185 lines
4.5 KiB
C++
185 lines
4.5 KiB
C++
/*
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Game World simulation management
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Entity types
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*/
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// TOP
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// TODO(allen): Check more carefully if this id is safe to use!
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inline u16
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get_next_entity_id(u16 counter){
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u16 next;
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switch(counter){
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case max_u16: case 0: next = 1; break;
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default: next = counter+1; break;
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}
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return(next);
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}
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#define freed_slot max_u16
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static Entity*
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add_entity(World *world){
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Entity *entity = 0;
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u16 entity_index = 0;
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if (world->count < ArrayCount(world->entities)){
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entity_index = world->count++;
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entity = &world->entities[entity_index];
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memset(entity, 0, sizeof(*entity));
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entity->entity_id = world->next_id;
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world->next_id = get_next_entity_id(world->next_id);
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{
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Entity_Hash *table = world->hash_slots;
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u16 max = ArrayCount(world->hash_slots);
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u16 entity_id = entity->entity_id;
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u16 hash = entity_id % max;
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u16 hash_slot = hash;
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while (table[hash_slot].entity_id != 0 &&
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table[hash_slot].entity_id != freed_slot){
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++hash_slot;
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if (hash_slot == max) hash_slot = 0;
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Assert(hash_slot != hash);
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}
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table[hash_slot].entity_id = entity_id;
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table[hash_slot].entity_index = entity_index;
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entity->hash_slot = hash_slot;
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}
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entity->seed = random_next_u32(&world->entity_seed_generator);
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}
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return(entity);
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}
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static void
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update_entity_slot(World *world, u16 entity_id, u16 new_entity_index){
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Entity_Hash *table = world->hash_slots;
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u16 max = ArrayCount(world->hash_slots);
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u16 hash = entity_id % max;
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u16 hash_slot = hash;
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while (table[hash_slot].entity_id != entity_id){
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++hash_slot;
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if (hash_slot == max) hash_slot = 0;
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Assert(hash_slot != hash);
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}
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table[hash_slot].entity_index = new_entity_index;
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}
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static void
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kill_entity(World *world, u16 entity_id){
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Entity_Hash *table = world->hash_slots;
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u16 max = ArrayCount(world->hash_slots);
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u16 hash = entity_id % max;
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u16 hash_slot = hash;
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while (table[hash_slot].entity_id != entity_id){
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++hash_slot;
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if (hash_slot == max) hash_slot = 0;
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Assert(hash_slot != hash);
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}
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table[hash_slot].entity_id = freed_slot;
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{
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Entity *entities = world->entities;
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u16 entity_index = table[hash_slot].entity_index;
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u16 new_entity_count = world->count-1;
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world->count = new_entity_count;
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if (entity_index < new_entity_count){
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entities[entity_index] = entities[new_entity_count];
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update_entity_slot(world, entities[entity_index].entity_id, entity_index);
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}
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}
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}
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inline void
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world_begin_simulation(World *world){
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world->kill_count = 0;
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}
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inline void
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world_end_simulation(World *world){
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Entity *entities = world->entities;
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u16 kill_count = world->kill_count;
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u16 *kill_list = world->kill_list;
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u16 kill_index = 0;
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for (u16 kill_i = 0;
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kill_i < kill_count;
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++kill_i){
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kill_index = kill_list[kill_i];
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kill_entity(world, entities[kill_index].entity_id);
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}
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}
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inline void
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add_to_kill_list(World *world, Entity *entity){
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u16 slot_index = (u16)(entity - world->entities);
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Assert(world->kill_count < ArrayCount(world->kill_list));
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world->kill_list[world->kill_count++] = slot_index;
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}
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static Entity*
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add_player(World *world){
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Entity *result = add_entity(world);
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if (result){
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result->type = ET_Player;
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}
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return(result);
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}
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static Entity*
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add_asteroid(World *world, i32 lane){
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Entity *result = add_entity(world);
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if (result){
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result->type = ET_Obstacle;
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result->x = 25.f;
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result->speed = 0.f;
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result->lane = lane;
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}
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return(result);
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}
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static Entity*
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add_asteroid_spawner(World *world, f32 second_per_spawn){
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Entity *result = add_entity(world);
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if (result){
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result->type = ET_Obstacle_Spawner;
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result->second_per_spawn = second_per_spawn;
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}
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return(result);
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}
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static Entity*
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get_player(World *world){
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Entity *result = 0;
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Entity *entity = world->entities;
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u32 count = world->count;
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for (u32 i = 0;
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i < count;
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++i, ++entity){
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if (entity->type == ET_Player){
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result = entity;
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break;
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}
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}
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return(result);
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}
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// BOTTOM
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