Files
major_tom/src/engine/entity.c
Thomas df3bc29fb7 Support large maps up to 8192x8192 tiles
Raise hard map size cap from 4096 to 8192 via MAX_MAP_SIZE constant.
Replace fixed 16 KB fgets buffer with dynamic line reader that handles
arbitrarily long tile rows. Check calloc returns for tile layer
allocation.

Add entity distance culling: skip updates for entities beyond 2x screen
width from camera, skip rendering beyond 64 px margin. Dead entities
bypass culling so cleanup callbacks always run. Player, spacecraft,
drone, and moving platforms set ENTITY_ALWAYS_UPDATE to opt out.

Replace naive 4-neighbor flood fill with scanline algorithm (O(height)
stack instead of O(area)) for safe use on large maps.

Raise MAX_ENTITY_SPAWNS from 128 to 512 and MAX_EXIT_ZONES from 8 to
16 to support populated large levels.
2026-03-01 15:17:58 +00:00

129 lines
4.0 KiB
C

#include "engine/entity.h"
#include "engine/camera.h"
#include <string.h>
#include <stdio.h>
/* ── Distance culling ──────────────────────────────── */
/* Margin around the viewport for update culling (in pixels).
* Entities within this margin still update even if off-screen,
* so they are active before scrolling into view. */
#define UPDATE_MARGIN (SCREEN_WIDTH * 2.0f)
/* Margin for render culling — tighter than update since only
* entities actually visible (plus a small buffer) need drawing. */
#define RENDER_MARGIN 64.0f
/* Check whether a body is within a rectangle expanded by margin. */
static bool in_camera_range(const Body *body, const Camera *cam, float margin) {
float left = cam->pos.x - margin;
float top = cam->pos.y - margin;
float right = cam->pos.x + cam->viewport.x + margin;
float bottom = cam->pos.y + cam->viewport.y + margin;
float ex = body->pos.x + body->size.x;
float ey = body->pos.y + body->size.y;
return body->pos.x < right && ex > left &&
body->pos.y < bottom && ey > top;
}
void entity_manager_init(EntityManager *em) {
memset(em, 0, sizeof(EntityManager));
}
Entity *entity_spawn(EntityManager *em, EntityType type, Vec2 pos) {
/* Find a free slot */
for (int i = 0; i < MAX_ENTITIES; i++) {
if (!em->entities[i].active) {
Entity *e = &em->entities[i];
memset(e, 0, sizeof(Entity));
e->type = type;
e->active = true;
e->body.pos = pos;
e->body.gravity_scale = 1.0f;
e->health = 1;
e->max_health = 1;
if (i >= em->count) em->count = i + 1;
return e;
}
}
fprintf(stderr, "Warning: entity limit reached (%d)\n", MAX_ENTITIES);
return NULL;
}
void entity_destroy(EntityManager *em, Entity *e) {
if (!e || !e->active) return;
/* Call type-specific destructor */
if (em->destroy_fn[e->type]) {
em->destroy_fn[e->type](e);
}
e->active = false;
e->type = ENT_NONE;
/* Shrink count if possible */
while (em->count > 0 && !em->entities[em->count - 1].active) {
em->count--;
}
}
void entity_update_all(EntityManager *em, float dt, const Tilemap *map,
const Camera *cam) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (!e->active) continue;
/* Check if dead */
if (e->health <= 0 && !(e->flags & ENTITY_INVINCIBLE)) {
e->flags |= ENTITY_DEAD;
}
/* Distance culling: skip far-away entities unless they opt out.
* Dead entities always get their update callback so type-specific
* cleanup (destroy, particles, etc.) can run. */
if (cam && !(e->flags & (ENTITY_ALWAYS_UPDATE | ENTITY_DEAD))) {
if (!in_camera_range(&e->body, cam, UPDATE_MARGIN))
continue;
}
/* Call type-specific update */
if (em->update_fn[e->type]) {
em->update_fn[e->type](e, dt, map);
}
}
}
void entity_render_all(EntityManager *em, const Camera *cam) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (!e->active) continue;
/* Render culling: skip entities outside the visible area. */
if (cam && !in_camera_range(&e->body, cam, RENDER_MARGIN))
continue;
if (em->render_fn[e->type]) {
em->render_fn[e->type](e, cam);
}
}
}
void entity_manager_clear(EntityManager *em) {
for (int i = 0; i < em->count; i++) {
if (em->entities[i].active) {
entity_destroy(em, &em->entities[i]);
}
}
em->count = 0;
}
void entity_register(EntityManager *em, EntityType type,
EntityUpdateFn update, EntityRenderFn render,
EntityDestroyFn destroy) {
em->update_fn[type] = update;
em->render_fn[type] = render;
em->destroy_fn[type] = destroy;
}