feely_pona/feely_pona_game.cpp

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#if defined(__clang__)
#pragma once
#include "playground_unity.h"
#endif
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
{
bool result = lhs.id == rhs.id;
return result;
}
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static bool operator!=(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
{
bool result = !(lhs == rhs);
return result;
}
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static Dqn_M2x3 FP_Game_CameraModelViewM2x3(FP_GameCamera camera, TELY_Platform *platform)
{
Dqn_M2x3 result = Dqn_M2x3_Identity();
if (platform) {
Dqn_V2 rotate_origin = camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(rotate_origin));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Rotate(camera.rotate_rads));
result = Dqn_M2x3_Mul(result, Dqn_M2x3_Scale(camera.scale));
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(-rotate_origin + camera.world_pos));
}
return result;
}
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static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handle)
{
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FP_GameEntity *result = nullptr;
if (!game)
return result;
result = game->entities.data;
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (index_from_handle >= game->entities.size)
return result;
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FP_GameEntity *candidate = game->entities.data + index_from_handle;
if (candidate->handle == handle)
result = candidate;
return result;
}
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static bool FP_Game_DFSPreOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
{
if (!game || !it || !root)
return false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
if (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
} else {
while (it->entity->handle != root->handle) {
if (it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
break;
} else {
if (!it->entity_parent)
break;
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
}
return it->entity->handle != root->handle;
}
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static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
{
if (!game || !it || !root)
return false;
bool ascending_tree = it->entity ? (it->last_visited == it->entity->last_child) : false;
it->last_visited = it->entity;
if (it->init) {
it->iteration_count++;
} else {
it->init = true;
it->entity = root;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
// NOTE: Descend to deepest leaf node
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
} else {
// NOTE: We are at the leaf node, try going across
if (it->entity != root && it->entity_next) {
it->entity = it->entity_next;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
ascending_tree = false;
}
// NOTE: Try descend again
if (it->entity_first_child && !ascending_tree) {
while (it->entity_first_child) {
it->entity = it->entity_first_child;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
// NOTE: If we could not move further across or down then we've
// exhausted the tree, start moving up.
if (it->last_visited == it->entity) {
it->entity = it->entity_parent;
it->entity_parent = it->entity->parent;
it->entity_next = it->entity->next;
it->entity_first_child = it->entity->first_child;
}
}
return it->entity->handle != root->handle;
}
// NOTE: Parent entity
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static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
{
DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
if (game)
Dqn_FArray_Add(&game->parent_entity_stack, handle);
}
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static void FP_Game_PopParentEntity(FP_Game *game)
{
// NOTE: 0th slot is reserved for the nil entity
if (game && game->parent_entity_stack.size > 1)
Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
}
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static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
{
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FP_GameEntityHandle result = {};
if (!game || !game->parent_entity_stack.size)
return result;
result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
return result;
}
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static FP_GameEntity *FP_Game_ActiveParentEntityPointer(FP_Game const *game)
{
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FP_GameEntityHandle handle = FP_Game_ActiveParentEntity(game);
FP_GameEntity *result = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
return result;
}
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static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, va_list args)
{
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FP_GameEntity *result = nullptr;
if (!game)
return result;
DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
if (game->entity_free_list) {
result = game->entity_free_list;
game->entity_free_list = game->entity_free_list->next;
result->next = nullptr;
} else {
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if (game->entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
return result;
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result = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_Yes);
if (!result)
return result;
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result->handle.id = (game->entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
}
result->size_scale = Dqn_V2_InitNx1(1);
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result->parent = FP_Game_ActiveParentEntityPointer(game);
result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
result->waypoints = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint);
result->waypoints->next = result->waypoints;
result->waypoints->prev = result->waypoints;
// NOTE: Attach entity as a child to the parent
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FP_GameEntity *parent = result->parent;
if (parent->first_child)
parent->last_child->next = result;
else
parent->first_child = result;
result->prev = parent->last_child;
parent->last_child = result;
DQN_ASSERT(!result->next);
DQN_ASSERT(result->handle.id);
DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
return result;
}
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static FP_GameEntity *FP_Game_MakeEntityPointerF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
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FP_GameEntity *result = FP_Game_MakeEntityPointerFV(game, fmt, args);
va_end(args);
return result;
}
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static FP_GameEntityHandle FP_Game_MakeEntityF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, fmt, args);
va_end(args);
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FP_GameEntityHandle result = {};
if (entity)
result = entity->handle;
return result;
}
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static bool FP_Game_IsNilEntity(FP_GameEntity *entity)
{
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bool result = entity ? ((entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
return result;
}
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static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle handle)
{
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FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
if (FP_Game_IsNilEntity(entity))
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;
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uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
DQN_ASSERT(entity_index_from_handle < game->entities.size);
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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;
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
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FP_GameEntity *parent = entity->parent;
if (parent->first_child == entity)
parent->first_child = entity->next;
if (parent->last_child == entity)
parent->last_child = entity->prev;
if (entity->name.size)
TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
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 = {};
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entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
// NOTE: Attach entity to the free list
entity->next = game->entity_free_list;
entity->prev = nullptr;
game->entity_free_list = entity;
} 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
}
}
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static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
{
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
return;
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FP_GameEntity *root = game->entities.data + index_from_handle;
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.
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, root); ) {
DQN_ASSERT(it.entity != root);
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FP_GameEntity *entity = it.entity;
FP_Game_DetachEntityIntoFreeList(game, entity->handle);
}
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FP_Game_DetachEntityIntoFreeList(game, root->handle);
}
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static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandle handle)
{
Dqn_V2 result = {};
if (!game)
return result;
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for (FP_GameEntity const *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
entity != game->root_entity;
entity = entity->parent) {
result += entity->local_pos;
}
return result;
}
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static Dqn_Rect FP_Game_CalcEntityLocalHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
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FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
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;
}
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static Dqn_Rect FP_Game_CalcEntityWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
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FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
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Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
Dqn_Rect local_hit_box = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
return result;
}
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static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
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FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
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;
}
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static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
{
Dqn_Rect result = {};
if (!game || !handles)
return result;
DQN_FOR_UINDEX(index, count) {
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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_;
switch (shape->type) {
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case FP_GameShapeType_None: {
} break;
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case FP_GameShapeType_Circle: {
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;
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case FP_GameShapeType_Rect: /*FALLTHRU*/
case FP_GameShapeType_Line: {
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);
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if (shape->type == FP_GameShapeType_Rect)
rect.pos -= rect.size * .5f;
bbox = Dqn_Rect_Union(bbox, rect);
} break;
}
}
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bbox.pos += FP_Game_CalcEntityWorldPos(game, entity->handle);
if (index)
result = Dqn_Rect_Union(result, bbox);
else
result = bbox;
}
return result;
}
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static Dqn_Rect FP_Game_CalcEntityWorldBoundingBox(FP_Game *game, FP_GameEntityHandle handle)
{
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Dqn_Rect result = FP_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
return result;
}
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// Transition the action into the desire state and set the flag to indicate it
// has just transitioned
static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, FP_GameEntityState state)
{
if (!action)
return;
action->state = state;
action->flags |= FP_GameEntityActionFlag_StateTransition;
}
// Reset the timers and animation for the current action and set the duration
// for the new action.
static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, TELY_AssetSpriteAnimation *anim)
{
if (!action)
return;
action->anim = anim;
action->timer_s = 0.f;
action->end_at_s = new_action_duration;
action->flags = 0;
}
static bool FP_Game_EntityActionHasFailed(FP_GameEntityAction const *action)
{
bool result = action ? action->flags & FP_GameEntityActionFlag_Failed : true;
return result;
}