This repository has been archived on 2025-02-04. You can view files and clone it, but cannot push or open issues or pull requests.
helpless/entity.c
2024-08-30 12:02:39 +01:00

120 lines
No EOL
3.2 KiB
C

typedef enum Weapon_Class {
WEAPON_nil = 0,
WEAPON_melee = 1,
WEAPON_ranged = 2,
WEAPON_magic = 3,
} Weapon_Class;
typedef enum Entity_Archetype {
ARCH_nil = 0,
ARCH_player = 1,
ARCH_spider = 2,
ARCH_mutant = 3,
ARCH_tree = 4,
ARCH_startersword = 5,
ARCH_starterbow = 6,
ARCH_arrow = 7,
} Entity_Archetype;
typedef struct Entity {
bool alive;
bool renderable;
Entity_Archetype arch;
Vector2 pos;
bool is_animate, is_hostile;
float32 enemy_cooldown_secs;
float32 enemy_speed;
float32 max_health, health, damage;
Vector2 hitbox[4];
Entity_Archetype primary_weapon;
Entity_Archetype secondary_weapon;
Armour armour;
bool is_weapon;
Weapon_Class weapon_class;
Vector2 weapon_owner_pos;
Vector2 weapon_dir;
float32 weapon_rads;
float32 weapon_speed;
float32 weapon_cooldown_secs;
bool is_item;
Vector2 item_inv_size;
bool is_projectile;
float32 projectile_range;
Vector2 projectile_fire_dir;
Vector2 projectile_start_pos;
float32 projectile_speed;
} Entity;
#define MAX_ENTITIES 1024
typedef struct World {
Entity entities[MAX_ENTITIES];
} World;
World* world = 0;
Entity* entity_create() {
Entity* entity_found = 0;
for (int i = 0; i < MAX_ENTITIES; i++) {
Entity* existing_entity = &world->entities[i];
if (!existing_entity->alive) {
entity_found = existing_entity;
break;
}
}
assert(entity_found, "Entity Overflow!");
entity_found->alive = true;
return entity_found;
}
void entity_destroy(Entity* entity) {
memset(entity, 0, sizeof(Entity));
}
bool entity_increment(Entity **entity_ptr)
{
Entity *entity = *entity_ptr;
int start_index = 0;
if(entity != 0)
{
start_index = (entity - world->entities) + 1;
}
entity = 0;
for(int idx = start_index; idx < MAX_ENTITIES; idx += 1)
{
entity = &world->entities[idx];
if(entity->alive)
{
break;
}
}
*entity_ptr = entity;
return !!entity;
}
Sprite_ID entity_sprite_id_from_arch(Entity_Archetype arch) {
switch (arch) {
case ARCH_player: return SPRITE_player; break;
case ARCH_spider: return SPRITE_spider ; break;
case ARCH_mutant: return SPRITE_mutant ; break;
case ARCH_tree: return SPRITE_tree ; break;
case ARCH_startersword: return SPRITE_startersword ; break;
case ARCH_starterbow: return SPRITE_starterbow ; break;
case ARCH_arrow: return SPRITE_arrow ; break;
default: return 0;
}
}
Vector2* entity_resolve_hitbox(Entity* en) {
Vector2* hitbox = alloc(get_temporary_allocator(), sizeof(Vector2) * 4);
Sprite* sprite = sprite_get(entity_sprite_id_from_arch(en->arch));
hitbox[0] = v2_add(en->hitbox[0], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[1] = v2_add(en->hitbox[1], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[2] = v2_add(en->hitbox[2], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[3] = v2_add(en->hitbox[3], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
return hitbox;
}
void entity_take_damage(Entity* en, float damage) {
damage *= armour_damage_multiplier(en->armour);
en->health = clamp(en->health - damage, 0, en->max_health);
// todo add knockback
}