power_play/src/entity.h

128 lines
3.0 KiB
C

#ifndef ENTITY_H
#define ENTITY_H
#include "sheet.h"
#include "mixer.h"
/* ========================== *
* Entity
* ========================== */
struct entity_handle {
u64 idx;
u64 gen;
};
enum entity_prop {
ENTITY_PROP_NONE,
ENTITY_PROP_SPRITE_ANIMATED,
ENTITY_PROP_PLAYER_CONTROLLED,
ENTITY_PROP_CAMERA,
/* Test props */
ENTITY_PROP_TEST,
ENTITY_PROP_TEST_FOLLOW_MOUSE,
ENTITY_PROP_TEST_SOUND_EMITTER,
ENTITY_PROP_COUNT
};
struct entity {
b32 valid;
struct entity_handle handle;
u64 continuity_gen;
u64 props[(ENTITY_PROP_COUNT + 63) / 64];
struct entity *next_free;
/* Tree */
struct entity_handle parent;
struct entity_handle next;
struct entity_handle prev;
struct entity_handle first;
struct entity_handle last;
/* ====================================================================== */
/* Translation, rotation, scale in relation to parent entity */
struct trs rel_trs;
struct mat3x3 world_xform; /* Calculated post-physics */
/* ====================================================================== */
/* Physics */
struct v2 acceleration;
struct v2 velocity;
/* ENTITY_PROP_PLAYER_CONTROLLED */
f32 player_max_speed;
f32 player_acceleration;
/* ====================================================================== */
/* Sprite */
struct string sprite_name;
struct trs sprite_trs;
struct v2 sprite_pivot_norm; /* Pivot x & y are each normalized about sprite dimensions. <0, 0> is center, <1, 1> is bottom right corner, etc. */
u32 sprite_tint;
/* ====================================================================== */
/* Animation */
/* ENTITY_PROP_SPRITE_ANIMATED */
struct string animation_name;
u64 animation_flags;
f64 animation_time_in_frame;
u64 animation_start_gen;
u64 animation_gen;
struct sheet_frame animation_frame;
/* ====================================================================== */
/* Testing */
/* ENTITY_PROP_TEST */
b32 test_initialized;
struct trs test_start_rel_trs;
struct trs test_start_sprite_trs;
/* ENTITY_PROP_TEST_SOUND_EMITTER */
struct string sound_name;
struct mixer_desc sound_desc;
struct mixer_track_handle sound_handle;
/* ====================================================================== */
/* ENTITY_PROP_CAMERA */
b32 camera_active;
struct entity_handle camera_follow;
f32 camera_rot;
f32 camera_zoom;
};
/* Nil entity */
extern READONLY struct entity _g_entity_nil;
INLINE READONLY struct entity *entity_nil(void)
{
return &_g_entity_nil;
}
/* Prop */
void entity_enable_prop(struct entity *entity, enum entity_prop prop);
void entity_disable_prop(struct entity *entity, enum entity_prop prop);
b32 entity_has_prop(struct entity *entity, enum entity_prop prop);
/* Animation */
#define ANIMATION_FLAG_NONE 0x0
#define ANIMATION_FLAG_LOOPING 0x1
void entity_start_animation(struct entity *entity, struct string animation_name, u64 flags);
#endif