }
return false
}
function rt_map_is_solid_at(px: int, py: int) -> bool { return rt_map_is_solid(px / rt_map_tile_px, py / rt_map_tile_px) }
function rt_map_to_tile(pixel: IVec2) -> IVec2 { return IVec2.make(pixel.x / rt_map_tile_px, pixel.y / rt_map_tile_px) }
function rt_map_width() -> int { return rt_mapw }
function rt_map_height() -> int { return rt_maph }
# IVec2.heading / along / step and Angle.diff_degrees — integer-degree geometry
function rt_ivec_heading(a: IVec2, b: IVec2) -> int {
return floor(Math.rad_to_deg(Math.atan2(fixed(b.y - a.y), fixed(b.x - a.x))))
}
function rt_ivec_along(origin: IVec2, degrees: int, distance: int) -> IVec2 {
let r = Math.deg_to_rad(fixed(degrees))
return IVec2.make(origin.x + floor(Math.cos(r) * fixed(distance)), origin.y + floor(Math.sin(r) * fixed(distance)))
}
function rt_ivec_step(degrees: int) -> IVec2 {
let p = rt_ivec_along(IVec2.zero(), degrees, 10)
return IVec2.make(Math.sign(p.x), Math.sign(p.y))
}
function rt_angle_diff_degrees(a: int, b: int) -> int {
var d = (b - a) % 360
if d > 180 { d -= 360 }
if d <= -180 { d += 360 }
return d
}
# Screen.bar: a filled meter — `value` of `max` in `color` over a `back` track
function rt_bar(x: int, y: int, w: int, h: int, value: int, max: int, color: int, back: int) -> void {
rt_fill_rect(x, y, w, h, back)
var filled = 0
if max > 0 { filled = clamp(value, 0, max) * w / max }
if filled > 0 { rt_fill_rect(x, y, filled, h, color) }
}
# List.sample(pool, count): `count` picks from an int slice, distinct while the
# pool has enough, repeating a valid pick when it does not; empty in -> zeros
function rt_list_sample(pool: []int, count: int) -> []int {
let out = new []int
let n = len(pool)
var i = 0
while i < count {
if n == 0 { push(out, 0); i += 1; continue }
var pick = rt_rng_range(0, n - 1)
var distinct = n > i
var tries = 0
while distinct and (tries < 64) {
var seen = false
var j = 0
while j < len(out) { if out[j] == pool[pick] { seen = true }; j += 1 }
if not seen { break }
pick = rt_rng_range(0, n - 1)
tries += 1
}
push(out, pool[pick])
i += 1
}
return out
}
function rt_tile(x: int, y: int) -> int {
if x < 0 { return 35 }
if y < 0 { return 35 }
if x >= rt_mapw { return 35 }
if y >= rt_maph { return 35 }
return rt_map[y * 96 + x]
}
# ---- status line ----------------------------------------------------------
# One persistent string of feedback/dialogue, copied into runtime-owned memory
# so it survives whatever the caller does with the original.
var rt_statusbuf: pointer = null
function rt_status(s: string) -> void {
var i = 0
var ch = s[0]
while ch != 0 {
if i >= 95 { ch = 0 }
if ch != 0 {
rt_statusbuf[i] = ch
i += 1
ch = s[i]
}
}
rt_statusbuf[i] = 0
}
function rt_status_text() -> pointer {
return rt_statusbuf
}
# ---- snapshot: the runtime serialises its own half ------------------------
# The compiler writes the ECS (entities, components, archetype kinds) because
# only it knows their shape. Everything below belongs to the runtime, so the
# runtime writes it — same order both ways.
function rt_save_state(f: pointer) -> void {
let w: words = words(4)
w[0] = rt_rng
w[1] = rt_mapw
w[2] = rt_maph
w[3] = rt_alive
file_write(f, w, 16)
file_write(f, rt_regs, 64 * 4)
file_write(f, rt_map, 96 * 64)
file_write(f, rt_statusbuf, 96)
free(w)
}
function rt_load_state(f: pointer) -> void {
let w: words = words(4)
file_read(f, w, 16)
rt_rng = w[0]
rt_mapw = w[1]
rt_maph = w[2]
file_read(f, rt_regs, 64 * 4)
file_read(f, rt_map, 96 * 64)
file_read(f, rt_statusbuf, 96)
free(w)
}