183 lines
4.2 KiB
C
183 lines
4.2 KiB
C
#ifndef __ENTITY_H
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#define __ENTITY_H
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#include <stdint.h>
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#include <stdbool.h>
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#include "raylib.h"
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#include "sc/map/sc_map.h"
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#include "sc/queue/sc_queue.h"
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#define N_TAGS 4
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#define N_COMPONENTS 10
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#define MAX_COMP_POOL_SIZE 1024
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typedef struct EntityManager EntityManager_t;
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typedef struct Entity Entity_t;
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typedef enum ComponentEnum {
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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CMOVEMENTSTATE_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T,
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CCONTAINER_T,
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CHITBOXES_T,
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CHURTBOX_T,
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CSPRITE_T,
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} ComponentEnum_t;
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typedef struct _CBBox_t {
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Vector2 size;
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Vector2 offset;
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Vector2 half_size;
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bool solid;
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bool fragile;
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} CBBox_t;
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typedef struct _CTransform_t {
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Vector2 prev_position;
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Vector2 position;
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Vector2 velocity;
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Vector2 accel;
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Vector2 fric_coeff;
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} CTransform_t;
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typedef struct _CMovementState_t {
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uint8_t ground_state;
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uint8_t water_state;
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} CMovementState_t;
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// This is to store the occupying tiles
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// Limits to store 4 tiles at a tile,
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// Thus the size of the entity cannot be larger than the tile
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typedef struct _CTileCoord_t {
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unsigned int tiles[8];
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unsigned int n_tiles;
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} CTileCoord_t;
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typedef struct _CJump_t {
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unsigned int jumps;
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unsigned int max_jumps;
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int jump_speed;
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bool jumped;
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bool jump_ready;
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bool short_hop;
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} CJump_t;
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typedef enum PlayerState {
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GROUNDED,
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AIR,
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} PlayerState_t;
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typedef struct _CPlayerState_t {
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Vector2 player_dir;
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uint8_t jump_pressed;
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uint8_t is_crouch;
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bool ladder_state;
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} CPlayerState_t;
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typedef enum ContainerItem {
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CONTAINER_EMPTY,
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CONTAINER_LEFT_ARROW,
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CONTAINER_RIGHT_ARROW,
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CONTAINER_UP_ARROW,
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CONTAINER_DOWN_ARROW,
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CONTAINER_COIN,
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CONTAINER_BOMB,
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} ContainerItem_t;
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typedef enum ContainerMaterial {
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WOODEN_CONTAINER,
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METAL_CONTAINER,
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} ContainerMaterial_t;
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typedef struct _CContainer_t {
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ContainerMaterial_t material;
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ContainerItem_t item;
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} CContainer_t;
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typedef struct _CHitBoxes_t {
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Rectangle boxes[2];
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uint8_t n_boxes;
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bool strong;
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} CHitBoxes_t;
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typedef struct _CHurtbox_t {
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Vector2 offset;
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Vector2 size;
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bool fragile;
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} CHurtbox_t;
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// Credits to bedroomcoders.co.uk for this
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typedef struct Sprite {
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Texture2D* texture;
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Vector2 frame_size;
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Vector2 origin;
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int frame_count;
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int current_frame;
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int elapsed;
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int speed;
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char* name;
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} Sprite_t;
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typedef unsigned int (*sprite_transition_func_t)(Entity_t *ent); // Transition requires knowledge of the entity
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typedef struct _SpriteRenderInfo
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{
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Sprite_t* sprite;
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Vector2 offset;
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bool flip_x;
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bool flip_y;
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} SpriteRenderInfo_t;
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typedef struct _CSprite_t {
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SpriteRenderInfo_t* sprites;
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sprite_transition_func_t transition_func;
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unsigned int current_idx;
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} CSprite_t;
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static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
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{
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p_bbox->size.x = x;
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p_bbox->size.y = y;
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p_bbox->half_size.x = (unsigned int)(x / 2);
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p_bbox->half_size.y = (unsigned int)(y / 2);
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}
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typedef enum EntityTag {
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NO_ENT_TAG,
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PLAYER_ENT_TAG,
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ENEMY_ENT_TAG,
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CRATES_ENT_TAG,
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} EntityTag_t;
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struct Entity {
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unsigned long m_id;
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EntityTag_t m_tag;
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bool m_alive;
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unsigned long components[N_COMPONENTS];
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EntityManager_t* manager;
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};
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struct EntityManager {
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// All fields are Read-Only
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struct sc_map_64v entities; // ent id : entity
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struct sc_map_64v entities_map[N_TAGS]; // [{ent id: ent}]
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struct sc_map_64v component_map[N_COMPONENTS]; // [{ent id: comp}, ...]
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struct sc_queue_uint to_add;
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struct sc_queue_uint to_remove;
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};
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void init_entity_manager(EntityManager_t* p_manager);
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void update_entity_manager(EntityManager_t* p_manager);
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void clear_entity_manager(EntityManager_t* p_manager);
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void free_entity_manager(EntityManager_t* p_manager);
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Entity_t* add_entity(EntityManager_t* p_manager, EntityTag_t tag);
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void remove_entity(EntityManager_t* p_manager, unsigned long id);
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Entity_t *get_entity(EntityManager_t* p_manager, unsigned long id);
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void* add_component(Entity_t *entity, ComponentEnum_t comp_type);
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void* get_component(Entity_t *entity, ComponentEnum_t comp_type);
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void remove_component(Entity_t* entity, ComponentEnum_t comp_type);
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#endif // __ENTITY_H
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