452 lines
16 KiB
C++
452 lines
16 KiB
C++
#if defined(__clang__)
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#pragma once
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#include "playground_unity.h"
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#endif
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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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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static bool operator!=(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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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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static Dqn_M2x3 FP_Game_CameraModelViewM2x3(FP_GameCamera camera, TELY_Platform *platform)
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{
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Dqn_M2x3 result = Dqn_M2x3_Identity();
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if (platform) {
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Dqn_V2 rotate_origin = camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(rotate_origin));
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Rotate(camera.rotate_rads));
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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));
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}
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return result;
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}
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static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handle)
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{
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FP_GameEntity *result = nullptr;
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if (!game)
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return result;
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result = game->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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return result;
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FP_GameEntity *candidate = game->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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}
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static bool FP_Game_DFSPreOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
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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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static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityIterator *it, FP_GameEntity *root)
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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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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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if (game)
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Dqn_FArray_Add(&game->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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}
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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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return result;
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result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
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return result;
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}
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static FP_GameEntity *FP_Game_ActiveParentEntityPointer(FP_Game const *game)
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{
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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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return result;
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}
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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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{
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FP_GameEntity *result = nullptr;
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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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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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} else {
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if (game->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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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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}
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result->size_scale = Dqn_V2_InitNx1(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->waypoints = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint);
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result->waypoints->next = result->waypoints;
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result->waypoints->prev = result->waypoints;
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// NOTE: Attach entity as a child to the parent
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FP_GameEntity *parent = result->parent;
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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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DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
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return result;
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}
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static FP_GameEntity *FP_Game_MakeEntityPointerF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *result = FP_Game_MakeEntityPointerFV(game, fmt, args);
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va_end(args);
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return result;
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}
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static FP_GameEntityHandle FP_Game_MakeEntityF(FP_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, fmt, args);
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va_end(args);
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FP_GameEntityHandle result = {};
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if (entity)
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result = entity->handle;
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return result;
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}
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static bool FP_Game_IsNilEntity(FP_GameEntity *entity)
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{
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bool result = entity ? ((entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
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return result;
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}
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static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle handle)
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{
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FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
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if (FP_Game_IsNilEntity(entity))
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return;
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// NOTE: Entities in the entity tree always have a parent (except for the
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// nil/root entity). If an entity is passed in to this function and there's
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// no parent, it's most likely you passed in an entity already in the free
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// list (in which case only the next pointer will be set). This is most
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// likely a mistake so we guard against it here.
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if (!DQN_CHECK(entity->parent))
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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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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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uint64_t const new_entity_generation = entity_generation + 1;
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// NOTE: De-attach entity from adjacent children
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if (entity->prev)
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entity->prev->next = entity->next;
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if (entity->next)
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entity->next->prev = entity->prev;
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// NOTE: De-attach from parent
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FP_GameEntity *parent = entity->parent;
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if (parent->first_child == entity)
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parent->first_child = entity->next;
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if (parent->last_child == entity)
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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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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->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->prev = nullptr;
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game->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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// out. This prevents code that is still holding onto *really* old
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// handles
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}
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}
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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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return;
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FP_GameEntity *root = game->entities.data + index_from_handle;
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if (root->handle != handle)
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return;
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// NOTE: The iterator snaps a copy of all the internal n-ary tree pointers
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// 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); ) {
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DQN_ASSERT(it.entity != root);
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FP_GameEntity *entity = it.entity;
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FP_Game_DetachEntityIntoFreeList(game, entity->handle);
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}
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FP_Game_DetachEntityIntoFreeList(game, root->handle);
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}
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static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandle handle)
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{
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Dqn_V2 result = {};
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if (!game)
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return result;
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for (FP_GameEntity const *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
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entity != game->root_entity;
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entity = entity->parent) {
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result += entity->local_pos;
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}
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return result;
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}
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static Dqn_Rect FP_Game_CalcEntityLocalHitBox(FP_Game const *game, FP_GameEntityHandle handle)
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{
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FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
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Dqn_V2 half_hit_box_size = entity->local_hit_box_size * .5f;
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Dqn_Rect result = Dqn_Rect_InitV2x2(entity->local_hit_box_offset - half_hit_box_size, entity->local_hit_box_size);
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return result;
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}
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static Dqn_Rect FP_Game_CalcEntityWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
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{
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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);
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Dqn_Rect local_hit_box = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
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Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
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return result;
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}
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static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
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{
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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);
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Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
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Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
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return result;
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}
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static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
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{
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Dqn_Rect result = {};
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if (!game || !handles)
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return result;
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DQN_FOR_UINDEX(index, count) {
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FP_GameEntityHandle handle = handles[index];
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FP_GameEntity const *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
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Dqn_Rect bbox = FP_Game_CalcEntityLocalHitBox(game, entity->handle);
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for (FP_GameShape const &shape_ : entity->shapes) {
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FP_GameShape const *shape = &shape_;
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switch (shape->type) {
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case FP_GameShapeType_None: {
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} break;
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case FP_GameShapeType_Circle: {
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Dqn_Rect rect =
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Dqn_Rect_InitV2x2(shape->p1 - shape->circle_radius, Dqn_V2_InitNx1(shape->circle_radius * 2.f));
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bbox = Dqn_Rect_Union(bbox, rect);
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} break;
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case FP_GameShapeType_Rect: /*FALLTHRU*/
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case FP_GameShapeType_Line: {
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Dqn_V2 min = Dqn_V2_Min(shape->p1, shape->p2);
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Dqn_V2 max = Dqn_V2_Max(shape->p1, shape->p2);
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Dqn_Rect rect = Dqn_Rect_InitV2x2(min, max - min);
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if (shape->type == FP_GameShapeType_Rect)
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rect.pos -= rect.size * .5f;
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bbox = Dqn_Rect_Union(bbox, rect);
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} break;
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}
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}
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bbox.pos += FP_Game_CalcEntityWorldPos(game, entity->handle);
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if (index)
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result = Dqn_Rect_Union(result, bbox);
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else
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result = bbox;
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}
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return result;
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}
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static Dqn_Rect FP_Game_CalcEntityWorldBoundingBox(FP_Game *game, FP_GameEntityHandle handle)
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{
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Dqn_Rect result = FP_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
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return result;
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}
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// Transition the action into the desire state and set the flag to indicate it
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// has just transitioned
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static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, FP_GameEntityState state)
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{
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if (!action)
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return;
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action->state = state;
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action->flags |= FP_GameEntityActionFlag_StateTransition;
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}
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// Reset the timers and animation for the current action and set the duration
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// for the new action.
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static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, TELY_AssetSpriteAnimation *anim)
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{
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if (!action)
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return;
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action->anim = anim;
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action->timer_s = 0.f;
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action->end_at_s = new_action_duration;
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action->flags = 0;
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}
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static bool FP_Game_EntityActionHasFailed(FP_GameEntityAction const *action)
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{
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bool result = action ? action->flags & FP_GameEntityActionFlag_Failed : true;
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return result;
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}
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