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