fp: Wire up game reset
This commit is contained in:
+58
-56
@@ -3,13 +3,13 @@
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#include "feely_pona_unity.h"
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#endif
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#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game).meters_to_pixels)
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#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game).meters_to_pixels)
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#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game).meters_to_pixels)
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#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game).meters_to_pixels))
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#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game).meters_to_pixels))
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#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game).meters_to_pixels))
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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{
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@@ -50,12 +50,12 @@ static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handl
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if (!game)
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return result;
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result = game->entities.data;
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result = game->play.entities.data;
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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if (index_from_handle >= game->entities.size)
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if (index_from_handle >= game->play.entities.size)
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return result;
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FP_GameEntity *candidate = game->entities.data + index_from_handle;
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FP_GameEntity *candidate = game->play.entities.data + index_from_handle;
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if (candidate->handle == handle)
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result = candidate;
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return result;
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@@ -167,24 +167,24 @@ static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityItera
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// NOTE: Parent entity
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static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
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{
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DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
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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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if (game)
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Dqn_FArray_Add(&game->parent_entity_stack, handle);
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Dqn_FArray_Add(&game->play.parent_entity_stack, handle);
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}
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static void FP_Game_PopParentEntity(FP_Game *game)
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{
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// NOTE: 0th slot is reserved for the nil entity
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if (game && game->parent_entity_stack.size > 1)
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Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
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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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}
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static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
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{
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FP_GameEntityHandle result = {};
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if (!game || !game->parent_entity_stack.size)
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if (!game || !game->play.parent_entity_stack.size)
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return result;
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result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
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result = game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1];
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return result;
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}
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@@ -201,28 +201,28 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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if (!game)
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return result;
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DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
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DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
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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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result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
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if (game->entity_free_list) {
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result = game->entity_free_list;
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game->entity_free_list = game->entity_free_list->next;
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result->next = nullptr;
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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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} else {
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if (game->entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
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if (game->play.entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
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return result;
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result = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_Yes);
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result = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_Yes);
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if (!result)
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return result;
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result->handle.id = (game->entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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result->handle.id = (game->play.entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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}
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result->sprite_height.meters = 1;
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result->parent = FP_Game_ActiveParentEntityPointer(game);
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result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
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result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
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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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result->action.sprite_alpha = 1.f;
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result->stamina_cap = 93;
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@@ -251,7 +251,7 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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DQN_ASSERT(!result->next);
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DQN_ASSERT(result->handle.id);
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DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
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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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return result;
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}
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@@ -308,7 +308,7 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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return;
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uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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DQN_ASSERT(entity_index_from_handle < game->entities.size);
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DQN_ASSERT(entity_index_from_handle < game->play.entities.size);
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uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
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uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
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@@ -330,22 +330,23 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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parent->last_child = entity->prev;
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if (entity->name.size)
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TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
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TELY_ChunkPool_Dealloc(game->play.chunk_pool, entity->name.data);
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FP_SentinelList_Deinit(&entity->spawn_list, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->waypoints, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->buildings_visited, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->spawn_list, game->play.chunk_pool);
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FP_SentinelList_Deinit(&entity->waypoints, game->play.chunk_pool);
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FP_SentinelList_Deinit(&entity->buildings_visited, game->play.chunk_pool);
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if (new_entity_generation > entity_generation) {
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// NOTE: Update the incremented handle disassociating all prior handles
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// to this entity which would reference older generation values
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*entity = {};
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entity->parent = game->play.root_entity;
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entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
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// NOTE: Attach entity to the free list
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entity->next = game->entity_free_list;
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entity->next = game->play.entity_free_list;
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entity->prev = nullptr;
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game->entity_free_list = entity;
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game->play.entity_free_list = entity;
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} else {
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// NOTE: We've cycled through all possible generations for this handle
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// We will not increment it and freeze it so it is no longer allocated
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@@ -357,10 +358,10 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
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{
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
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if (!game || !DQN_CHECK(index_from_handle < game->play.entities.size))
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return;
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FP_GameEntity *root = game->entities.data + index_from_handle;
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FP_GameEntity *root = game->play.entities.data + index_from_handle;
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if (root->handle != handle)
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return;
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@@ -381,8 +382,8 @@ static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandl
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if (!game)
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return result;
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FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
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for (FP_GameEntity const *entity = first; entity != game->root_entity; entity = entity->parent)
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FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
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for (FP_GameEntity const *entity = first; entity != game->play.root_entity; entity = entity->parent)
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result += entity->local_pos;
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return result;
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}
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@@ -472,19 +473,19 @@ static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_
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if (!entity)
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return;
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entity->action.sprite = sprite;
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entity->action.started_at_clock_ms = game->clock_ms;
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entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->clock_ms + duration_ms);
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entity->action.started_at_clock_ms = game->play.clock_ms;
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entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->play.clock_ms + duration_ms);
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}
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static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
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{
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Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
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Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
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return result;
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}
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static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
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{
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Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->tile_size, tile_pos.y * game->tile_size);
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Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->play.tile_size, tile_pos.y * game->play.tile_size);
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return result;
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}
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@@ -495,8 +496,8 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
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Dqn_V2I dest_tile)
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{
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Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
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Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size);
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Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size);
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Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->play.tile_size);
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Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->play.tile_size);
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Dqn_Slice<Dqn_V2I> result = {};
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if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
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@@ -509,7 +510,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
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// NOTE: Enumerate the entities that are collidable ============================================
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bool dest_tile_is_non_traversable = false;
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auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
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FP_GameEntity const *walk_entity = it.entity;
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if (entity == walk_entity->handle)
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continue;
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@@ -644,7 +645,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
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for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
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Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
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FP_GameAStarNode const *node = &slot->value;
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Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->tile_size * .5f);
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Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->play.tile_size * .5f);
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TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
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}
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#endif
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@@ -737,7 +738,7 @@ FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game,
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result.dist_squared = DQN_F32_MAX;
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result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
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FP_GameEntity *it_entity = it.entity;
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if (it_entity->type != type)
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continue;
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@@ -791,11 +792,11 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
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case FP_EntityType_Terry: {
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if (desired_state == FP_EntityTerryState_Attack ||
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desired_state == FP_EntityTerryState_RangeAttack) {
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if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
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if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
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// NOTE: Cooldown not met do not transition
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return;
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}
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entity->last_attack_timestamp = game->clock_ms;
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entity->last_attack_timestamp = game->play.clock_ms;
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if (desired_state == FP_EntityTerryState_RangeAttack) {
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if (entity->terry_mobile_data_plan < FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK)
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@@ -809,31 +810,31 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
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case FP_EntityType_Smoochie: {
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if (desired_state == FP_EntitySmoochieState_Attack) {
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if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
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if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
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// NOTE: Cooldown not met do not transition
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return;
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}
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entity->last_attack_timestamp = game->clock_ms;
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entity->last_attack_timestamp = game->play.clock_ms;
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}
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} break;
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case FP_EntityType_Clinger: {
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if (desired_state == FP_EntityClingerState_Attack) {
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if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
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if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
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// NOTE: Cooldown not met do not transition
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return;
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}
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entity->last_attack_timestamp = game->clock_ms;
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entity->last_attack_timestamp = game->play.clock_ms;
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}
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} break;
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case FP_EntityType_Catfish: {
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if (desired_state == FP_EntityClingerState_Attack) {
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if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
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if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
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// NOTE: Cooldown not met do not transition
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return;
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}
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entity->last_attack_timestamp = game->clock_ms;
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entity->last_attack_timestamp = game->play.clock_ms;
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}
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} break;
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@@ -893,3 +894,4 @@ static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer,
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TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.1f), scanline_thickness);
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}
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}
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