feely_pona/feely_pona_game.h

225 lines
7.3 KiB
C

#if defined(__clang__)
#pragma once
#include "feely_pona_unity.h"
#endif
enum FP_GameEntityFlag
{
FP_GameEntityFlag_Clickable = 1 << 0,
FP_GameEntityFlag_MoveByKeyboard = 1 << 1,
FP_GameEntityFlag_MoveByMouse = 1 << 2,
FP_GameEntityFlag_MoveByGamepad = 1 << 3,
FP_GameEntityFlag_DrawHitBox = 1 << 4,
FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 5,
FP_GameEntityFlag_NonTraversable = 1 << 6,
FP_GameEntityFlag_MobSpawner = 1 << 7,
FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
FP_GameEntityFlag_Attackable = 1 << 9,
};
enum FP_GameShapeType
{
FP_GameShapeType_None,
FP_GameShapeType_Circle,
FP_GameShapeType_Rect,
FP_GameShapeType_Line,
};
struct FP_GameShape
{
FP_GameShapeType type;
Dqn_V2 p1;
Dqn_V2 p2;
Dqn_V4 colour;
Dqn_f32 line_thickness;
Dqn_f32 circle_radius;
TELY_RenderShapeMode render_mode;
};
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000;
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48;
const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MAX = FP_GAME_ENTITY_HANDLE_GENERATION_MASK >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF;
const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MAX = FP_GAME_ENTITY_HANDLE_INDEX_MASK - 1;
struct FP_GameEntityHandle
{
uint64_t id;
};
enum FP_GameWaypointArrive
{
// Considered arrived when within 1 meter of the target (`value` is ignored).
FP_GameWaypointArrive_Default,
// If set, we consider the entity as arriving at the waypoint when it's
// distance to the target is:
//
// `arrived = dist <= (entity_hit_box_size * value)`
//
// A value of 0 for example means we are considered arrived when the entity
// is positioned exactly on top of the target's position.
FP_GameWaypointArrive_WhenWithinEntitySize,
};
struct FP_GameWaypoint
{
FP_GameEntityHandle entity;
FP_GameWaypointArrive arrive;
Dqn_f32 value;
};
struct FP_GameEntitySpawnList
{
FP_GameEntityHandle entity;
FP_GameEntitySpawnList *next;
FP_GameEntitySpawnList *prev;
};
struct FP_GameEntityActionSprite
{
TELY_AssetSpriteSheet *sheet;
TELY_AssetSpriteAnimation *anim;
};
uint64_t const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = UINT64_MAX;
struct FP_GameEntityAction
{
uint32_t state;
uint32_t next_state;
TELY_AssetAnimatedSprite sprite;
uint64_t started_at_clock_ms;
uint64_t end_at_clock_ms;
};
enum FP_GameDirection
{
FP_GameDirection_Up,
FP_GameDirection_Down,
FP_GameDirection_Left,
FP_GameDirection_Right,
};
struct FP_GameRenderSprite
{
Dqn_V2 offset;
TELY_AssetAnimatedSprite asset;
bool loop;
FP_Meters height;
uint64_t started_at_clock_ms;
};
struct FP_GameEntity
{
FP_GameEntity *next;
FP_GameEntity *prev;
FP_GameEntity *first_child;
FP_GameEntity *last_child;
FP_GameEntity *parent;
FP_EntityType type;
Dqn_String8 name;
FP_GameEntityHandle handle;
// The target size to render the sprite in meters. The width of the sprite
// is scaled uniformly with respect to the height.
FP_Meters sprite_height;
FP_GameEntityAction action;
Dqn_V2 velocity;
// Extra animations that are to be executed, but, don't affect the state
// of the entity. For example, when Smoochie attacks, we have a heart
// animation that is a seperate sprite that will play out.
Dqn_FArray<FP_GameRenderSprite, 2> extra_cosmetic_anims;
FP_SentinelList<FP_GameWaypoint> waypoints;
// NOTE: The entity hit box is positioned at the center of the entity.
Dqn_V2 local_hit_box_size;
Dqn_V2 local_hit_box_offset;
Dqn_V2 attack_box_size;
Dqn_V2 attack_box_offset;
bool attack_processed;
Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
FP_SentinelList<FP_GameEntityHandle> spawn_list;
uint64_t next_spawn_timestamp_s;
uint64_t spawn_cap;
uint64_t flags;
uint64_t hp;
FP_GameDirection direction;
Dqn_V2 local_pos;
Dqn_f64 alive_time_s;
Dqn_FArray<FP_GameShape, 4> shapes;
};
struct FP_GameEntityIterator
{
bool init;
Dqn_usize iteration_count;
FP_GameEntity *entity;
FP_GameEntity *last_visited;
FP_GameEntity *entity_parent;
FP_GameEntity *entity_next;
FP_GameEntity *entity_first_child;
};
struct FP_GameCamera
{
Dqn_V2 world_pos;
Dqn_f32 rotate_rads;
Dqn_V2 scale;
};
struct FP_Game
{
Dqn_f32 delta_s_accumulator;
uint16_t tile_size;
TELY_ChunkPool *chunk_pool;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetAudioHandle test_audio;
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
Dqn_VArray<FP_GameEntity> entities;
TELY_AssetSpriteSheet terry_sprite_sheet;
TELY_AssetSpriteSheet smoochie_sprite_sheet;
TELY_AssetSpriteSheet terry_merchant_sprite_sheet;
FP_GameEntity *root_entity;
FP_GameEntity *entity_free_list;
FP_GameEntityHandle player;
FP_GameEntityHandle clicked_entity;
FP_GameEntityHandle hot_entity;
FP_GameEntityHandle active_entity;
FP_GameEntityHandle prev_clicked_entity;
FP_GameEntityHandle prev_hot_entity;
FP_GameEntityHandle prev_active_entity;
FP_GameCamera camera;
TELY_RFui rfui;
Dqn_f32 meters_to_pixels;
uint64_t clock_ms;
Dqn_PCG32 rng;
};
struct FP_GameAStarNode
{
Dqn_usize cost;
Dqn_usize heuristic;
Dqn_V2I tile;
Dqn_V2I came_from;
bool non_traversable;
};