power_play/src/sim_ent.h

515 lines
15 KiB
C

#ifndef SIM_ENT_H
#define SIM_ENT_H
#include "sim.h"
#include "sprite.h"
#include "mixer.h"
#include "phys.h"
#define SIM_ENT_NIL_ID ((struct sim_ent_id) { UID(0, 0) })
#define SIM_ENT_ROOT_ID ((struct sim_ent_id) { UID(0xaaaaaaaaaaaaaaaa, 0xaaaaaaaaaaaaaaaa) })
struct bitbuff_writer;
struct bitbuff_reader;
enum sim_ent_prop {
SEPROP_ACTIVE,
SEPROP_RELEASE,
SEPROP_SYNC_SRC, /* This entity should be networked to other clients */
SEPROP_SYNC_DST, /* This entity is not locally created, and should sync with incoming net src ents */
SEPROP_PLAYER,
SEPROP_PLAYER_IS_MASTER,
SEPROP_CMD,
SEPROP_TILE_CHUNK,
SEPROP_PHYSICAL_DYNAMIC,
SEPROP_PHYSICAL_KINEMATIC,
SEPROP_CONTROLLED,
SEPROP_COLLISION_DEBUG,
SEPROP_CONTACT_CONSTRAINT,
SEPROP_MOTOR_JOINT,
SEPROP_MOUSE_JOINT,
SEPROP_SENSOR,
SEPROP_CAMERA,
SEPROP_CAMERA_ACTIVE,
SEPROP_WEAPON_SMG,
SEPROP_WEAPON_LAUNCHER,
SEPROP_TRIGGERING_EQUIPPED,
SEPROP_TRIGGERED_THIS_TICK,
SEPROP_TRIGGER_NEXT_TICK,
SEPROP_EXPLOSION,
SEPROP_BULLET,
SEPROP_TRACER,
SEPROP_QUAKE,
SEPROP_ATTACHED,
/* Test props */
SEPROP_TEST,
SEPROP_TEST_SOUND_EMITTER,
SEPROP_COUNT
};
struct sim_ent {
struct sim_snapshot *ss;
/* ====================================================================== */
/* Metadata */
b32 valid; /* Is this ent allocated in memory that can be written to (can always be read) */
struct sim_ent_id id;
u64 props[(SEPROP_COUNT + 63) / 64];
u64 continuity_gen;
/* Is this the root ent */
b32 is_root;
/* Is ent a child of the root ent */
b32 is_top;
/* The id of the top level parent of the ent tree (if ent is top then this point to itself) */
struct sim_ent_id top;
/* Tree */
struct sim_ent_id parent;
struct sim_ent_id next;
struct sim_ent_id prev;
struct sim_ent_id first;
struct sim_ent_id last;
/* Lists keyed by index in snapshot ent array */
u32 next_in_id_bin;
u32 prev_in_id_bin;
u32 next_free;
/* ====================================================================== */
/* Sync */
/* SEPROP_SYNC_SRC */
/* SEPROP_SYNC_DST */
/* Id of the player that owns simulation for this entity */
struct sim_ent_id owner;
/* Id of the player that should predict simulation of this this entity locally */
struct sim_ent_id predictor;
/* ====================================================================== */
/* Position */
/* Use xform getters & setters to access. */
struct xform _local_xform; /* Transform in relation to parent ent (or the world if ent has no parent) */
struct xform _xform; /* Calculated from ent tree */
b32 _is_xform_dirty;
/* ====================================================================== */
/* Activation */
/* If 0, the ent will auto activate at start of next tick if not already active. */
u64 activation_tick;
/* ====================================================================== */
/* Layer */
i32 layer;
i32 final_layer; /* Calculated each tick from ent tree */
/* ====================================================================== */
/* Cmd */
/* SEPROP_CMD */
enum sim_cmd_kind cmd_kind;
struct sim_ent_id cmd_player;
/* FIXME: Lerp */
/* Control cmd */
struct sim_control cmd_control;
struct sim_ent_id cmd_control_hovered_ent;
/* Chat cmd */
//struct string cmd_chat_msg;
/* ====================================================================== */
/* Chat */
/* SEPROP_CHAT */
struct sim_ent_id chat_player;
//struct string chat_msg;
/* ====================================================================== */
/* Client */
/* SEPROP_PLAYER */
/* FIXME: Lerp */
struct sim_client_handle player_client_handle; /* The client handle on the master sim's machine */
struct sim_control player_control;
struct v2 player_cursor_pos;
struct sim_ent_id player_hovered_ent;
struct sim_ent_id player_control_ent;
struct sim_ent_id player_camera_ent;
struct sim_ent_id player_dbg_drag_joint_ent;
b32 player_dbg_drag_start;
b32 player_dbg_drag_stop;
/* Client round-trip-time to server */
i64 player_last_rtt_ns;
f64 player_average_rtt_seconds;
/* ====================================================================== */
/* Collider */
struct collider_shape local_collider;
#if COLLIDER_DEBUG
struct phys_collision_debug collision_debug_data;
#endif
struct space_entry_handle space_handle;
/* ====================================================================== */
/* Contact constraint */
/* SEPROP_CONSTRAINT_CONTACT */
struct phys_contact_constraint contact_constraint_data;
/* ====================================================================== */
/* Motor joint */
/* SEPROP_MOTOR_JOINT */
struct phys_motor_joint motor_joint_data;
/* ====================================================================== */
/* Mouse joint */
/* SEPROP_MOUSE_JOINT */
struct phys_mouse_joint mouse_joint_data;
/* ====================================================================== */
/* Control */
/* SEPROP_CONTROLLED */
struct sim_ent_id controlling_player;
f32 control_force; /* How much force is applied to achieve desired control movement */
f32 control_force_max_speed; /* Maximum linear velocity achieved by force (m/s) */
f32 control_torque; /* How much torque is applied when turning towards desired focus */
struct sim_control control;
struct sim_ent_id move_joint;
struct sim_ent_id aim_joint;
/* ====================================================================== */
/* Physics */
/* SEPROP_PHYSICAL_DYNAMIC */
//f32 density; /* Density in kg/m^2 */
f32 friction;
f32 mass_unscaled; /* Mass of ent in kg before any transformations */
f32 inertia_unscaled; /* Inertia of ent in kg*m^2 before any transformations */
struct sim_ent_id ground_friction_joint;
f32 linear_ground_friction;
f32 angular_ground_friction;
/* Use sim_ent_set_linear_velocity & sim_ent_set_angular_velocity to set */
struct v2 linear_velocity; /* m/s */
f32 angular_velocity; /* rad/s */
struct v2 force;
f32 torque;
f32 linear_damping;
f32 angular_damping;
/* ====================================================================== */
/* Sprite */
struct sprite_tag sprite;
struct string sprite_span_name;
u32 sprite_tint;
struct string sprite_collider_slice; /* Collider will sync to bounds of this slice if set */
struct xform sprite_local_xform; /* Sprite transform in relation to ent */
/* ====================================================================== */
/* Animation */
/* SEPROP_ANIMATING */
i64 animation_last_frame_change_time_ns;
u32 animation_frame;
/* ====================================================================== */
/* Attachment */
/* SEPROP_ATTACHED */
/* Slice name on the parent ent's sprite to attach to */
struct string attach_slice;
/* ====================================================================== */
/* Equip */
struct sim_ent_id equipped;
/* ====================================================================== */
/* Triggers */
/* SEPROP_TRIGGERED_THIS_TICK */
f32 trigger_delay; /* Minimum time between triggers */
i64 last_triggered_ns;
/* ====================================================================== */
/* Bullet */
struct sim_ent_id bullet_src;
struct sim_ent_id bullet_tracer;
struct v2 bullet_src_pos;
struct v2 bullet_src_dir;
f32 bullet_impulse;
f32 bullet_knockback;
f32 bullet_impact_explosion_radius;
b32 bullet_has_hit;
/* ====================================================================== */
/* Explosion */
f32 explosion_radius;
u64 explosion_tick;
/* ====================================================================== */
/* Tracer */
/* SEPROP_TRACER */
struct v2 tracer_start;
struct v2 tracer_start_velocity;
f32 tracer_fade_duration; /* Time for tracer to fade from opacity of 1 to 0 */
/* calculated each frame */
struct v2 tracer_gradient_start;
struct v2 tracer_gradient_end;
/* ====================================================================== */
/* Quake */
/* SEPROP_QUAKE */
f32 quake_intensity;
f32 quake_frequency;
f32 quake_fade; /* How much intensity to lose per second */
/* ====================================================================== */
/* Testing */
/* SEPROP_TEST */
b32 test_initialized;
struct xform test_start_local_xform;
struct xform test_start_sprite_xform;
/* SEPROP_TEST_SOUND_EMITTER */
struct string sound_name;
struct mixer_desc sound_desc;
struct mixer_track_handle sound_handle;
/* ====================================================================== */
/* Camera */
/* SEPROP_CAMERA */
struct sim_ent_id camera_follow;
struct xform camera_quad_xform;
f32 camera_lerp; /* Rate at which camera xform approaches target xform */
u32 camera_lerp_continuity_gen;
struct xform camera_xform_target; /* Calculated from camera_follow */
u32 camera_applied_lerp_continuity_gen_plus_one; /* Calculated */
f32 shake;
};
struct sim_ent_array {
struct sim_ent *ents;
u64 count;
};
struct sim_ent_prop_array {
enum sim_ent_prop *props;
u64 count;
};
struct sim_ent_bin {
u32 first;
u32 last;
};
/* ========================== *
* Nil
* ========================== */
INLINE struct sim_ent *sim_ent_nil(void)
{
extern READONLY struct sim_ent **_g_sim_ent_nil;
return *_g_sim_ent_nil;
}
/* ========================== *
* Id helpers
* ========================== */
INLINE b32 sim_ent_id_eq(struct sim_ent_id a, struct sim_ent_id b)
{
return uid_eq(a.uid, b.uid);
}
INLINE b32 sim_ent_id_is_nil(struct sim_ent_id id)
{
return uid_eq(id.uid, SIM_ENT_NIL_ID.uid);
}
/* ========================== *
* Property helpers
* ========================== */
INLINE void sim_ent_enable_prop(struct sim_ent *ent, enum sim_ent_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
ent->props[index] |= ((u64)1 << bit);
}
INLINE void sim_ent_disable_prop(struct sim_ent *ent, enum sim_ent_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
ent->props[index] &= ~((u64)1 << bit);
}
INLINE b32 sim_ent_has_prop(struct sim_ent *ent, enum sim_ent_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
return !!(ent->props[index] & ((u64)1 << bit));
}
INLINE b32 sim_ent_is_valid_and_active(struct sim_ent *ent)
{
return ent->valid && sim_ent_has_prop(ent, SEPROP_ACTIVE);
}
INLINE b32 sim_ent_should_predict(struct sim_ent *ent)
{
return sim_ent_id_eq(ent->predictor, ent->ss->local_player);
}
INLINE b32 sim_ent_is_owner(struct sim_ent *ent)
{
return sim_ent_id_eq(ent->owner, ent->ss->local_player);
}
INLINE b32 sim_ent_should_simulate(struct sim_ent *ent)
{
b32 res = false;
if (sim_ent_is_valid_and_active(ent)) {
res = true;
if (sim_ent_has_prop(ent, SEPROP_SYNC_DST)) {
struct sim_ent_id local_player = ent->ss->local_player;
res = sim_ent_id_eq(local_player, ent->owner) || sim_ent_id_eq(local_player, ent->predictor);
}
}
return res;
}
/* ========================== *
* Ent functions
* ========================== */
/* Alloc */
struct sim_ent *sim_ent_alloc_raw(struct sim_snapshot *ss, struct sim_ent *parent, struct sim_ent_id id);
struct sim_ent *sim_ent_alloc_local(struct sim_ent *parent);
struct sim_ent *sim_ent_alloc_local_with_id(struct sim_ent *parent, struct sim_ent_id id);
struct sim_ent *sim_ent_alloc_sync_src(struct sim_ent *parent);
struct sim_ent *sim_ent_alloc_sync_src_with_id(struct sim_ent *parent, struct sim_ent_id id);
struct sim_ent *sim_ent_alloc_sync_dst(struct sim_ent *parent, struct sim_ent_id ent_id, struct sim_ent_id owner_id);
void sim_ent_release_raw(struct sim_ent *ent);
void sim_ent_release(struct sim_ent *ent);
void sim_ent_release_all_with_prop(struct sim_snapshot *ss, enum sim_ent_prop prop);
/* Activate */
void sim_ent_activate(struct sim_ent *ent, u64 current_tick);
/* Id */
void sim_ent_set_id(struct sim_ent *ent, struct sim_ent_id id);
struct sim_ent *sim_ent_from_id(struct sim_snapshot *ss, struct sim_ent_id id);
struct sim_ent_id sim_ent_random_id(void);
struct sim_ent_id sim_ent_contact_constraint_id_from_contacting_ids(struct sim_ent_id player_id, struct sim_ent_id id0, struct sim_ent_id id1);
struct sim_ent_id sim_ent_collision_debug_id_from_ids(struct sim_ent_id player_id, struct sim_ent_id id0, struct sim_ent_id id1);
struct sim_ent_id sim_ent_chunk_id_from_chunk_pos(struct sim_ent_id player_id, struct v2i32 chunk_pos);
/* Query */
struct sim_ent *sim_ent_find_first_match_one(struct sim_snapshot *ss, enum sim_ent_prop prop);
struct sim_ent *sim_ent_find_first_match_all(struct sim_snapshot *ss, struct sim_ent_prop_array props);
/* Tree */
void sim_ent_link_parent(struct sim_ent *parent, struct sim_ent *child);
void sim_ent_unlink_from_parent(struct sim_ent *ent);
/* Xform */
struct xform sim_ent_get_xform(struct sim_ent *ent);
struct xform sim_ent_get_local_xform(struct sim_ent *ent);
void sim_ent_set_xform(struct sim_ent *ent, struct xform xf);
void sim_ent_set_local_xform(struct sim_ent *ent, struct xform xf);
/* Movement */
INLINE void sim_ent_set_linear_velocity(struct sim_ent *ent, struct v2 velocity) { ent->linear_velocity = v2_clamp_len(velocity, SIM_MAX_LINEAR_VELOCITY); }
INLINE void sim_ent_set_angular_velocity(struct sim_ent *ent, f32 velocity) { ent->angular_velocity = clamp_f32(velocity, -SIM_MAX_ANGULAR_VELOCITY, SIM_MAX_ANGULAR_VELOCITY); }
void sim_ent_apply_linear_impulse(struct sim_ent *ent, struct v2 impulse, struct v2 world_point);
void sim_ent_apply_linear_impulse_to_center(struct sim_ent *ent, struct v2 impulse);
void sim_ent_apply_force_to_center(struct sim_ent *ent, struct v2 force);
void sim_ent_apply_angular_impulse(struct sim_ent *ent, f32 impulse);
void sim_ent_apply_torque(struct sim_ent *ent, f32 torque);
/* Tile chunk */
struct string sim_ent_get_tile_chunk_data(struct sim_ent *ent);
void sim_ent_set_tile_chunk_data(struct sim_ent *ent, struct string data);
/* Lerp */
void sim_ent_lerp(struct sim_ent *e, struct sim_ent *e0, struct sim_ent *e1, f64 blend);
/* Sync */
void sim_ent_sync_alloc_tree(struct sim_ent *local_parent, struct sim_ent *remote, struct sim_ent_id remote_player);
void sim_ent_sync(struct sim_ent *local, struct sim_ent *remote);
/* Encode / decode */
void sim_ent_encode(struct bitbuff_writer *bw, struct sim_ent *e0, struct sim_ent *e1);
void sim_ent_decode(struct bitbuff_reader *br, struct sim_ent *e);
#endif