The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
817 lines
26 KiB
Text
817 lines
26 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_rng: int = 305419896 # xorshift32 state
|
|
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
|
|
}
|
|
|
|
# ---- rng (xorshift32) -----------------------------------------------------
|
|
function rt_seed(s: int) -> void {
|
|
if s == 0 {
|
|
rt_rng = 305419896
|
|
return
|
|
}
|
|
rt_rng = s
|
|
}
|
|
|
|
# xorshift32 (Marsaglia). Runs on the raw 32-bit pattern, so the sign bit is
|
|
# masked off only when a caller asks for a number.
|
|
function rt_next_rand() -> int {
|
|
var x = rt_rng
|
|
x = (x ^ (x << 13))
|
|
x = (x ^ (x >> 17))
|
|
x = (x ^ (x << 5))
|
|
rt_rng = x
|
|
return (x & 2147483647)
|
|
}
|
|
|
|
function rt_rng_range(lo: int, hi: int) -> int {
|
|
if hi <= lo { return lo }
|
|
return lo + rt_next_rand() % (hi - lo + 1)
|
|
}
|
|
|
|
function rt_rng_chance(pct: int) -> bool {
|
|
return rt_next_rand() % 100 < pct
|
|
}
|
|
|
|
# a deterministic fixed-point value in [0, 1) — the raw 0..65535 is exactly the
|
|
# Q16.16 fraction (fixed and int share the i32 representation).
|
|
function rt_rng_value() -> fixed {
|
|
return rt_rng_range(0, 65535)
|
|
}
|
|
|
|
# a deterministic integer in [0, max) — 0 when max <= 0
|
|
function rt_rng_int(max: int) -> int {
|
|
if max <= 0 { return 0 }
|
|
return rt_rng_range(0, max - 1)
|
|
}
|
|
|
|
# a deterministic +1 or -1
|
|
function rt_rng_sign() -> int {
|
|
if rt_rng_chance(50) { return 1 }
|
|
return -1
|
|
}
|
|
|
|
# ---- 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 "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) }
|
|
}
|
|
|
|
# Random.weighted(weights): an index drawn in proportion to its weight (0 = never);
|
|
# -1 when every weight is 0. Deterministic, from the seeded RNG.
|
|
function rt_rng_weighted(weights: []int) -> int {
|
|
var total = 0
|
|
var i = 0
|
|
while i < len(weights) { if weights[i] > 0 { total += weights[i] }; i += 1 }
|
|
if total <= 0 { return -1 }
|
|
var roll = rt_rng_range(0, total - 1)
|
|
i = 0
|
|
while i < len(weights) {
|
|
if weights[i] > 0 {
|
|
if roll < weights[i] { return i }
|
|
roll -= weights[i]
|
|
}
|
|
i += 1
|
|
}
|
|
return -1
|
|
}
|
|
|
|
# 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)
|
|
}
|