2023-10-14 06:21:23 +00:00
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#if defined(_CLANGD)
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#pragma once
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#include "feely_pona_unity.h"
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2023-09-17 10:13:17 +00:00
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#endif
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2023-10-23 09:54:28 +00:00
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static bool FP_Game_KeyBindIsPressed(TELY_PlatformInput const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
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{
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bool result = false;
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if (controls->mode == FP_GameControlMode_Keyboard) {
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result = TELY_Platform_InputScanCodeIsPressed(input, key_bind.scan_code);
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} else {
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result = TELY_Platform_InputGamepadKeyIsPressed(input, controls->gamepad_index, key_bind.gamepad_key);
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}
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return result;
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}
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static bool FP_Game_KeyBindIsDown(TELY_PlatformInput const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
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{
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bool result = false;
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if (controls->mode == FP_GameControlMode_Keyboard) {
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result = TELY_Platform_InputScanCodeIsDown(input, key_bind.scan_code);
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} else {
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result = TELY_Platform_InputGamepadKeyIsDown(input, controls->gamepad_index, key_bind.gamepad_key);
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}
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return result;
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}
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2023-09-17 10:24:07 +00:00
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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2023-09-17 10:13:17 +00:00
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{
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bool result = lhs.id == rhs.id;
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return result;
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}
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2023-09-17 10:24:07 +00:00
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static bool operator!=(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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2023-09-17 10:13:17 +00:00
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{
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bool result = !(lhs == rhs);
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return result;
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}
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2023-10-15 11:48:53 +00:00
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static FP_GameCameraM2x3 FP_Game_CameraModelViewM2x3(FP_GameCamera camera)
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2023-09-17 10:13:17 +00:00
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{
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2023-10-15 11:48:53 +00:00
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FP_GameCameraM2x3 result = {};
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result.model_view = Dqn_M2x3_Identity();
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result.view_model = Dqn_M2x3_Identity();
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Dqn_V2 center_offset = camera.size * .5f;
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Dqn_V2 rotate_origin = -camera.world_pos;
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result.model_view = Dqn_M2x3_Mul(result.model_view, Dqn_M2x3_Translate(rotate_origin));
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result.model_view = Dqn_M2x3_Mul(result.model_view, Dqn_M2x3_Rotate(camera.rotate_rads));
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result.model_view = Dqn_M2x3_Mul(result.model_view, Dqn_M2x3_Scale(camera.scale));
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result.model_view = Dqn_M2x3_Mul(result.model_view, Dqn_M2x3_Translate(center_offset));
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Dqn_V2 inverse_scale = Dqn_V2_InitNx1(1) / camera.scale;
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result.view_model = Dqn_M2x3_Mul(result.view_model, Dqn_M2x3_Translate(-center_offset));
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result.view_model = Dqn_M2x3_Mul(result.view_model, Dqn_M2x3_Scale(inverse_scale));
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result.view_model = Dqn_M2x3_Mul(result.view_model, Dqn_M2x3_Rotate(-camera.rotate_rads));
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result.view_model = Dqn_M2x3_Mul(result.view_model, Dqn_M2x3_Translate(-rotate_origin));
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#if 0
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Dqn_M2x3 identity = Dqn_M2x3_Mul(result.model_view, result.view_model);
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DQN_ASSERT(identity == Dqn_M2x3_Identity());
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#endif
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2023-09-17 10:13:17 +00:00
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return result;
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}
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2023-09-17 10:24:07 +00:00
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static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handle)
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2023-09-17 10:13:17 +00:00
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{
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2023-09-17 10:24:07 +00:00
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FP_GameEntity *result = nullptr;
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2023-09-17 10:13:17 +00:00
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if (!game)
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return result;
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2023-10-08 05:14:31 +00:00
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result = game->play.entities.data;
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2023-09-17 10:24:07 +00:00
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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2023-10-08 05:14:31 +00:00
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if (index_from_handle >= game->play.entities.size)
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2023-09-17 10:13:17 +00:00
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return result;
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2023-10-08 05:14:31 +00:00
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FP_GameEntity *candidate = game->play.entities.data + index_from_handle;
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2023-09-17 10:13:17 +00:00
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if (candidate->handle == handle)
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result = candidate;
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return result;
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}
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2023-09-17 10:24:07 +00:00
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static bool FP_Game_DFSPreOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
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2023-09-17 10:13:17 +00:00
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{
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if (!game || !it || !root)
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return false;
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it->last_visited = it->entity;
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if (it->init) {
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it->iteration_count++;
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} else {
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it->init = true;
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it->entity = root;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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if (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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} else {
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while (it->entity->handle != root->handle) {
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if (it->entity_next) {
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it->entity = it->entity_next;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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break;
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} else {
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if (!it->entity_parent)
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break;
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it->entity = it->entity_parent;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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}
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return it->entity->handle != root->handle;
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}
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2023-09-17 10:24:07 +00:00
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static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
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2023-09-17 10:13:17 +00:00
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{
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if (!game || !it || !root)
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return false;
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bool ascending_tree = it->entity ? (it->last_visited == it->entity->last_child) : false;
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it->last_visited = it->entity;
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if (it->init) {
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it->iteration_count++;
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} else {
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it->init = true;
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it->entity = root;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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// NOTE: Descend to deepest leaf node
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if (it->entity_first_child && !ascending_tree) {
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while (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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} else {
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// NOTE: We are at the leaf node, try going across
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if (it->entity != root && it->entity_next) {
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it->entity = it->entity_next;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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ascending_tree = false;
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}
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// NOTE: Try descend again
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if (it->entity_first_child && !ascending_tree) {
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while (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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// NOTE: If we could not move further across or down then we've
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// exhausted the tree, start moving up.
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if (it->last_visited == it->entity) {
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it->entity = it->entity_parent;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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return it->entity->handle != root->handle;
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}
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// NOTE: Parent entity
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2023-09-17 10:24:07 +00:00
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static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
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2023-09-17 10:13:17 +00:00
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{
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2023-10-08 05:14:31 +00:00
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DQN_ASSERTF(game->play.parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
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2023-09-17 10:13:17 +00:00
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if (game)
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2023-10-08 05:14:31 +00:00
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Dqn_FArray_Add(&game->play.parent_entity_stack, handle);
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2023-09-17 10:13:17 +00:00
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}
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2023-09-17 10:24:07 +00:00
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static void FP_Game_PopParentEntity(FP_Game *game)
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2023-09-17 10:13:17 +00:00
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{
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// NOTE: 0th slot is reserved for the nil entity
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2023-10-08 05:14:31 +00:00
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if (game && game->play.parent_entity_stack.size > 1)
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Dqn_FArray_PopBack(&game->play.parent_entity_stack, 1);
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2023-09-17 10:13:17 +00:00
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}
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2023-09-17 10:24:07 +00:00
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static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
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2023-09-17 10:13:17 +00:00
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{
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2023-09-17 10:24:07 +00:00
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FP_GameEntityHandle result = {};
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2023-10-08 05:14:31 +00:00
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if (!game || !game->play.parent_entity_stack.size)
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2023-09-17 10:13:17 +00:00
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return result;
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2023-10-08 05:14:31 +00:00
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result = game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1];
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2023-09-17 10:13:17 +00:00
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return result;
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}
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2023-09-17 10:24:07 +00:00
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static FP_GameEntity *FP_Game_ActiveParentEntityPointer(FP_Game const *game)
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2023-09-17 10:13:17 +00:00
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{
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2023-09-17 10:24:07 +00:00
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FP_GameEntityHandle handle = FP_Game_ActiveParentEntity(game);
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FP_GameEntity *result = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
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2023-09-17 10:13:17 +00:00
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return result;
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}
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2023-10-24 12:41:15 +00:00
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static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_ATTRIB char const *fmt, va_list args)
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2023-09-17 10:13:17 +00:00
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{
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2023-09-17 10:24:07 +00:00
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FP_GameEntity *result = nullptr;
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2023-09-17 10:13:17 +00:00
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if (!game)
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return result;
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2023-10-08 05:14:31 +00:00
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DQN_ASSERTF(game->play.entities.size > 0, "Sentinel/nil entity has not been initialised yet");
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DQN_ASSERTF(game->play.root_entity, "Sentinel/nil entity has not been assigned yet");
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2023-09-17 10:13:17 +00:00
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2023-10-08 05:14:31 +00:00
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result = game->play.root_entity; // TODO(doyle): Root entity or ... the nil entity?
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if (game->play.entity_free_list) {
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result = game->play.entity_free_list;
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game->play.entity_free_list = game->play.entity_free_list->next;
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result->next = nullptr;
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2023-09-17 10:13:17 +00:00
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} else {
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2023-10-14 06:21:23 +00:00
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if (game->play.entities.size > FP_GAME_ENTITY_HANDLE_INDEX_MAX)
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2023-09-17 10:13:17 +00:00
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return result;
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2023-10-08 05:14:31 +00:00
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result = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_Yes);
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2023-09-17 10:13:17 +00:00
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if (!result)
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return result;
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2023-10-08 05:14:31 +00:00
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result->handle.id = (game->play.entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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2023-09-17 10:13:17 +00:00
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}
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2023-10-07 06:55:34 +00:00
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result->sprite_height.meters = 1;
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result->parent = FP_Game_ActiveParentEntityPointer(game);
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2023-10-08 05:14:31 +00:00
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result->name = TELY_ChunkPool_AllocFmtFV(game->play.chunk_pool, fmt, args);
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result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
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2023-10-07 06:55:34 +00:00
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result->action.sprite_alpha = 1.f;
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2023-10-07 12:05:46 +00:00
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result->stamina_cap = 93;
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2023-10-07 06:55:34 +00:00
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2023-10-08 06:35:57 +00:00
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result->hp_cap = DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .8f);
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2023-10-07 06:55:34 +00:00
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result->hp = result->hp_cap;
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2023-10-10 21:40:21 +00:00
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result->inventory.airports_base_price = 100;
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result->inventory.churchs_base_price = 100;
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result->inventory.kennels_base_price = 100;
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result->inventory.clubs_base_price = 40;
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2023-10-08 06:35:57 +00:00
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result->base_attack = FP_DEFAULT_DAMAGE;
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2023-10-08 08:04:11 +00:00
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result->hp_recover_every_n_ticks = 12;
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2023-10-08 02:12:30 +00:00
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2023-10-09 21:53:19 +00:00
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result->inventory.stamina_base_price = 10;
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result->inventory.health_base_price = 10;
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result->inventory.mobile_plan_base_price = 10;
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result->inventory.attack_base_price = 10;
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2023-10-07 06:55:34 +00:00
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2023-09-17 10:13:17 +00:00
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// NOTE: Attach entity as a child to the parent
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2023-09-17 10:24:07 +00:00
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FP_GameEntity *parent = result->parent;
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2023-09-17 10:13:17 +00:00
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if (parent->first_child)
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parent->last_child->next = result;
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else
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parent->first_child = result;
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result->prev = parent->last_child;
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parent->last_child = result;
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DQN_ASSERT(!result->next);
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DQN_ASSERT(result->handle.id);
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2023-10-08 05:14:31 +00:00
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DQN_ASSERT(result->parent->handle == game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1]);
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2023-09-17 10:13:17 +00:00
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return result;
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}
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2023-10-24 12:41:15 +00:00
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static FP_GameEntity *FP_Game_MakeEntityPointerF(FP_Game *game, DQN_FMT_ATTRIB char const *fmt, ...)
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2023-09-17 10:13:17 +00:00
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{
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va_list args;
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va_start(args, fmt);
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2023-09-17 10:24:07 +00:00
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|
FP_GameEntity *result = FP_Game_MakeEntityPointerFV(game, fmt, args);
|
2023-09-17 10:13:17 +00:00
|
|
|
va_end(args);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-10-24 12:41:15 +00:00
|
|
|
static FP_GameEntityHandle FP_Game_MakeEntityF(FP_Game *game, DQN_FMT_ATTRIB char const *fmt, ...)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
|
|
|
va_list args;
|
|
|
|
va_start(args, fmt);
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, fmt, args);
|
2023-09-17 10:13:17 +00:00
|
|
|
va_end(args);
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntityHandle result = {};
|
2023-09-17 10:13:17 +00:00
|
|
|
if (entity)
|
|
|
|
result = entity->handle;
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static bool FP_Game_IsNilEntity(FP_GameEntity *entity)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-17 10:24:07 +00:00
|
|
|
bool result = entity ? ((entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
|
2023-09-17 10:13:17 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-30 06:11:39 +00:00
|
|
|
static bool FP_Game_IsNilEntityHandle(FP_Game *game, FP_GameEntityHandle handle)
|
|
|
|
{
|
|
|
|
bool result = true;
|
|
|
|
if (handle.id != 0) {
|
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
|
|
|
|
result = FP_Game_IsNilEntity(entity);
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
|
|
|
|
if (FP_Game_IsNilEntity(entity))
|
2023-09-17 10:13:17 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// NOTE: Entities in the entity tree always have a parent (except for the
|
|
|
|
// nil/root entity). If an entity is passed in to this function and there's
|
|
|
|
// no parent, it's most likely you passed in an entity already in the free
|
|
|
|
// list (in which case only the next pointer will be set). This is most
|
|
|
|
// likely a mistake so we guard against it here.
|
|
|
|
if (!DQN_CHECK(entity->parent))
|
|
|
|
return;
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
|
2023-10-08 05:14:31 +00:00
|
|
|
DQN_ASSERT(entity_index_from_handle < game->play.entities.size);
|
2023-09-17 10:13:17 +00:00
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
|
|
|
|
uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
|
2023-09-17 10:13:17 +00:00
|
|
|
uint64_t const new_entity_generation = entity_generation + 1;
|
|
|
|
|
|
|
|
// NOTE: De-attach entity from adjacent children
|
|
|
|
if (entity->prev)
|
|
|
|
entity->prev->next = entity->next;
|
|
|
|
|
|
|
|
if (entity->next)
|
|
|
|
entity->next->prev = entity->prev;
|
|
|
|
|
|
|
|
// NOTE: De-attach from parent
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntity *parent = entity->parent;
|
2023-09-17 10:13:17 +00:00
|
|
|
if (parent->first_child == entity)
|
|
|
|
parent->first_child = entity->next;
|
|
|
|
|
|
|
|
if (parent->last_child == entity)
|
|
|
|
parent->last_child = entity->prev;
|
|
|
|
|
|
|
|
if (entity->name.size)
|
2023-10-08 05:14:31 +00:00
|
|
|
TELY_ChunkPool_Dealloc(game->play.chunk_pool, entity->name.data);
|
2023-09-17 10:13:17 +00:00
|
|
|
|
2023-10-08 05:14:31 +00:00
|
|
|
FP_SentinelList_Deinit(&entity->spawn_list, game->play.chunk_pool);
|
|
|
|
FP_SentinelList_Deinit(&entity->waypoints, game->play.chunk_pool);
|
|
|
|
FP_SentinelList_Deinit(&entity->buildings_visited, game->play.chunk_pool);
|
2023-09-24 09:11:44 +00:00
|
|
|
|
2023-09-17 10:13:17 +00:00
|
|
|
if (new_entity_generation > entity_generation) {
|
|
|
|
// NOTE: Update the incremented handle disassociating all prior handles
|
|
|
|
// to this entity which would reference older generation values
|
|
|
|
*entity = {};
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->parent = game->play.root_entity;
|
2023-09-17 10:24:07 +00:00
|
|
|
entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
|
2023-09-17 10:13:17 +00:00
|
|
|
|
|
|
|
// NOTE: Attach entity to the free list
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->next = game->play.entity_free_list;
|
2023-09-17 10:13:17 +00:00
|
|
|
entity->prev = nullptr;
|
2023-10-08 05:14:31 +00:00
|
|
|
game->play.entity_free_list = entity;
|
2023-09-17 10:13:17 +00:00
|
|
|
} else {
|
|
|
|
// NOTE: We've cycled through all possible generations for this handle
|
|
|
|
// We will not increment it and freeze it so it is no longer allocated
|
|
|
|
// out. This prevents code that is still holding onto *really* old
|
|
|
|
// handles
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-17 10:24:07 +00:00
|
|
|
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
|
2023-10-08 05:14:31 +00:00
|
|
|
if (!game || !DQN_CHECK(index_from_handle < game->play.entities.size))
|
2023-09-17 10:13:17 +00:00
|
|
|
return;
|
|
|
|
|
2023-10-08 05:14:31 +00:00
|
|
|
FP_GameEntity *root = game->play.entities.data + index_from_handle;
|
2023-09-17 10:13:17 +00:00
|
|
|
if (root->handle != handle)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// NOTE: The iterator snaps a copy of all the internal n-ary tree pointers
|
|
|
|
// so as we delete we do not accidentally invalidate any of the pointers.
|
2023-09-17 10:24:07 +00:00
|
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, root); ) {
|
2023-09-17 10:13:17 +00:00
|
|
|
DQN_ASSERT(it.entity != root);
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntity *entity = it.entity;
|
|
|
|
FP_Game_DetachEntityIntoFreeList(game, entity->handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_Game_DetachEntityIntoFreeList(game, root->handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
|
|
|
Dqn_V2 result = {};
|
|
|
|
if (!game)
|
|
|
|
return result;
|
|
|
|
|
2023-10-08 05:14:31 +00:00
|
|
|
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
|
|
|
|
for (FP_GameEntity const *entity = first; entity != game->play.root_entity; entity = entity->parent)
|
2023-09-17 10:13:17 +00:00
|
|
|
result += entity->local_pos;
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_Rect FP_Game_CalcEntityLocalHitBox(FP_Game const *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-30 06:11:39 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
Dqn_V2 half_hit_box_size = entity->local_hit_box_size * .5f;
|
|
|
|
Dqn_Rect result = Dqn_Rect_InitV2x2(entity->local_hit_box_offset - half_hit_box_size, entity->local_hit_box_size);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_Rect FP_Game_CalcEntityWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-17 11:55:59 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
|
2023-09-17 10:24:07 +00:00
|
|
|
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
|
|
|
|
Dqn_Rect local_hit_box = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-10-05 10:10:50 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
|
2023-09-17 10:24:07 +00:00
|
|
|
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
|
|
|
|
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-10-08 05:44:48 +00:00
|
|
|
static Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> FP_Game_CalcEntityMeleeAttackBoxes(FP_Game const *game, FP_GameEntityHandle handle)
|
|
|
|
{
|
|
|
|
Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> result = {};
|
|
|
|
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, handle);
|
|
|
|
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
|
|
|
|
Dqn_Rect *rect = Dqn_FArray_Make(&result, Dqn_ZeroMem_Yes);
|
|
|
|
rect->size = hit_box.size;
|
|
|
|
switch (dir_index) {
|
|
|
|
case FP_GameDirection_Left: {
|
|
|
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(-1.f, 0.f));
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Right: {
|
|
|
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(+1.f, 0.f));
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Up: {
|
|
|
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.f, -1.f));
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Down: {
|
|
|
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.f, +1.f));
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Count: break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
|
|
|
Dqn_Rect result = {};
|
|
|
|
if (!game || !handles)
|
|
|
|
return result;
|
|
|
|
|
|
|
|
DQN_FOR_UINDEX(index, count) {
|
2023-09-17 10:24:07 +00:00
|
|
|
FP_GameEntityHandle handle = handles[index];
|
|
|
|
FP_GameEntity const *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
|
|
|
|
Dqn_Rect bbox = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
|
|
|
|
for (FP_GameShape const &shape_ : entity->shapes) {
|
|
|
|
FP_GameShape const *shape = &shape_;
|
2023-09-17 10:13:17 +00:00
|
|
|
switch (shape->type) {
|
2023-09-17 10:24:07 +00:00
|
|
|
case FP_GameShapeType_None: {
|
2023-09-17 10:13:17 +00:00
|
|
|
} break;
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
case FP_GameShapeType_Circle: {
|
2023-09-17 10:13:17 +00:00
|
|
|
Dqn_Rect rect =
|
|
|
|
Dqn_Rect_InitV2x2(shape->p1 - shape->circle_radius, Dqn_V2_InitNx1(shape->circle_radius * 2.f));
|
|
|
|
bbox = Dqn_Rect_Union(bbox, rect);
|
|
|
|
} break;
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
case FP_GameShapeType_Rect: /*FALLTHRU*/
|
|
|
|
case FP_GameShapeType_Line: {
|
2023-09-17 10:13:17 +00:00
|
|
|
Dqn_V2 min = Dqn_V2_Min(shape->p1, shape->p2);
|
|
|
|
Dqn_V2 max = Dqn_V2_Max(shape->p1, shape->p2);
|
|
|
|
Dqn_Rect rect = Dqn_Rect_InitV2x2(min, max - min);
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
if (shape->type == FP_GameShapeType_Rect)
|
2023-09-17 10:13:17 +00:00
|
|
|
rect.pos -= rect.size * .5f;
|
|
|
|
|
|
|
|
bbox = Dqn_Rect_Union(bbox, rect);
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
}
|
2023-09-17 10:24:07 +00:00
|
|
|
bbox.pos += FP_Game_CalcEntityWorldPos(game, entity->handle);
|
2023-09-17 10:13:17 +00:00
|
|
|
|
|
|
|
if (index)
|
|
|
|
result = Dqn_Rect_Union(result, bbox);
|
|
|
|
else
|
|
|
|
result = bbox;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-17 10:24:07 +00:00
|
|
|
static Dqn_Rect FP_Game_CalcEntityWorldBoundingBox(FP_Game *game, FP_GameEntityHandle handle)
|
2023-09-17 10:13:17 +00:00
|
|
|
{
|
2023-09-17 10:24:07 +00:00
|
|
|
Dqn_Rect result = FP_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
|
2023-09-17 10:13:17 +00:00
|
|
|
return result;
|
|
|
|
}
|
2023-09-18 13:00:30 +00:00
|
|
|
|
|
|
|
// Reset the timers and animation for the current action and set the duration
|
|
|
|
// for the new action.
|
2023-09-24 13:08:30 +00:00
|
|
|
static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_handle, uint64_t duration_ms, TELY_AssetAnimatedSprite sprite)
|
2023-09-18 13:00:30 +00:00
|
|
|
{
|
2023-09-24 13:08:30 +00:00
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
|
|
|
|
if (!entity)
|
2023-09-18 13:00:30 +00:00
|
|
|
return;
|
2023-09-24 13:08:30 +00:00
|
|
|
entity->action.sprite = sprite;
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->action.started_at_clock_ms = game->play.clock_ms;
|
|
|
|
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->play.clock_ms + duration_ms);
|
2023-09-18 13:00:30 +00:00
|
|
|
}
|
2023-09-23 02:33:59 +00:00
|
|
|
|
2023-09-23 03:30:54 +00:00
|
|
|
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
|
2023-09-23 02:33:59 +00:00
|
|
|
{
|
2023-10-08 05:14:31 +00:00
|
|
|
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
|
2023-09-23 03:30:54 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-23 05:44:37 +00:00
|
|
|
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
|
|
|
|
{
|
2023-10-08 05:14:31 +00:00
|
|
|
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->play.tile_size, tile_pos.y * game->play.tile_size);
|
2023-09-23 05:44:37 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-23 03:30:54 +00:00
|
|
|
static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
|
|
|
|
Dqn_Arena *arena,
|
|
|
|
TELY_Platform *platform,
|
|
|
|
FP_GameEntityHandle entity,
|
|
|
|
Dqn_V2I dest_tile)
|
|
|
|
{
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
|
2023-10-08 05:14:31 +00:00
|
|
|
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->play.tile_size);
|
|
|
|
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->play.tile_size);
|
2023-09-23 07:19:36 +00:00
|
|
|
|
|
|
|
Dqn_Slice<Dqn_V2I> result = {};
|
|
|
|
if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
|
|
|
|
dest_tile.y < 0 || dest_tile.y > tile_count_y)
|
|
|
|
return result;
|
|
|
|
|
2023-09-23 05:52:26 +00:00
|
|
|
Dqn_DSMap<FP_GameAStarNode> astar_info = Dqn_DSMap_Init<FP_GameAStarNode>(128);
|
|
|
|
DQN_DEFER { Dqn_DSMap_Deinit(&astar_info); };
|
2023-09-23 03:30:54 +00:00
|
|
|
|
|
|
|
// NOTE: Enumerate the entities that are collidable ============================================
|
2023-09-23 07:38:10 +00:00
|
|
|
bool dest_tile_is_non_traversable = false;
|
2023-10-24 12:41:15 +00:00
|
|
|
auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STR8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
|
2023-10-08 05:14:31 +00:00
|
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
|
2023-09-23 03:30:54 +00:00
|
|
|
FP_GameEntity const *walk_entity = it.entity;
|
|
|
|
if (entity == walk_entity->handle)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((walk_entity->flags & FP_GameEntityFlag_NonTraversable) == 0)
|
|
|
|
continue;
|
|
|
|
|
2023-09-23 05:52:26 +00:00
|
|
|
// NOTE: Mark tiles that the entity is on as non-traversable
|
|
|
|
Dqn_Rect bounding_box = FP_Game_CalcEntityWorldBoundingBox(game, walk_entity->handle);
|
|
|
|
Dqn_RectMinMax min_max = Dqn_Rect_MinMax(bounding_box);
|
|
|
|
Dqn_V2I min_tile = FP_Game_WorldPosToTilePos(game, min_max.min);
|
|
|
|
Dqn_V2I max_tile = FP_Game_WorldPosToTilePos(game, min_max.max);
|
|
|
|
|
|
|
|
for (int32_t y = min_tile.y; y < max_tile.y; y++) {
|
|
|
|
for (int32_t x = min_tile.x; x < max_tile.x; x++) {
|
|
|
|
uint64_t tile_u64 = (DQN_CAST(uint64_t)y << 32) | (DQN_CAST(uint64_t)x << 0);
|
|
|
|
FP_GameAStarNode *node = Dqn_DSMap_MakeKeyU64(&astar_info, tile_u64).value;
|
|
|
|
node->non_traversable = true;
|
2023-09-23 07:19:36 +00:00
|
|
|
node->tile = Dqn_V2I_InitNx2(x, y);
|
2023-09-23 07:38:10 +00:00
|
|
|
|
|
|
|
if (node->tile == dest_tile)
|
|
|
|
dest_tile_is_non_traversable = true;
|
2023-09-23 05:52:26 +00:00
|
|
|
}
|
|
|
|
}
|
2023-09-23 03:30:54 +00:00
|
|
|
}
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_Profiler_EndZone(zone_enum_collidables);
|
2023-09-23 03:30:54 +00:00
|
|
|
|
|
|
|
// NOTE: Setup A* state ========================================================================
|
|
|
|
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity);
|
|
|
|
Dqn_V2I src_tile = FP_Game_WorldPosToTilePos(game, entity_world_pos);
|
|
|
|
|
2023-09-23 02:33:59 +00:00
|
|
|
Dqn_FArray<Dqn_V2I, 128> frontier = {};
|
|
|
|
Dqn_FArray_Add(&frontier, src_tile);
|
|
|
|
|
|
|
|
// NOTE: Initialise the starting cost
|
|
|
|
uint64_t src_tile_u64 = (DQN_CAST(uint64_t)src_tile.y << 32) | (DQN_CAST(uint64_t)src_tile.x << 0);
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_DSMap_MakeKeyU64(&astar_info, src_tile_u64).value->tile = src_tile;
|
2023-09-23 02:33:59 +00:00
|
|
|
|
2023-09-23 03:30:54 +00:00
|
|
|
// NOTE: Do the A* process =====================================================================
|
2023-10-14 06:21:23 +00:00
|
|
|
Dqn_usize last_successful_manhattan_dist = DQN_USIZE_MAX;
|
2023-09-23 03:30:54 +00:00
|
|
|
Dqn_V2I last_successful_tile = src_tile;
|
|
|
|
|
2023-10-24 12:41:15 +00:00
|
|
|
auto zone_astar_expand = Dqn_Profiler_BeginZoneWithIndex(DQN_STR8("FP_Update: A* expand"), FP_ProfileZone_FPUpdate_AStarExpand);
|
2023-09-23 02:33:59 +00:00
|
|
|
while (frontier.size) {
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A* neighbours", FP_ProfileZone_FPUpdate_AStarExploreNeighbours);
|
2023-09-23 02:33:59 +00:00
|
|
|
Dqn_V2I curr_tile = Dqn_FArray_PopFront(&frontier, 1);
|
|
|
|
if (curr_tile == dest_tile)
|
|
|
|
break;
|
|
|
|
|
|
|
|
Dqn_FArray<Dqn_V2I, 4> neighbours = {};
|
|
|
|
{
|
|
|
|
Dqn_V2I left = Dqn_V2I_InitNx2(curr_tile.x - 1, curr_tile.y);
|
|
|
|
Dqn_V2I right = Dqn_V2I_InitNx2(curr_tile.x + 1, curr_tile.y);
|
|
|
|
Dqn_V2I top = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y - 1);
|
|
|
|
Dqn_V2I bottom = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y + 1);
|
|
|
|
|
|
|
|
if (left.x >= 0)
|
|
|
|
Dqn_FArray_Add(&neighbours, left);
|
|
|
|
if (right.x <= tile_count_x)
|
|
|
|
Dqn_FArray_Add(&neighbours, right);
|
|
|
|
if (top.y >= 0)
|
|
|
|
Dqn_FArray_Add(&neighbours, top);
|
|
|
|
if (bottom.y <= tile_count_y)
|
|
|
|
Dqn_FArray_Add(&neighbours, bottom);
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t const curr_tile_u64 = (DQN_CAST(uint64_t)curr_tile.y << 32) | (DQN_CAST(uint64_t)curr_tile.x << 0);
|
|
|
|
Dqn_usize const curr_cost = Dqn_DSMap_FindKeyU64(&astar_info, curr_tile_u64).value->cost;
|
|
|
|
for (Dqn_V2I next_tile : neighbours) {
|
|
|
|
|
2023-09-23 03:30:54 +00:00
|
|
|
// NOTE: Calculate cost to move to this neighbouring tile.
|
2023-09-23 02:33:59 +00:00
|
|
|
Dqn_usize new_cost = curr_cost + 1;
|
|
|
|
uint64_t next_tile_u64 = (DQN_CAST(uint64_t)next_tile.y << 32) | (DQN_CAST(uint64_t)next_tile.x << 0);
|
|
|
|
Dqn_DSMapResult<FP_GameAStarNode> next_cost_result = Dqn_DSMap_MakeKeyU64(&astar_info, next_tile_u64);
|
2023-09-23 07:19:36 +00:00
|
|
|
next_cost_result.value->tile = next_tile;
|
2023-09-23 02:33:59 +00:00
|
|
|
|
2023-09-23 07:38:10 +00:00
|
|
|
// NOTE: We got as close as possible, we know it's impossible to
|
|
|
|
// reach, we will stop here.
|
|
|
|
// TODO(doyle): Doesn't work in the general case, what if there's a
|
|
|
|
// 2 consecutive blocks that are not traversable, we will never
|
|
|
|
// realise that
|
|
|
|
if (dest_tile == next_tile && dest_tile_is_non_traversable) {
|
|
|
|
Dqn_FArray_Clear(&frontier);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2023-09-23 05:52:26 +00:00
|
|
|
if (next_cost_result.value->non_traversable)
|
2023-09-23 02:33:59 +00:00
|
|
|
continue;
|
|
|
|
|
2023-09-23 05:52:26 +00:00
|
|
|
// NOTE: If we have already visited this node before, we only keep the cost if it's cheaper
|
|
|
|
if (next_cost_result.found && new_cost >= next_cost_result.value->cost)
|
2023-09-23 03:30:54 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
// NOTE: Update the node cost value and the heuristic (estimated cost to the end)
|
2023-09-23 02:33:59 +00:00
|
|
|
Dqn_usize manhattan_dist = DQN_ABS(dest_tile.x - next_tile.x) + DQN_ABS(dest_tile.y - next_tile.y);
|
|
|
|
next_cost_result.value->cost = new_cost;
|
|
|
|
next_cost_result.value->came_from = curr_tile;
|
|
|
|
next_cost_result.value->heuristic = new_cost + manhattan_dist;
|
|
|
|
|
2023-09-23 03:30:54 +00:00
|
|
|
// NOTE: Store the last node we visited that had the best cost.
|
|
|
|
// We may end up with a partial path find that could only get
|
|
|
|
// part-way to the solution which this variable will track for us.
|
|
|
|
if (manhattan_dist < last_successful_manhattan_dist) {
|
|
|
|
last_successful_manhattan_dist = manhattan_dist;
|
|
|
|
last_successful_tile = next_tile;
|
|
|
|
}
|
|
|
|
|
2023-09-23 02:33:59 +00:00
|
|
|
// TODO(doyle): Find the insert location into the frontier
|
|
|
|
bool inserted = false;
|
|
|
|
DQN_FOR_UINDEX(index, frontier.size) {
|
|
|
|
Dqn_V2I frontier_tile = frontier.data[index];
|
|
|
|
uint64_t frontier_tile_u64 = DQN_CAST(uint64_t)frontier_tile.y << 32 | DQN_CAST(uint64_t)frontier_tile.x << 0;
|
|
|
|
Dqn_usize frontier_heuristic = Dqn_DSMap_FindKeyU64(&astar_info, frontier_tile_u64).value->heuristic;
|
|
|
|
if (next_cost_result.value->heuristic >= frontier_heuristic)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_FArray_Insert(&frontier, index, next_tile);
|
|
|
|
inserted = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (inserted)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_FArray_Add(&frontier, next_tile);
|
|
|
|
}
|
|
|
|
}
|
2023-09-23 07:19:36 +00:00
|
|
|
Dqn_Profiler_EndZone(zone_astar_expand);
|
|
|
|
|
2023-09-23 07:38:10 +00:00
|
|
|
#if 0
|
2023-09-23 07:19:36 +00:00
|
|
|
TELY_Renderer *renderer = &platform->renderer;
|
|
|
|
for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
|
|
|
|
Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
|
|
|
|
FP_GameAStarNode const *node = &slot->value;
|
2023-10-08 05:14:31 +00:00
|
|
|
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->play.tile_size * .5f);
|
2023-09-23 07:19:36 +00:00
|
|
|
TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
|
|
|
|
}
|
2023-09-23 07:38:10 +00:00
|
|
|
#endif
|
2023-09-23 02:33:59 +00:00
|
|
|
|
|
|
|
Dqn_usize slice_size = 0;
|
2023-09-23 03:30:54 +00:00
|
|
|
for (Dqn_V2I it = last_successful_tile; it != src_tile; slice_size++) {
|
2023-09-23 02:33:59 +00:00
|
|
|
uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0);
|
|
|
|
it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from;
|
|
|
|
}
|
|
|
|
|
2023-09-23 07:19:36 +00:00
|
|
|
result = Dqn_Slice_Alloc<Dqn_V2I>(arena, slice_size, Dqn_ZeroMem_No);
|
2023-09-23 02:33:59 +00:00
|
|
|
slice_size = 0;
|
2023-09-23 03:30:54 +00:00
|
|
|
for (Dqn_V2I it = last_successful_tile; it != src_tile; ) {
|
2023-09-23 02:33:59 +00:00
|
|
|
result.data[slice_size++] = it;
|
|
|
|
uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0);
|
|
|
|
it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from;
|
|
|
|
}
|
|
|
|
|
|
|
|
DQN_ASSERT(result.size == slice_size);
|
|
|
|
return result;
|
|
|
|
}
|
2023-09-29 04:50:40 +00:00
|
|
|
|
2023-10-09 13:06:59 +00:00
|
|
|
static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle entity_handle, FP_GameWaypoint const *waypoint)
|
2023-09-29 04:50:40 +00:00
|
|
|
{
|
|
|
|
Dqn_V2 result = {};
|
|
|
|
if (!game || !waypoint)
|
|
|
|
return result;
|
|
|
|
|
|
|
|
FP_GameEntity *waypoint_entity = FP_Game_GetEntity(game, waypoint->entity);
|
|
|
|
if (FP_Game_IsNilEntity(waypoint_entity))
|
|
|
|
return result;
|
|
|
|
|
|
|
|
// NOTE: We found a waypoint that is valid to move towards
|
|
|
|
switch (waypoint->type) {
|
|
|
|
case FP_GameWaypointType_At: {
|
|
|
|
result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
|
|
|
} break;
|
|
|
|
|
2023-10-07 08:14:09 +00:00
|
|
|
case FP_GameWaypointType_ClosestSide: /*FALLTHRU*/
|
2023-09-29 04:50:40 +00:00
|
|
|
case FP_GameWaypointType_Side: {
|
2023-10-07 08:14:09 +00:00
|
|
|
// NOTE: Sweep entity with half the radius of the source entity
|
2023-10-09 13:06:59 +00:00
|
|
|
Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
|
|
|
|
Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
|
|
|
|
waypoint_hit_box.pos -= (entity_hit_box.size * .5f);
|
|
|
|
waypoint_hit_box.size += entity_hit_box.size;
|
2023-09-29 04:50:40 +00:00
|
|
|
|
2023-10-07 08:14:09 +00:00
|
|
|
Dqn_V2 side_pos_list[FP_GameDirection_Count] = {};
|
2023-10-09 13:06:59 +00:00
|
|
|
side_pos_list[FP_GameDirection_Up] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w * .5f, waypoint_hit_box.pos.y - waypoint_hit_box.size.h * .1f);
|
|
|
|
side_pos_list[FP_GameDirection_Down] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w * .5f, waypoint_hit_box.pos.y + waypoint_hit_box.size.h + waypoint_hit_box.size.h * .1f);
|
|
|
|
side_pos_list[FP_GameDirection_Left] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x - waypoint_hit_box.size.w * .1f, waypoint_hit_box.pos.y + waypoint_hit_box.size.h * .5f);
|
|
|
|
side_pos_list[FP_GameDirection_Right] = Dqn_V2_InitNx2(waypoint_hit_box.pos.x + waypoint_hit_box.size.w + waypoint_hit_box.size.w * .1f, waypoint_hit_box.pos.y + waypoint_hit_box.size.h * .5f);
|
2023-09-29 04:50:40 +00:00
|
|
|
|
2023-10-07 08:14:09 +00:00
|
|
|
if (waypoint->type == FP_GameWaypointType_Side) {
|
|
|
|
result = side_pos_list[waypoint->type_direction];
|
|
|
|
} else {
|
|
|
|
Dqn_f32 best_dist = DQN_F32_MAX;
|
|
|
|
for (Dqn_V2 target_pos : side_pos_list) {
|
2023-10-09 13:06:59 +00:00
|
|
|
Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(entity_hit_box.pos, target_pos);
|
2023-10-07 08:14:09 +00:00
|
|
|
if (dist_squared < best_dist) {
|
|
|
|
best_dist = dist_squared;
|
|
|
|
result = target_pos;
|
|
|
|
}
|
|
|
|
}
|
2023-10-09 13:06:59 +00:00
|
|
|
}
|
|
|
|
} break;
|
2023-10-07 08:14:09 +00:00
|
|
|
|
2023-10-09 13:06:59 +00:00
|
|
|
case FP_GameWaypointType_Queue: {
|
|
|
|
Dqn_ArrayFindResult<FP_GameEntityHandle> find_result = Dqn_FArray_Find<FP_GameEntityHandle>(&waypoint_entity->building_queue, entity_handle);
|
|
|
|
Dqn_usize index_in_queue = find_result.index;
|
|
|
|
Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
|
|
|
|
|
|
|
|
Dqn_V2 queue_starting_p = {};
|
|
|
|
if (waypoint_entity->type == FP_EntityType_ClubTerry || waypoint_entity->type == FP_EntityType_ChurchTerry) {
|
|
|
|
queue_starting_p = Dqn_Rect_InterpolatedPoint(waypoint_hit_box, Dqn_V2_InitNx2(0.5f, 1.1f));
|
|
|
|
} else {
|
|
|
|
queue_starting_p = Dqn_Rect_InterpolatedPoint(waypoint_hit_box, Dqn_V2_InitNx2(1.f, 1.1f));
|
2023-09-29 04:50:40 +00:00
|
|
|
}
|
2023-10-09 13:06:59 +00:00
|
|
|
|
|
|
|
Dqn_f32 queue_spacing = FP_Game_MetersToPixelsNx1(game->play, 1.f);
|
|
|
|
result = Dqn_V2_InitNx2(queue_starting_p.x - (queue_spacing * index_in_queue), queue_starting_p.y);
|
2023-09-29 04:50:40 +00:00
|
|
|
} break;
|
|
|
|
}
|
|
|
|
|
2023-10-08 08:48:17 +00:00
|
|
|
result += waypoint->offset;
|
2023-09-29 04:50:40 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-09-29 11:42:27 +00:00
|
|
|
FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game, FP_GameEntityHandle src_entity_handle, FP_EntityType type)
|
|
|
|
{
|
|
|
|
FP_GameFindClosestEntityResult result = {};
|
|
|
|
FP_GameEntity *src_entity = FP_Game_GetEntity(game, src_entity_handle);
|
|
|
|
if (FP_Game_IsNilEntity(src_entity))
|
|
|
|
return result;
|
|
|
|
|
|
|
|
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src_entity_handle);
|
|
|
|
result.dist_squared = DQN_F32_MAX;
|
|
|
|
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
|
|
|
|
|
2023-10-08 05:14:31 +00:00
|
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
|
2023-09-29 11:42:27 +00:00
|
|
|
FP_GameEntity *it_entity = it.entity;
|
|
|
|
if (it_entity->type != type)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, it_entity->handle);
|
|
|
|
Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, src_pos);
|
|
|
|
if (dist < result.dist_squared) {
|
|
|
|
result.pos = pos;
|
|
|
|
result.dist_squared = dist;
|
|
|
|
result.entity = it_entity->handle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
2023-10-01 05:47:40 +00:00
|
|
|
|
2023-10-07 14:29:50 +00:00
|
|
|
static FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game, FP_GameEntityHandle src, FP_GameEntityHandle *entities, Dqn_usize size)
|
|
|
|
{
|
|
|
|
FP_GameFindClosestEntityResult result = {};
|
|
|
|
result.dist_squared = DQN_F32_MAX;
|
|
|
|
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
|
|
|
|
|
|
|
|
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src);
|
|
|
|
DQN_FOR_UINDEX (index, size) {
|
|
|
|
FP_GameEntityHandle entity_handle = entities[index];
|
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
|
|
|
|
if (FP_Game_IsNilEntity(entity))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, src_pos);
|
|
|
|
if (dist < result.dist_squared) {
|
|
|
|
result.pos = pos;
|
|
|
|
result.dist_squared = dist;
|
|
|
|
result.entity = entity->handle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2023-10-01 05:47:40 +00:00
|
|
|
static bool FP_Game_CanEntityAttack(FP_GameEntity *entity, uint64_t current_time_ms)
|
|
|
|
{
|
|
|
|
bool result = (current_time_ms - entity->last_attack_timestamp) >= entity->attack_cooldown_ms;
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity, uint32_t desired_state)
|
|
|
|
{
|
2023-10-01 06:47:52 +00:00
|
|
|
switch (entity->type) {
|
2023-10-21 05:30:15 +00:00
|
|
|
case FP_EntityType_Perry: /*FALLTHRU*/
|
2023-10-01 06:47:52 +00:00
|
|
|
case FP_EntityType_Terry: {
|
2023-10-06 10:48:05 +00:00
|
|
|
if (desired_state == FP_EntityTerryState_Attack ||
|
|
|
|
desired_state == FP_EntityTerryState_RangeAttack) {
|
2023-10-08 05:14:31 +00:00
|
|
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
2023-10-01 06:47:52 +00:00
|
|
|
// NOTE: Cooldown not met do not transition
|
|
|
|
return;
|
|
|
|
}
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->last_attack_timestamp = game->play.clock_ms;
|
2023-10-06 10:48:05 +00:00
|
|
|
|
|
|
|
if (desired_state == FP_EntityTerryState_RangeAttack) {
|
|
|
|
if (entity->terry_mobile_data_plan < FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK)
|
|
|
|
return;
|
|
|
|
}
|
2023-10-07 06:55:34 +00:00
|
|
|
} else if (desired_state == FP_EntityTerryState_Dash) {
|
|
|
|
if (entity->stamina < FP_TERRY_DASH_STAMINA_COST)
|
|
|
|
return;
|
2023-10-01 05:47:40 +00:00
|
|
|
}
|
2023-10-01 06:47:52 +00:00
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_EntityType_Smoochie: {
|
|
|
|
if (desired_state == FP_EntitySmoochieState_Attack) {
|
2023-10-08 05:14:31 +00:00
|
|
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
2023-10-01 06:47:52 +00:00
|
|
|
// NOTE: Cooldown not met do not transition
|
|
|
|
return;
|
|
|
|
}
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->last_attack_timestamp = game->play.clock_ms;
|
2023-10-01 05:47:40 +00:00
|
|
|
}
|
2023-10-01 06:47:52 +00:00
|
|
|
} break;
|
2023-10-01 05:47:40 +00:00
|
|
|
|
2023-10-01 06:47:52 +00:00
|
|
|
case FP_EntityType_Clinger: {
|
|
|
|
if (desired_state == FP_EntityClingerState_Attack) {
|
2023-10-08 05:14:31 +00:00
|
|
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
2023-10-01 06:47:52 +00:00
|
|
|
// NOTE: Cooldown not met do not transition
|
|
|
|
return;
|
|
|
|
}
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->last_attack_timestamp = game->play.clock_ms;
|
2023-10-01 06:47:52 +00:00
|
|
|
}
|
2023-10-01 05:47:40 +00:00
|
|
|
} break;
|
2023-10-06 09:48:20 +00:00
|
|
|
|
2023-10-07 06:55:34 +00:00
|
|
|
case FP_EntityType_Catfish: {
|
|
|
|
if (desired_state == FP_EntityClingerState_Attack) {
|
2023-10-08 05:14:31 +00:00
|
|
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
2023-10-07 06:55:34 +00:00
|
|
|
// NOTE: Cooldown not met do not transition
|
|
|
|
return;
|
|
|
|
}
|
2023-10-08 05:14:31 +00:00
|
|
|
entity->last_attack_timestamp = game->play.clock_ms;
|
2023-10-07 06:55:34 +00:00
|
|
|
}
|
|
|
|
} break;
|
|
|
|
|
|
|
|
|
2023-10-06 09:48:20 +00:00
|
|
|
case FP_EntityType_AirportTerry: {
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_EntityType_ChurchTerry: {
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_EntityType_ClubTerry: {
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_EntityType_Nil:
|
|
|
|
case FP_EntityType_Heart:
|
|
|
|
case FP_EntityType_KennelTerry:
|
|
|
|
case FP_EntityType_Map:
|
|
|
|
case FP_EntityType_MerchantGraveyard:
|
|
|
|
case FP_EntityType_MerchantGym:
|
|
|
|
case FP_EntityType_MerchantPhoneCompany:
|
|
|
|
case FP_EntityType_MerchantTerry:
|
|
|
|
case FP_EntityType_PhoneMessageProjectile:
|
|
|
|
case FP_EntityType_Count: break;
|
2023-10-14 14:31:33 +00:00
|
|
|
case FP_EntityType_AirportTerryPlane:
|
|
|
|
case FP_EntityType_MobSpawner:
|
|
|
|
case FP_EntityType_PortalMonkey: break;
|
2023-10-16 13:35:41 +00:00
|
|
|
case FP_EntityType_Billboard: break;
|
2023-10-01 05:47:40 +00:00
|
|
|
}
|
|
|
|
// NOTE: If no returns are hit above we proceed with the state change
|
|
|
|
entity->action.next_state = desired_state;
|
|
|
|
}
|
2023-10-05 21:49:04 +00:00
|
|
|
|
2023-10-15 10:02:28 +00:00
|
|
|
static void FP_GameRenderScanlines(TELY_Renderer *renderer,
|
|
|
|
Dqn_f32 scanline_gap,
|
|
|
|
Dqn_f32 scanline_thickness,
|
|
|
|
Dqn_V2 screen_size)
|
2023-10-05 21:49:04 +00:00
|
|
|
{
|
2023-10-15 10:02:28 +00:00
|
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
|
|
DQN_DEFER { TELY_Render_PopTransform(renderer); };
|
2023-10-05 21:49:04 +00:00
|
|
|
Dqn_f32 scanline_interval = scanline_gap + scanline_thickness;
|
2023-10-15 10:02:28 +00:00
|
|
|
for (Dqn_f32 y = 0; y < screen_size.h; y += scanline_interval) {
|
2023-10-05 21:49:04 +00:00
|
|
|
Dqn_V2 start = Dqn_V2_InitNx2(0, y);
|
|
|
|
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w, y);
|
2023-10-06 08:57:59 +00:00
|
|
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.1f), scanline_thickness);
|
2023-10-05 21:49:04 +00:00
|
|
|
}
|
|
|
|
}
|
2023-10-19 13:20:41 +00:00
|
|
|
|
|
|
|
static FP_GameCanMoveToPositionResult FP_Game_CanEntityMoveToPosition(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_V2 delta_pos)
|
|
|
|
{
|
|
|
|
FP_GameCanMoveToPositionResult result = {};
|
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
|
|
|
|
if (FP_Game_IsNilEntity(entity))
|
|
|
|
return result;
|
|
|
|
|
|
|
|
Dqn_Rect const entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
|
|
|
Dqn_V2 const entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
Dqn_f32 const SENTINEL_T = 999.f;
|
|
|
|
Dqn_f32 global_earliest_t = SENTINEL_T;
|
|
|
|
Dqn_V2 global_earliest_pos_just_before_collide = {};
|
|
|
|
Dqn_V2 const entity_new_pos = entity_pos + delta_pos;
|
|
|
|
|
|
|
|
if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) {
|
|
|
|
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity);) {
|
|
|
|
FP_GameEntity *collider = collider_it.entity;
|
|
|
|
if (collider->handle == entity->handle)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// TODO(doyle): Calculate the list of collidables at the start of the frame
|
|
|
|
if ((collider->flags & FP_GameEntityFlag_NonTraversable) == 0)
|
|
|
|
continue;
|
|
|
|
|
2023-10-20 10:06:56 +00:00
|
|
|
bool skip_colliding_with_player = false;
|
|
|
|
for (FP_GameEntityHandle player : game->play.players) {
|
|
|
|
if (player == collider->handle) {
|
|
|
|
skip_colliding_with_player = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (skip_colliding_with_player)
|
|
|
|
continue;
|
|
|
|
|
2023-10-19 13:20:41 +00:00
|
|
|
bool entity_collides_with_collider = true;
|
|
|
|
switch (entity->type) {
|
|
|
|
case FP_EntityType_Catfish: /*FALLTHRU*/
|
|
|
|
case FP_EntityType_Smoochie: /*FALLTHRU*/
|
|
|
|
case FP_EntityType_Clinger: {
|
|
|
|
if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish) {
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
} else if (FP_Entity_IsBuildingForMobs(collider)) {
|
|
|
|
#if 0
|
|
|
|
// NOTE: We disable collision on buildings we have visited to avoid some
|
|
|
|
// problems ...
|
|
|
|
if (FP_SentinelList_Find(&entity->buildings_visited, collider->handle)) {
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
#endif
|
|
|
|
} else if (collider->type == FP_EntityType_Heart ||
|
|
|
|
collider->type == FP_EntityType_MerchantGym ||
|
|
|
|
collider->type == FP_EntityType_MerchantTerry ||
|
|
|
|
collider->type == FP_EntityType_MerchantGraveyard ||
|
|
|
|
collider->type == FP_EntityType_MerchantPhoneCompany) {
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
|
2023-10-21 05:30:15 +00:00
|
|
|
case FP_EntityType_Perry: /*FALLTHRU*/
|
2023-10-19 13:20:41 +00:00
|
|
|
case FP_EntityType_Terry: {
|
|
|
|
// NOTE: Don't collide with mobs when dashing (e.g. phase through)
|
|
|
|
FP_EntityTerryState state = *DQN_CAST(FP_EntityTerryState *)&entity->action.state;
|
|
|
|
if (state == FP_EntityTerryState_Dash || state == FP_EntityTerryState_DeadGhost) {
|
|
|
|
if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish)
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_EntityType_Nil: break;
|
|
|
|
case FP_EntityType_MerchantTerry: break;
|
|
|
|
case FP_EntityType_Count: break;
|
|
|
|
case FP_EntityType_ClubTerry: break;
|
|
|
|
case FP_EntityType_Map: break;
|
|
|
|
case FP_EntityType_MerchantGraveyard: break;
|
|
|
|
case FP_EntityType_MerchantGym: break;
|
|
|
|
case FP_EntityType_MerchantPhoneCompany: break;
|
|
|
|
case FP_EntityType_Heart: break;
|
|
|
|
case FP_EntityType_AirportTerry: break;
|
|
|
|
case FP_EntityType_ChurchTerry: break;
|
|
|
|
case FP_EntityType_KennelTerry: break;
|
|
|
|
case FP_EntityType_PhoneMessageProjectile: break;
|
|
|
|
case FP_EntityType_AirportTerryPlane:
|
|
|
|
case FP_EntityType_MobSpawner:
|
|
|
|
case FP_EntityType_PortalMonkey: break;
|
|
|
|
case FP_EntityType_Billboard: break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!entity_collides_with_collider)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// NOTE: Sweep collider with half the radius of the source entity
|
|
|
|
Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle);
|
|
|
|
if (Dqn_V2_Area(collider_world_hit_box.size) <= 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_Rect swept_collider_world_hit_box = collider_world_hit_box;
|
|
|
|
swept_collider_world_hit_box.pos -= (entity_world_hit_box.size * .5f);
|
|
|
|
swept_collider_world_hit_box.size += entity_world_hit_box.size;
|
|
|
|
|
|
|
|
if (!Dqn_Rect_ContainsPoint(swept_collider_world_hit_box, entity_new_pos))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Dqn_f32 collider_left_wall_x = swept_collider_world_hit_box.pos.x;
|
|
|
|
Dqn_f32 collider_right_wall_x = swept_collider_world_hit_box.pos.x + swept_collider_world_hit_box.size.w;
|
|
|
|
Dqn_f32 collider_top_wall_y = swept_collider_world_hit_box.pos.y;
|
|
|
|
Dqn_f32 collider_bottom_wall_y = swept_collider_world_hit_box.pos.y + swept_collider_world_hit_box.size.h;
|
|
|
|
|
|
|
|
Dqn_V2 o = entity_pos;
|
|
|
|
Dqn_V2 d = delta_pos;
|
|
|
|
|
|
|
|
// NOTE: Solve collision by determining the 't' value at which
|
|
|
|
// we hit one of the walls of the collider and move the entity
|
|
|
|
// at exactly that point.
|
|
|
|
// O + td = x
|
|
|
|
// td = x - O
|
|
|
|
// t = (x - O) / d
|
|
|
|
|
|
|
|
Dqn_f32 earliest_t = SENTINEL_T;
|
|
|
|
if (d.x != 0.f) {
|
|
|
|
Dqn_f32 left_t = (collider_left_wall_x - o.x) / d.x;
|
|
|
|
Dqn_f32 right_t = (collider_right_wall_x - o.x) / d.x;
|
|
|
|
if (left_t >= 0.f && left_t <= 1.f)
|
|
|
|
earliest_t = DQN_MIN(earliest_t, left_t);
|
|
|
|
if (right_t >= 0.f && right_t <= 1.f)
|
|
|
|
earliest_t = DQN_MIN(earliest_t, right_t);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (d.y != 0.f) {
|
|
|
|
Dqn_f32 top_t = (collider_top_wall_y - o.y) / d.y;
|
|
|
|
Dqn_f32 bottom_t = (collider_bottom_wall_y - o.y) / d.y;
|
|
|
|
if (top_t >= 0.f && top_t <= 1.f)
|
|
|
|
earliest_t = DQN_MIN(earliest_t, top_t);
|
|
|
|
if (bottom_t >= 0.f && bottom_t <= 1.f)
|
|
|
|
earliest_t = DQN_MIN(earliest_t, bottom_t);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (earliest_t < global_earliest_t) {
|
|
|
|
global_earliest_t = earliest_t;
|
|
|
|
global_earliest_pos_just_before_collide = entity_pos + (d * earliest_t);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
result.yes = global_earliest_t == SENTINEL_T;
|
|
|
|
if (!result.yes)
|
|
|
|
result.next_closest_valid_move = delta_pos * global_earliest_t;
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_V2 acceleration_meters_per_s)
|
|
|
|
{
|
|
|
|
// f"(t) = a
|
|
|
|
// f'(t) = at + v
|
|
|
|
// f (t) = 0.5f*a(t^2) + vt + p
|
|
|
|
|
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
|
|
|
|
if (FP_Game_IsNilEntity(entity))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(FP_GAME_PHYSICS_STEP);
|
|
|
|
Dqn_f32 t_squared = DQN_SQUARED(t);
|
|
|
|
|
|
|
|
Dqn_f32 velocity_falloff_coefficient = 0.82f;
|
|
|
|
Dqn_f32 acceleration_feel_good_factor = 15'000.f;
|
|
|
|
Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game->play, acceleration_meters_per_s) * acceleration_feel_good_factor;
|
|
|
|
entity->velocity = (acceleration * t) + entity->velocity * velocity_falloff_coefficient;
|
|
|
|
|
|
|
|
// NOTE: Zero out velocity with epsilon
|
|
|
|
if (DQN_ABS(entity->velocity.x) < 5.f)
|
|
|
|
entity->velocity.x = 0.f;
|
|
|
|
if (DQN_ABS(entity->velocity.y) < 5.f)
|
|
|
|
entity->velocity.y = 0.f;
|
|
|
|
|
2023-10-20 13:08:09 +00:00
|
|
|
Dqn_V2 const delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
|
2023-10-19 13:20:41 +00:00
|
|
|
FP_GameCanMoveToPositionResult move_to_result = FP_Game_CanEntityMoveToPosition(game, entity->handle, delta_pos);
|
|
|
|
if (move_to_result.yes) {
|
|
|
|
entity->local_pos += delta_pos;
|
|
|
|
} else {
|
|
|
|
entity->local_pos += move_to_result.next_closest_valid_move;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle)
|
|
|
|
{
|
|
|
|
Dqn_Rect result = {};
|
|
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
|
|
|
|
if (FP_Game_IsNilEntity(entity))
|
|
|
|
return result;
|
|
|
|
|
|
|
|
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
|
|
|
Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
|
|
|
Dqn_V2 build_p = {};
|
|
|
|
switch (entity->direction) {
|
|
|
|
case FP_GameDirection_Up: {
|
|
|
|
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Down: {
|
|
|
|
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Left: {
|
|
|
|
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.0f, 0.5f)) - Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Right: {
|
|
|
|
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
|
|
|
|
}
|
|
|
|
|
|
|
|
result.size = render_data.render_size;
|
|
|
|
result.pos = build_p - (render_data.render_size * .5f);
|
|
|
|
return result;
|
|
|
|
}
|