feely_pona/feely_pona_game.h

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#if defined(__clang__)
#pragma once
#include "feely_pona_unity.h"
#endif
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enum FP_GameEntityFlag
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{
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FP_GameEntityFlag_Clickable = 1 << 0,
FP_GameEntityFlag_MoveByKeyboard = 1 << 1,
FP_GameEntityFlag_MoveByMouse = 1 << 2,
FP_GameEntityFlag_MoveByGamepad = 1 << 3,
FP_GameEntityFlag_DrawHitBox = 1 << 4,
FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 5,
FP_GameEntityFlag_NonTraversable = 1 << 6,
FP_GameEntityFlag_MobSpawner = 1 << 7,
FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
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FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
FP_GameEntityFlag_Attackable = 1 << 10,
FP_GameEntityFlag_RespondsToClubTerry = 1 << 11,
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FP_GameEntityFlag_PartyingAtClubTerry = 1 << 12,
FP_GameEntityFlag_ExperiencedClubTerry = 1 << 13,
FP_GameEntityFlag_PointOfInterestHeart = 1 << 11,
FP_GameEntityFlag_CameraTracking = 1 << 14,
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FP_GameEntityFlag_BuildZone = 1 << 15,
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FP_GameEntityFlag_TTL = 1 << 16,
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};
enum FP_GameShapeType
{
FP_GameShapeType_None,
FP_GameShapeType_Circle,
FP_GameShapeType_Rect,
FP_GameShapeType_Line,
};
struct FP_GameShape
{
FP_GameShapeType type;
Dqn_V2 p1;
Dqn_V2 p2;
Dqn_V4 colour;
Dqn_f32 line_thickness;
Dqn_f32 circle_radius;
TELY_RenderShapeMode render_mode;
};
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000;
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48;
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MAX = FP_GAME_ENTITY_HANDLE_GENERATION_MASK >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF;
const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MAX = FP_GAME_ENTITY_HANDLE_INDEX_MASK - 1;
struct FP_GameEntityHandle
{
uint64_t id;
};
enum FP_GameWaypointArrive
{
// Considered arrived when within 1 meter of the target (`value` is ignored).
FP_GameWaypointArrive_Default,
// If set, we consider the entity as arriving at the waypoint when it's
// distance to the target is:
//
// `arrived = dist <= (entity_hit_box_size * value)`
//
// A value of 0 for example means we are considered arrived when the entity
// is positioned exactly on top of the target's position.
FP_GameWaypointArrive_WhenWithinEntitySize,
};
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enum FP_GameWaypointType
{
FP_GameWaypointType_At, // Move to the specified entity
FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction
FP_GameWaypointType_Offset, // Move to the designed offset from the entity
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};
enum FP_GameDirection
{
FP_GameDirection_Up,
FP_GameDirection_Down,
FP_GameDirection_Left,
FP_GameDirection_Right,
FP_GameDirection_Count,
};
enum FP_GameWaypointFlag
{
FP_GameWaypointFlag_NonInterruptible = 1 << 0,
};
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struct FP_GameWaypoint
{
uint32_t flags;
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FP_GameWaypointType type;
FP_GameDirection type_direction; // Used if type is `FP_GameWaypointType_Side`
FP_GameEntityHandle entity; // The entity to move to
FP_GameWaypointArrive arrive;
Dqn_f32 value; // Used for `arrive` threshold
Dqn_V2 offset; // Used if type is `FP_GameWaypointType_Offset`
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};
struct FP_GameEntitySpawnList
{
FP_GameEntityHandle entity;
FP_GameEntitySpawnList *next;
FP_GameEntitySpawnList *prev;
};
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struct FP_GameEntityActionSprite
{
TELY_AssetSpriteSheet *sheet;
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TELY_AssetSpriteAnimation *anim;
};
uint64_t const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = UINT64_MAX;
struct FP_GameEntityAction
{
uint32_t state;
uint32_t next_state;
TELY_AssetAnimatedSprite sprite;
uint64_t started_at_clock_ms;
uint64_t end_at_clock_ms;
};
struct FP_GameRenderSprite
{
Dqn_V2 offset;
TELY_AssetAnimatedSprite asset;
bool loop;
FP_Meters height;
uint64_t started_at_clock_ms;
};
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struct FP_GameEntity
{
FP_GameEntity *next;
FP_GameEntity *prev;
FP_GameEntity *first_child;
FP_GameEntity *last_child;
FP_GameEntity *parent;
FP_EntityType type;
Dqn_String8 name;
FP_GameEntityHandle handle;
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// The target size to render the sprite in meters. The width of the sprite
// is scaled uniformly with respect to the height.
FP_Meters sprite_height;
FP_GameEntityAction action;
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FP_Meters base_acceleration_per_s;
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Dqn_V2 constant_acceleration_per_s;
Dqn_V2 velocity;
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// Extra animations that are to be executed, but, don't affect the state
// of the entity. For example, when Smoochie attacks, we have a heart
// animation that is a seperate sprite that will play out.
Dqn_FArray<FP_GameRenderSprite, 2> extra_cosmetic_anims;
FP_SentinelList<FP_GameWaypoint> waypoints;
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FP_GameEntityHandle aggro_slot[FP_GameDirection_Count];
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FP_GameEntityHandle club_terry_patron;
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// NOTE: The entity hit box is positioned at the center of the entity.
Dqn_V2 local_hit_box_size;
Dqn_V2 local_hit_box_offset;
Dqn_V2 attack_box_size;
Dqn_V2 attack_box_offset;
bool attack_processed;
bool is_dying;
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uint64_t last_attack_timestamp;
uint64_t attack_cooldown_ms;
Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
FP_SentinelList<FP_GameEntityHandle> spawn_list;
uint64_t next_spawn_timestamp_s;
uint64_t spawn_cap;
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uint64_t current_wave;
uint64_t enemies_per_wave;
uint64_t enemies_spawned_this_wave;
uint64_t wave_cooldown_timestamp_s;
uint64_t flags;
uint64_t hp;
FP_GameDirection direction;
Dqn_V2 local_pos;
Dqn_f64 alive_time_s;
Dqn_FArray<FP_GameShape, 4> shapes;
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Dqn_FArray<FP_GameEntityHandle, 4> projectiles;
uint64_t ttl_end_timestamp;
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};
struct FP_GameEntityIterator
{
bool init;
Dqn_usize iteration_count;
FP_GameEntity *entity;
FP_GameEntity *last_visited;
FP_GameEntity *entity_parent;
FP_GameEntity *entity_next;
FP_GameEntity *entity_first_child;
};
struct FP_GameCamera
{
Dqn_V2 world_pos;
Dqn_f32 rotate_rads;
Dqn_V2 scale;
};
enum FP_GameAudio
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{
FP_GameAudio_TestAudio,
FP_GameAudio_TerryHit,
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FP_GameAudio_Smooch,
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FP_GameAudio_Count,
};
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struct FP_Game
{
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Dqn_f32 delta_s_accumulator;
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uint16_t tile_size;
TELY_ChunkPool *chunk_pool;
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TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
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TELY_AssetAudioHandle audio[FP_GameAudio_Count];
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Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
Dqn_VArray<FP_GameEntity> entities;
TELY_AssetSpriteSheet atlas_sprite_sheet;
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FP_GameEntity *root_entity;
FP_GameEntity *entity_free_list;
FP_GameEntity *map;
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FP_GameEntityHandle player;
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FP_GameEntityHandle clicked_entity;
FP_GameEntityHandle hot_entity;
FP_GameEntityHandle active_entity;
FP_GameEntityHandle prev_clicked_entity;
FP_GameEntityHandle prev_hot_entity;
FP_GameEntityHandle prev_active_entity;
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FP_GameCamera camera;
TELY_RFui rfui;
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Dqn_f32 meters_to_pixels;
uint64_t clock_ms;
Dqn_PCG32 rng;
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bool build_mode;
bool build_mode_can_place_building;
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bool debug_ui;
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Dqn_usize build_mode_building_index;
};
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struct FP_GameAStarNode
{
Dqn_usize cost;
Dqn_usize heuristic;
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Dqn_V2I tile;
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Dqn_V2I came_from;
bool non_traversable;
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};
struct FP_GameFindClosestEntityResult
{
FP_GameEntityHandle entity;
Dqn_f32 dist_squared;
Dqn_V2 pos;
};
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struct FP_GamePlaceableBuilding
{
FP_EntityType type;
uint32_t state;
};
FP_GamePlaceableBuilding const PLACEABLE_BUILDINGS[] = {
{FP_EntityType_AirportTerry, FP_EntityAirportTerryState_Idle},
{FP_EntityType_ChurchTerry, FP_EntityChurchTerryState_Idle},
{FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle},
{FP_EntityType_KennelTerry, FP_EntityKennelTerryState_Idle},
};