4coder/non-source/test_data/lots_of_files/handmade_sim_region.h

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2018-03-16 18:19:11 +00:00
#if !defined(HANDMADE_SIM_REGION_H)
/* ========================================================================
$File: $
$Date: $
$Revision: $
$Creator: Casey Muratori $
$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
======================================================================== */
struct move_spec
{
bool32 UnitMaxAccelVector;
real32 Speed;
real32 Drag;
};
enum entity_type
{
EntityType_Null,
EntityType_Space,
EntityType_Hero,
EntityType_Wall,
EntityType_Familiar,
EntityType_Monstar,
EntityType_Sword,
EntityType_Stairwell,
};
#define HIT_POINT_SUB_COUNT 4
struct hit_point
{
// TODO(casey): Bake this down into one variable
uint8 Flags;
uint8 FilledAmount;
};
// TODO(casey): Rename sim_entity to entity!
struct sim_entity;
union entity_reference
{
sim_entity *Ptr;
uint32 Index;
};
enum sim_entity_flags
{
// TODO(casey): Does it make more sense to have the flag be for _non_ colliding entities?
// TODO(casey): Collides and ZSupported probably can be removed now/soon
EntityFlag_Collides = (1 << 0),
EntityFlag_Nonspatial = (1 << 1),
EntityFlag_Moveable = (1 << 2),
EntityFlag_ZSupported = (1 << 3),
EntityFlag_Traversable = (1 << 4),
EntityFlag_Simming = (1 << 30),
};
introspect(category:"sim_region") struct sim_entity_collision_volume
{
v3 OffsetP;
v3 Dim;
};
introspect(category:"sim_region") struct sim_entity_collision_volume_group
{
sim_entity_collision_volume TotalVolume;
// TODO(casey): VolumeCount is always expected to be greater than 0 if the entity
// has any volume... in the future, this could be compressed if necessary to say
// that the VolumeCount can be 0 if the TotalVolume should be used as the only
// collision volume for the entity.
u32 VolumeCount;
sim_entity_collision_volume *Volumes;
};
introspect(category:"regular butter") struct sim_entity
{
// NOTE(casey): These are only for the sim region
world_chunk *OldChunk;
u32 StorageIndex;
b32 Updatable;
//
entity_type Type;
u32 Flags;
v3 P;
v3 dP;
r32 DistanceLimit;
sim_entity_collision_volume_group *Collision;
r32 FacingDirection;
r32 tBob;
s32 dAbsTileZ;
// TODO(casey): Should hitpoints themselves be entities?
u32 HitPointMax;
hit_point HitPoint[16];
entity_reference Sword;
// TODO(casey): Only for stairwells!
v2 WalkableDim;
r32 WalkableHeight;
// TODO(casey): Generation index so we know how "up to date" this entity is.
};
struct sim_entity_hash
{
sim_entity *Ptr;
uint32 Index;
};
introspect(category:"regular butter") struct sim_region
{
// TODO(casey): Need a hash table here to map stored entity indices
// to sim entities!
world *World;
r32 MaxEntityRadius;
r32 MaxEntityVelocity;
world_position Origin;
rectangle3 Bounds;
rectangle3 UpdatableBounds;
u32 MaxEntityCount;
u32 EntityCount;
sim_entity *Entities;
// TODO(casey): Do I really want a hash for this??
// NOTE(casey): Must be a power of two!
sim_entity_hash Hash[4096];
};
#define HANDMADE_SIM_REGION_H
#endif