#include "game.h" #include "sys.h" #include "util.h" #include "world.h" #include "sprite.h" #include "sound.h" #include "mixer.h" #include "math.h" #include "scratch.h" #include "atomic.h" #include "app.h" #include "log.h" #include "phys.h" #include "collider.h" GLOBAL struct { struct atomic_i32 game_thread_shutdown; struct sys_thread game_thread; b32 paused; struct sprite_scope *sprite_frame_scope; /* For debugging */ struct v2 user_cursor; /* TODO: Remove this (testing) */ b32 extra_spawn; b32 should_reset_level; /* Game thread input */ struct sys_mutex game_cmds_mutex; struct arena game_cmds_arena; struct entity *root; /* Bookkeeping structures */ struct entity_lookup contact_lookup; #if COLLIDER_DEBUG struct entity_lookup collision_debug_lookup; #endif /* Ticks */ struct sys_mutex prev_tick_mutex; struct atomic_u64 prev_tick_id; struct atomic_u64 prev_tick_continuity_gen; struct world prev_tick; struct world tick; } G = ZI, DEBUG_ALIAS(G, G_game); /* ========================== * * Startup * ========================== */ INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown); INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg); INTERNAL void reset_world(void); struct game_startup_receipt game_startup(struct mixer_startup_receipt *mixer_sr, struct sprite_startup_receipt *sheet_sr, struct sound_startup_receipt *sound_sr, struct phys_startup_receipt *phys_sr) { (UNUSED)mixer_sr; (UNUSED)sheet_sr; (UNUSED)sound_sr; (UNUSED)phys_sr; /* Initialize game cmd storage */ G.game_cmds_mutex = sys_mutex_alloc(); G.game_cmds_arena = arena_alloc(GIGABYTE(64)); /* Initialize empty world */ reset_world(); /* Initialize prev tick */ world_alloc(&G.prev_tick); /* FIXME: Make the world struct itself readonly as well */ arena_set_readonly(&G.prev_tick.entity_store->arena); G.prev_tick_mutex = sys_mutex_alloc(); G.game_thread = sys_thread_alloc(&game_thread_entry_point, NULL, STR("[P2] Game thread")); app_register_exit_callback(&game_shutdown); return (struct game_startup_receipt) { 0 }; } INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown) { __prof; atomic_i32_eval_exchange(&G.game_thread_shutdown, true); sys_thread_wait_release(&G.game_thread); } /* ========================== * * Game cmd * ========================== */ INTERNAL void push_cmds(struct game_cmd_array cmd_array) { struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex); struct game_cmd *cmds = arena_push_array(&G.game_cmds_arena, struct game_cmd, cmd_array.count); MEMCPY(cmds, cmd_array.cmds, cmd_array.count * sizeof(*cmds)); sys_mutex_unlock(&lock); } INTERNAL struct game_cmd_array pop_cmds(struct arena *arena) { struct game_cmd_array array = ZI; if (G.game_cmds_arena.pos > 0) { struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex); struct buffer game_cmds_buff = arena_to_buffer(&G.game_cmds_arena); arena_align(arena, alignof(struct game_cmd)); array.cmds = (struct game_cmd *)arena_push_array(arena, u8, game_cmds_buff.size); array.count = game_cmds_buff.size / sizeof(struct game_cmd); MEMCPY(array.cmds, game_cmds_buff.data, game_cmds_buff.size); arena_reset(&G.game_cmds_arena); sys_mutex_unlock(&lock); } return array; } /* ========================== * * Reset * ========================== */ INTERNAL void reset_world(void) { if (G.tick.entity_store) { /* Release world */ world_release(&G.tick); /* Release bookkeeping */ #if COLLIDER_DEBUG entity_lookup_release(&G.collision_debug_lookup); #endif entity_lookup_release(&G.contact_lookup); } /* Create bookkeeping */ G.contact_lookup = entity_lookup_alloc(4096); #if COLLIDER_DEBUG G.collision_debug_lookup = entity_lookup_alloc(4096); #endif /* Re-create world */ world_alloc(&G.tick); G.tick.continuity_gen = atomic_u64_eval(&G.prev_tick_continuity_gen) + 1; G.tick.timescale = GAME_TIMESCALE; } /* ========================== * * Test * ========================== */ /* TODO: Remove this */ INTERNAL void spawn_test_entities(void) { struct entity *root = entity_from_handle(G.tick.entity_store, G.tick.entity_store->root); root->mass_unscaled = F32_INFINITY; root->inertia_unscaled = F32_INFINITY; /* Player */ struct entity *player_ent = entity_nil(); //if (!G.extra_spawn) { { struct entity *e = entity_alloc(root); struct v2 pos = V2(1, -1); //struct v2 size = V2(0.5, 0.5); //struct v2 size = V2(0.5, 0.25); struct v2 size = V2(1.0, 1.0); //f32 r = PI / 4; f32 r = 0; if (!G.extra_spawn) { entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED); entity_enable_prop(e, ENTITY_PROP_TEST); e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase")); e->mass_unscaled = 10; e->inertia_unscaled = 5; } else { entity_enable_prop(e, ENTITY_PROP_TEST); e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase")); e->mass_unscaled = 10; e->inertia_unscaled = 5; #if 0 e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase")); e->mass_unscaled = 100; e->inertia_unscaled = 100; #endif } //e->sprite = sprite_tag_from_path(STR("res/graphics/box_rounded.ase")); //e->sprite_span_name = STR("idle.unarmed"); //e->sprite_span_name = STR("idle.one_handed"); e->sprite_span_name = STR("idle.two_handed"); e->sprite_collider_slice = STR("shape"); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); //xf.bx.y = -1.f; entity_set_xform(e, xf); e->linear_ground_friction = 250; e->angular_ground_friction = 200; //e->control_force = 500; e->control_force = 500; //e->control_force_max_speed = 4; e->control_torque = 1000; e->control_force_max_speed = 4; entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC); player_ent = e; } /* Enemy */ { struct entity *e = entity_alloc(root); struct v2 pos = V2(1, -2); f32 r = 0; struct v2 size = V2(1, 1); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); entity_set_xform(e, xf); e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase")); e->sprite_collider_slice = STR("shape"); entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC); e->mass_unscaled = 10; e->inertia_unscaled = 10; e->linear_ground_friction = 250; e->angular_ground_friction = 200; } /* Box */ #if 0 { struct entity *e = entity_alloc(root); struct v2 pos = V2(1, -0.5); f32 r = 0; struct v2 size = V2(0.5, 0.25); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); entity_set_xform(e, xf); e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase")); e->sprite_collider_slice = STR("shape"); entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC); e->mass_unscaled = 10; e->inertia_unscaled = 10; e->linear_ground_friction = 250; e->angular_ground_friction = 5; } #endif /* Player weapon */ if (player_ent->valid) { struct entity *e = entity_alloc(player_ent); e->sprite = sprite_tag_from_path(STR("res/graphics/gun.ase")); entity_enable_prop(e, ENTITY_PROP_ATTACHED); e->attach_slice = STR("attach.wep"); entity_enable_prop(e, ENTITY_PROP_WEAPON); e->trigger_delay = 1.0f / 10.0f; player_ent->equipped = e->handle; } /* Camera */ if (!G.extra_spawn && player_ent->valid) { struct entity *e = entity_alloc(root); entity_set_xform(e, XFORM_IDENT); entity_enable_prop(e, ENTITY_PROP_CAMERA); entity_enable_prop(e, ENTITY_PROP_CAMERA_ACTIVE); e->camera_follow = player_ent->handle; f32 width = (f32)DEFAULT_CAMERA_WIDTH; f32 height = (f32)DEFAULT_CAMERA_HEIGHT; e->camera_quad_xform = XFORM_TRS(.s = V2(width, height)); } G.extra_spawn = true; } /* ========================== * * Release entities * ========================== */ INTERNAL void release_entities_with_prop(enum entity_prop prop) { struct temp_arena scratch = scratch_begin_no_conflict(); struct entity_store *store = G.tick.entity_store; /* TODO: Breadth first iteration to only release parent entities (since * child entities will be released along with parent anyway) */ struct entity **ents_to_release = arena_dry_push(scratch.arena, struct entity *); u64 ents_to_release_count = 0; for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!ent->valid) continue; if (entity_has_prop(ent, prop)) { *arena_push(scratch.arena, struct entity *) = ent; ++ents_to_release_count; } } for (u64 i = 0; i < ents_to_release_count; ++i) { struct entity *ent = ents_to_release[i]; if (ent->valid) { /* Release */ entity_release(store, ent); } } scratch_end(scratch); } /* ========================== * * Respond to physics collisions * ========================== */ INTERNAL PHYS_COLLISION_CALLBACK_FUNC_DEF(on_collision, array) { struct entity_store *store = G.tick.entity_store; struct entity *root = entity_from_handle(store, store->root); for (u64 i = 0; i < array.count; ++i) { struct phys_collision_data *data = &array.a[i]; struct phys_contact_constraint *constraint = data->constraint; struct entity *e0 = entity_from_handle(store, data->e0); struct entity *e1 = entity_from_handle(store, data->e1); if (entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) { /* Bullet hit entity */ if (entity_has_prop(e0, ENTITY_PROP_BULLET) || entity_has_prop(e1, ENTITY_PROP_BULLET)) { struct v2 normal = data->normal; /* Impact normal */ struct v2 vrel = v2_neg(data->vrel); /* Impact velocity */ struct entity *target = e0; struct entity *bullet = e1; if (entity_has_prop(e0, ENTITY_PROP_BULLET)) { target = e1; bullet = e0; normal = v2_neg(normal); vrel = v2_neg(vrel); } struct entity *src = entity_from_handle(store, bullet->bullet_src); if (bullet->bullet_has_hit || entity_handle_eq(src->top, target->top)) { /* Ignore collision if bullet already spent or if weapon and * target share same top level parent */ /* NOTE: Since bullet is most likely just a sensor skip_solve is probably already true */ constraint->skip_solve = true; } else { struct v2 point = data->point; /* Update bullet */ bullet->bullet_has_hit = true; entity_enable_prop(bullet, ENTITY_PROP_RELEASE_THIS_TICK); /* Update tracer */ struct entity *tracer = entity_from_handle(store, bullet->bullet_tracer); if (entity_is_valid_and_active(tracer)) { struct xform xf = entity_get_xform(tracer); xf.og = point; entity_set_xform(tracer, xf); entity_set_linear_velocity(tracer, V2(0, 0)); } /* Update target */ struct v2 knockback = v2_mul(v2_norm(vrel), bullet->bullet_knockback); entity_apply_linear_impulse(target, knockback, point); /* Create test blood */ /* TODO: Remove this */ { struct xform xf = XFORM_TRS(.t = point, .r = sys_rand_f32(0, TAU)); struct entity *decal = entity_alloc(root); decal->sprite = sprite_tag_from_path(STR("res/graphics/blood.ase")); decal->sprite_tint = RGBA_32_F(1, 1, 1, 0.25f); entity_set_xform(decal, xf); f32 perp_range = 0.5; struct v2 linear_velocity = v2_mul(normal, 0.5); linear_velocity = v2_add(linear_velocity, v2_mul(v2_perp(normal), sys_rand_f32(-perp_range, perp_range))); f32 angular_velocity_range = 5; f32 angular_velocity = sys_rand_f32(-angular_velocity_range, angular_velocity_range); entity_enable_prop(decal, ENTITY_PROP_PHYSICAL_KINEMATIC); entity_set_linear_velocity(decal, linear_velocity); entity_set_angular_velocity(decal, angular_velocity); decal->linear_damping = 5.0f; decal->angular_damping = 5.0f; } } } } } } /* ========================== * * Update * ========================== */ INTERNAL void publish_game_tick(void) { __prof; struct sys_lock lock = sys_mutex_lock_e(&G.prev_tick_mutex); arena_set_readwrite(&G.prev_tick.entity_store->arena); { world_copy_replace(&G.prev_tick, &G.tick); } arena_set_readonly(&G.prev_tick.entity_store->arena); atomic_u64_eval_exchange(&G.prev_tick_id, G.prev_tick.tick_id); atomic_u64_eval_exchange(&G.prev_tick_continuity_gen, G.prev_tick.continuity_gen); sys_mutex_unlock(&lock); } INTERNAL void game_update(struct game_cmd_array game_cmds) { __prof; struct temp_arena scratch = scratch_begin_no_conflict(); /* ========================== * * Reset level if necessary * ========================== */ if (G.should_reset_level) { logf_info("Clearing level"); G.should_reset_level = false; G.extra_spawn = false; reset_world(); } /* ========================== * * Begin frame * ========================== */ ++G.tick.tick_id; G.tick.tick_ts = sys_timestamp(); G.tick.dt = max_f64(0.0, (1.0 / GAME_FPS) * G.tick.timescale); G.tick.time += G.tick.dt; f64 dt = G.tick.dt; f64 time = G.tick.time; G.sprite_frame_scope = sprite_scope_begin(); G.root = entity_from_handle(G.tick.entity_store, G.tick.entity_store->root); struct entity *root = G.root; struct entity_store *store = G.tick.entity_store; struct sprite_scope *sprite_frame_scope = G.sprite_frame_scope; (UNUSED)dt; (UNUSED)time; /* ========================== * * Spawn test entities * ========================== */ /* TODO: remove this (testing) */ /* Initialize entities */ { static b32 run = 0; if (!run) { run = 1; spawn_test_entities(); } } /* ========================== * * Process global game cmds * ========================== */ for (u64 cmd_index = 0; cmd_index < game_cmds.count; ++cmd_index) { struct game_cmd cmd = game_cmds.cmds[cmd_index]; switch (cmd.kind) { /* Cursor */ case GAME_CMD_KIND_CURSOR_MOVE: { G.user_cursor = cmd.cursor_pos; } break; /* Clear level */ case GAME_CMD_KIND_CLEAR_ALL: { G.should_reset_level = true; } break; /* Spawn test */ case GAME_CMD_KIND_SPAWN_TEST: { logf_info("Spawning (test)"); spawn_test_entities(); } break; default: break; }; } /* ========================== * * Release entities * ========================== */ release_entities_with_prop(ENTITY_PROP_RELEASE_NEXT_TICK); /* ========================== * * Activate entities * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!ent->valid) continue; if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) { u64 atick = ent->activation_tick; if (atick != 0 || G.tick.tick_id >= atick) { entity_activate(ent, G.tick.tick_id); } } } /* ========================== * * Reset triggered entities * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK)) { entity_disable_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK); entity_enable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK); } else if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) { entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK); } } /* ========================== * * Update entity from sprite * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (sprite_tag_is_nil(ent->sprite)) continue; /* Update animation */ struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); { struct sprite_sheet_span span = sprite_sheet_get_span(sheet, ent->sprite_span_name); f64 time_in_frame = ent->animation_time_in_frame + dt; u64 frame_index = ent->animation_frame; if (frame_index < span.start || frame_index > span.end) { frame_index = span.start; } struct sprite_sheet_frame frame = sprite_sheet_get_frame(sheet, frame_index); while (time_in_frame > frame.duration) { time_in_frame -= frame.duration; ++frame_index; if (frame_index > span.end) { /* Loop animation */ frame_index = span.start; } frame = sprite_sheet_get_frame(sheet, frame_index); } ent->animation_time_in_frame = time_in_frame; ent->animation_frame = frame_index; } /* Update sprite local xform */ { struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("pivot"), ent->animation_frame); struct v2 sprite_size = v2_div(sheet->frame_size, (f32)PIXELS_PER_UNIT); struct v2 dir = v2_mul_v2(sprite_size, slice.dir); f32 rot = v2_angle(dir) + PI / 2; struct xform xf = XFORM_IDENT; xf = xform_rotated(xf, -rot); xf = xform_scaled(xf, sprite_size); xf = xform_translated(xf, v2_neg(slice.center)); ent->sprite_local_xform = xf; } /* Update collider from sprite */ if (ent->sprite_collider_slice.len > 0) { struct xform cxf = ent->sprite_local_xform; #if 0 if (entity_has_prop(ent, ENTITY_PROP_TEST)) { f32 scale = 0.5; cxf = xform_scaled(cxf, V2(scale, scale)); } #endif struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, ent->sprite_collider_slice, ent->animation_frame); ent->local_collider = collider_from_quad(xform_mul_quad(cxf, quad_from_rect(slice.rect))); #if 1 if (entity_has_prop(ent, ENTITY_PROP_TEST)) { //if ((true)) { #if 0 ent->local_collider.points[0] = V2(0, 0); ent->local_collider.count = 1; ent->local_collider.radius = 0.5; #elif 1 ent->local_collider.points[0] = v2_with_len(V2(0.08f, 0.17f), 0.15f); ent->local_collider.points[1] = v2_with_len(V2(-0.07f, -0.2f), 0.15f); ent->local_collider.count = 2; ent->local_collider.radius = 0.075f; #elif 1 #if 0 /* "Bad" winding order */ ent->local_collider.points[0] = V2(-0.15, 0.15); ent->local_collider.points[1] = V2(0.15, 0.15); ent->local_collider.points[2] = V2(0, -0.15); #else ent->local_collider.points[0] = V2(0, -0.15); ent->local_collider.points[1] = V2(0.15, 0.15); ent->local_collider.points[2] = V2(-0.15, 0.15); #endif ent->local_collider.count = 3; ent->local_collider.radius = 0.25; //ent->local_collider.radius = math_fabs(math_sin(G.tick.time) / 3); #else //ent->local_collider.radius = 0.5; ent->local_collider.radius = 0.25; //ent->local_collider.radius = 0.; #endif } #endif } } /* ========================== * * Update attachments * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_ATTACHED)) continue; struct entity *parent = entity_from_handle(store, ent->parent); struct sprite_tag parent_sprite = parent->sprite; struct sprite_sheet *parent_sheet = sprite_sheet_from_tag_await(sprite_frame_scope, parent_sprite); struct xform parent_sprite_xf = parent->sprite_local_xform; struct sprite_sheet_slice attach_slice = sprite_sheet_get_slice(parent_sheet, ent->attach_slice, parent->animation_frame); struct v2 attach_pos = xform_mul_v2(parent_sprite_xf, attach_slice.center); struct v2 attach_dir = xform_basis_mul_v2(parent_sprite_xf, attach_slice.dir); struct xform xf = entity_get_local_xform(ent); xf.og = attach_pos; xf = xform_basis_with_rotation_world(xf, v2_angle(attach_dir) + PI / 2); entity_set_local_xform(ent, xf); } /* ========================== * * Update control from player cmds * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { /* Process cmds */ struct v2 move = ent->control.move; struct v2 focus = ent->control.focus; b32 firing = entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); for (u64 i = 0; i < game_cmds.count; ++i) { struct game_cmd cmd = game_cmds.cmds[i]; b32 start = cmd.state == GAME_CMD_STATE_START; b32 stop = cmd.state == GAME_CMD_STATE_STOP; /* TODO: Combine movement from multiple inputs? E.G. a sudden * start and immediate stop cmd should still move the player a * tad. */ switch (cmd.kind) { case GAME_CMD_KIND_PLAYER_MOVE: { move = cmd.move_dir; focus = cmd.aim_dir; } break; case GAME_CMD_KIND_PLAYER_FIRE: { if (start) { firing = true; } else if (stop) { firing = false; } } break; default: break; } } /* Movement */ if (v2_len_sq(move) > 1) { /* Cap movement vector magnitude at 1 */ move = v2_norm(move); } ent->control.move = move; ent->control.focus = focus; /* Firing */ if (firing) { entity_enable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); } else { entity_disable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); } } } /* ========================== * * Test * ========================== */ #if 0 for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_TEST)) continue; #if 0 if (!ent->test_initialized) { ent->test_initialized = true; ent->test_start_local_xform = entity_get_local_xform(ent); ent->test_start_sprite_xform = ent->sprite_local_xform; } f32 t = (f32)time; struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3); f32 r = t * 3; struct v2 s = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1); (UNUSED)og; (UNUSED)r; (UNUSED)s; og = v2_add(og, ent->test_start_local_xform.og); r += xform_get_rotation(ent->test_start_local_xform); s = v2_add(s, xform_get_scale(ent->test_start_local_xform)); struct xform xf = entity_get_local_xform(ent); xf.og = og; xf = xform_rotated_to(xf, r); xf = xform_scaled_to(xf, s); entity_set_local_xform(ent, xf); #else f32 t = (f32)time; struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3); f32 rot = t * PI / 3; struct v2 scale = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1); (UNUSED)og; (UNUSED)rot; (UNUSED)scale; struct xform xf = entity_get_local_xform(ent); xf = xform_rotated_to(xf, rot); xf = xform_scaled_to(xf, scale); entity_set_local_xform(ent, xf); #endif } #endif /* ========================== * * Trigger equipped * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED)) { struct entity *eq = entity_from_handle(store, ent->equipped); if (entity_is_valid_and_active(eq)) { entity_enable_prop(eq, ENTITY_PROP_TRIGGERED_THIS_TICK); } } } /* ========================== * * Process triggered entities * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) continue; if ((time - ent->last_triggered < ent->trigger_delay) && ent->last_triggered != 0) continue; ent->last_triggered = time; /* Fire weapon */ if (entity_has_prop(ent, ENTITY_PROP_WEAPON)) { struct sprite_tag sprite = ent->sprite; u32 animation_frame = ent->animation_frame; struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, sprite); struct xform sprite_local_xform = ent->sprite_local_xform; struct sprite_sheet_slice out_slice = sprite_sheet_get_slice(sheet, STR("out"), animation_frame); struct v2 rel_pos = xform_mul_v2(sprite_local_xform, out_slice.center); struct v2 rel_dir = xform_basis_mul_v2(sprite_local_xform, out_slice.dir); /* Spawn bullet */ struct entity *bullet; { bullet = entity_alloc(root); bullet->bullet_src = ent->handle; bullet->bullet_src_pos = rel_pos; bullet->bullet_src_dir = rel_dir; bullet->bullet_impulse = 0.75f; bullet->bullet_knockback = 10; bullet->mass_unscaled = 0.04f; bullet->inertia_unscaled = 0.00001f; /* Point collider */ bullet->local_collider.points[0] = V2(0, 0); bullet->local_collider.count = 1; entity_enable_prop(bullet, ENTITY_PROP_BULLET); entity_enable_prop(bullet, ENTITY_PROP_SENSOR); } /* Spawn tracer */ { struct entity *tracer = entity_alloc(root); tracer->tracer_fade_duration = 0.025f; entity_enable_prop(tracer, ENTITY_PROP_TRACER); bullet->bullet_tracer = tracer->handle; } } } /* ========================== * * Create forces from control move * ========================== */ #if 0 for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { struct v2 move = ent->control.move; struct v2 force = v2_mul(move, ent->control_force); entity_apply_force_to_center(ent, force); } } #else for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { struct entity *joint_ent = entity_from_handle(store, ent->move_joint); if (!entity_is_valid_and_active(joint_ent)) { joint_ent = entity_alloc(root); joint_ent->mass_unscaled = F32_INFINITY; joint_ent->inertia_unscaled = F32_INFINITY; entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT); entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE); ent->move_joint = joint_ent->handle; struct phys_motor_joint_def def = ZI; def.e0 = joint_ent->handle; /* Re-using joint entity as e0 */ def.e1 = ent->handle; def.correction_rate = 0; def.max_force = ent->control_force; def.max_torque = 0; joint_ent->motor_joint_data = motor_joint_from_def(def); } entity_set_xform(joint_ent, XFORM_IDENT); /* Reset joint ent position */ entity_set_linear_velocity(joint_ent, v2_mul(v2_clamp_len(ent->control.move, 1), ent->control_force_max_speed)); } } #endif /* ========================== * * Create forces from control focus (aim) * ========================== */ #if GAME_PLAYER_AIM for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { struct xform xf = entity_get_xform(ent); struct xform sprite_xf = xform_mul(xf, ent->sprite_local_xform); /* Retrieve / create aim joint */ struct entity *joint_ent = entity_from_handle(store, ent->aim_joint); if (!entity_is_valid_and_active(joint_ent)) { joint_ent = entity_alloc(root); joint_ent->mass_unscaled = F32_INFINITY; joint_ent->inertia_unscaled = F32_INFINITY; entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL_KINEMATIC); /* Since we'll be setting velocity */ entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT); entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE); ent->aim_joint = joint_ent->handle; struct phys_motor_joint_def def = ZI; def.e0 = joint_ent->handle; /* Re-using joint entity as e0 */ def.e1 = ent->handle; def.correction_rate = 0.1f; def.max_force = 0; def.max_torque = ent->control_torque; joint_ent->motor_joint_data = motor_joint_from_def(def); } /* Solve for final angle using law of sines */ f32 new_angle; { struct v2 ent_pos = xf.og; struct v2 focus_pos = v2_add(ent_pos, ent->control.focus); struct v2 sprite_hold_pos; struct v2 sprite_hold_dir; { struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("attach.wep"), ent->animation_frame); sprite_hold_pos = slice.center; sprite_hold_dir = slice.dir; } struct v2 hold_dir = xform_basis_mul_v2(sprite_xf, sprite_hold_dir); struct v2 hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos); if (v2_eq(hold_pos, ent_pos)) { /* If hold pos is same as origin (E.G if pivot is being used as hold pos), then move hold pos forward a tad to avoid issue */ sprite_hold_pos = v2_add(sprite_hold_pos, V2(0, -1)); hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos); } f32 forward_hold_angle_offset; { struct xform xf_unrotated = xform_basis_with_rotation_world(xf, 0); struct v2 hold_pos_unrotated = xform_mul_v2(xf_unrotated, xform_mul_v2(ent->sprite_local_xform, sprite_hold_pos)); forward_hold_angle_offset = v2_angle_from_dirs(V2(0, -1), v2_sub(hold_pos_unrotated, xf_unrotated.og)); } struct v2 hold_ent_dir = v2_sub(ent_pos, hold_pos); struct v2 focus_ent_dir = v2_sub(ent_pos, focus_pos); f32 hold_ent_len = v2_len(hold_ent_dir); f32 focus_ent_len = v2_len(focus_ent_dir); f32 final_hold_angle_btw_ent_and_focus = v2_angle_from_dirs(hold_ent_dir, hold_dir); f32 final_focus_angle_btw_ent_and_hold = math_asin((math_sin(final_hold_angle_btw_ent_and_focus) * hold_ent_len) / focus_ent_len); f32 final_ent_angle_btw_focus_and_hold = PI - (final_focus_angle_btw_ent_and_hold + final_hold_angle_btw_ent_and_focus); new_angle = math_unwind_angle(v2_angle_from_dirs(V2(0, -1), v2_sub(focus_pos, ent_pos)) + final_ent_angle_btw_focus_and_hold - forward_hold_angle_offset); } f32 new_vel = 0; if (!F32_IS_NAN(new_angle)) { const f32 angle_error_allowed = 0.001f; struct xform joint_xf = entity_get_xform(joint_ent); f32 diff = math_unwind_angle(new_angle - xform_get_rotation(joint_xf)); if (math_fabs(diff) > angle_error_allowed) { new_vel = diff / dt; } } entity_set_angular_velocity(joint_ent, new_vel); } } #endif /* ========================== * * Create ground friction force (gravity) * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC)) continue; struct entity *joint_ent = entity_from_handle(store, ent->ground_friction_joint); struct phys_motor_joint_def def = ZI; def.e0 = root->handle; def.e1 = ent->handle; def.correction_rate = 0; def.max_force = ent->linear_ground_friction; def.max_torque = ent->angular_ground_friction; if (joint_ent->motor_joint_data.max_force != def.max_force || joint_ent->motor_joint_data.max_torque != def.max_torque) { if (!entity_is_valid_and_active(joint_ent)) { joint_ent = entity_alloc(root); entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT); entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE); joint_ent->motor_joint_data = motor_joint_from_def(def); ent->ground_friction_joint = joint_ent->handle; } } } /* ========================== * * Physics * ========================== */ { struct phys_ctx ctx = ZI; ctx.tick_id = G.tick.tick_id; ctx.store = store; ctx.contact_lookup = &G.contact_lookup; ctx.pre_solve_callback = on_collision; #if COLLIDER_DEBUG ctx.debug_lookup = &G.collision_debug_lookup; #endif /* Mouse drag */ ctx.dbg_cursor_pos = G.user_cursor; for (u64 i = 0; i < game_cmds.count; ++i) { struct game_cmd cmd = game_cmds.cmds[i]; if (cmd.kind == GAME_CMD_KIND_DRAG_OBJECT) { if (cmd.state == GAME_CMD_STATE_START) { ctx.dbg_start_dragging = true; } else if (cmd.state == GAME_CMD_STATE_STOP) { ctx.dbg_stop_dragging = true; } } } phys_step(&ctx, dt); } /* ========================== * * Update tracers * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_TRACER)) continue; struct v2 end = entity_get_xform(ent).og; struct v2 tick_velocity = v2_mul(ent->tracer_start_velocity, dt); struct v2 gradient_start = v2_add(ent->tracer_gradient_start, tick_velocity); struct v2 gradient_end = v2_add(ent->tracer_gradient_end, tick_velocity); if (v2_dot(tick_velocity, v2_sub(gradient_start, end)) > 0) { /* Tracer has disappeared */ entity_enable_prop(ent, ENTITY_PROP_RELEASE_NEXT_TICK); } ent->tracer_gradient_start = gradient_start; ent->tracer_gradient_end = gradient_end; } /* ========================== * * Initialize bullet kinematics from sources * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (!entity_has_prop(ent, ENTITY_PROP_BULLET)) continue; if (ent->activation_tick == G.tick.tick_id) { struct entity *src = entity_from_handle(store, ent->bullet_src); struct xform src_xf = entity_get_xform(src); struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos); struct v2 impulse = xform_basis_mul_v2(src_xf, ent->bullet_src_dir); impulse = v2_with_len(impulse, ent->bullet_impulse); #if 0 /* Add shooter velocity to bullet */ { /* TODO: Add angular velocity as well? */ struct entity *top = entity_from_handle(store, src->top); impulse = v2_add(impulse, v2_mul(top->linear_velocity, dt)); } #endif struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(impulse) + PI / 2); entity_set_xform(ent, xf); entity_enable_prop(ent, ENTITY_PROP_PHYSICAL_KINEMATIC); entity_apply_linear_impulse_to_center(ent, impulse); /* Initialize tracer */ struct entity *tracer = entity_from_handle(store, ent->bullet_tracer); if (entity_is_valid_and_active(tracer)) { entity_set_xform(tracer, xf); entity_enable_prop(tracer, ENTITY_PROP_PHYSICAL_KINEMATIC); entity_set_linear_velocity(tracer, ent->linear_velocity); tracer->tracer_start = pos; tracer->tracer_start_velocity = ent->linear_velocity; tracer->tracer_gradient_end = pos; tracer->tracer_gradient_start = v2_sub(pos, v2_mul(ent->linear_velocity, tracer->tracer_fade_duration)); } } } /* ========================== * * Update camera position * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; /* Camera follow */ if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) { struct entity *follow = entity_from_handle(store, ent->camera_follow); struct xform xf = entity_get_xform(ent); f32 aspect_ratio = 1.0; { struct xform quad_xf = xform_mul(entity_get_xform(ent), ent->camera_quad_xform); struct v2 camera_size = xform_get_scale(quad_xf); if (!v2_is_zero(camera_size)) { aspect_ratio = camera_size.x / camera_size.y; } } f32 ratio_y = 0.33f; f32 ratio_x = ratio_y / aspect_ratio; struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y)); struct v2 camera_focus_pos = v2_add(entity_get_xform(follow).og, camera_focus_dir); ent->camera_xform_target = xf; ent->camera_xform_target.og = camera_focus_pos; /* Lerp camera */ if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) { f32 t = 1 - math_pow(2.f, -20.f * (f32)G.tick.dt); xf = xform_lerp(xf, ent->camera_xform_target, t); } else { /* Skip lerp */ xf = ent->camera_xform_target; } ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1; entity_set_xform(ent, xf); } } /* ========================== * * Update sound emitters * ========================== */ /* TODO: Sound entities should be created by game thread, but played by the * user thread. This is so sounds play at the correct time on the user * thread regardless of interp delay. */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!entity_is_valid_and_active(ent)) continue; if (entity_has_prop(ent, ENTITY_PROP_TEST_SOUND_EMITTER)) { struct mixer_desc desc = ent->sound_desc; desc.speed = G.tick.timescale; desc.pos = entity_get_xform(ent).og; struct sound *sound = sound_load_async(ent->sound_name, 0); b32 played = ent->sound_handle.gen != 0; if (sound) { if (!played) { ent->sound_handle = mixer_play_ex(sound, desc); } else { mixer_track_set(ent->sound_handle, desc); } } } } /* ========================== * * Release entities * ========================== */ release_entities_with_prop(ENTITY_PROP_RELEASE_THIS_TICK); /* ========================== * * Publish tick * ========================== */ /* Publish tick */ publish_game_tick(); __profframe("Game"); /* ========================== * * End frame cache scopes * ========================== */ sprite_scope_end(sprite_frame_scope); scratch_end(scratch); } /* ========================== * * Game thread * ========================== */ INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg) { struct temp_arena scratch = scratch_begin_no_conflict(); (UNUSED)arg; sys_timestamp_t last_frame_ts = 0; f64 target_dt = GAME_FPS > (0) ? (1.0 / GAME_FPS) : 0; while (!atomic_i32_eval(&G.game_thread_shutdown)) { __profscope(game_update_w_sleep); struct temp_arena temp = arena_temp_begin(scratch.arena); sleep_frame(last_frame_ts, target_dt); last_frame_ts = sys_timestamp(); { struct game_cmd_array game_cmds = pop_cmds(temp.arena); if (!G.paused) { game_update(game_cmds); } /* Check for pause / next frame cmds */ for (u64 i = 0; i < game_cmds.count; ++i) { struct game_cmd cmd = game_cmds.cmds[i]; switch (cmd.kind) { case GAME_CMD_KIND_PAUSE: { G.paused = !G.paused; } break; case GAME_CMD_KIND_STEP: { if (G.paused) { G.paused = false; game_update(game_cmds); G.paused = true; } } break; default: break; } } } arena_temp_end(temp); } scratch_end(scratch); } /* ========================== * * Interface * ========================== */ void game_get_latest_tick(struct world *dest) { __prof; struct sys_lock lock = sys_mutex_lock_s(&G.prev_tick_mutex); world_copy_replace(dest, &G.prev_tick); sys_mutex_unlock(&lock); } u64 game_get_latest_tick_id(void) { return atomic_u64_eval(&G.prev_tick_id); } u64 game_get_latest_tick_continuity_gen(void) { return atomic_u64_eval(&G.prev_tick_continuity_gen); } void game_push_cmds(struct game_cmd_array cmd_array) { push_cmds(cmd_array); }