updated draft

efd/v1
Vladyslav Hrytsenko 2023-03-12 10:52:44 +02:00
parent 74f0956b66
commit ac6b44eb0a
2 changed files with 246 additions and 206 deletions

View File

@ -9,23 +9,101 @@
typedef int efd_app; typedef int efd_app;
typedef uint16_t efd_entity_type; typedef uint16_t efd_entity_type;
typedef int32_t efd_result; typedef int32_t efd_result;
typedef uint64_t efd_entity; typedef void * efd_world;
typedef enum efd_asset_type {
// EFD_ASSET_NONE = 0,
EFD_ASSET_TEXTURE,
EFD_ASSET_ANIMATION,
EFD_ASSET_SOUND,
EFD_ASSET_FONT,
EFD_ASSET_SHADER,
EFD_ASSET_COUNT_TYPES,
} efd_asset_type;
// define amount of memeory reserved for??? // define amount of memeory reserved for???
// custom data within COMMAND (cli->ser) and SNAPSHOT (ser->cli) // custom data within COMMAND (cli->ser) and SNAPSHOT (ser->cli)
#define EFD_COMMAND_SIZE 64 * 1024 #define EFD_COMMAND_SIZE 64 * 1024
#define EFD_SNAPSHOT_SIZE 128 * 1024 #define EFD_SNAPSHOT_SIZE 128 * 1024
#define EFD_TYPE_SHIFT 16
#define EFD_ID(type) (((type) << EFD_TYPE_SHIFT) + 1)
#define EFD_TYPE(id) ((id - 1) >> EFD_TYPE_SHIFT)
#define EFD_END 0
typedef enum efd_asset_type {
EFD_NONE = 0,
EFD_TEXTURE,
EFD_TEXTURE_ATLAS,
EFD_ANIMATION,
EFD_SOUND,
EFD_FONT,
EFD_SHADER,
} efd_asset_type;
typedef enum efd_object_type {
EFD_TYPE_NONE,
EFD_TYPE_TILE,
EFD_TYPE_BLOCK,
EFD_TYPE_ENTITY,
EFD_TYPE_ITEM,
EFD_TYPE_CRAFT,
EFD_TYPE_CHUNK,
EFD_TYPE_TYPE_LAST,
EFD_TYPE_TYPE_MAX = 0xFFFF,
} efd_object_type;
typedef enum efd_flags {
EFD_FLAG_COLLISION = (1 << 1),
EFD_FLAG_HAZARD = (1 << 2),
EFD_FLAG_ESSENTIAL = (1 << 3),
EFD_FLAG_DESTROY_ON_COLLISION = (1 << 4),
EFD_FLAG_AI = (1 << 5),
EFD_FLAG_PLAYER = (1 << 6),
EFD_FLAG_VEHICLE = (1 << 7),
} efd_flags;
typedef struct efd_asset {
efd_asset_type type;
int id;
const char *path;
void *data; /* TODO: make a union */
} efd_asset;
typedef struct efd_tile {
int id;
int flags;
float drag;
float friction;
} efd_tile;
typedef struct efd_block {
int id;
int flags;
float bounce;
int velx;
int vely;
} efd_block;
typedef struct efd_entity {
int id;
int flags;
} efd_entity;
typedef struct efd_item {
int id;
const char *t1;
const char *t2;
} efd_item;
typedef struct efd_craft_item {
int id;
int qty;
} efd_craft_item;
typedef struct efd_craft {
int producer;
int ticks;
efd_craft_item *input;
efd_craft_item *output;
} efd_craft;
typedef struct efd_tooltip {
const char *title;
const char *description;
} efd_tooltip;
typedef struct efd_app_desc { typedef struct efd_app_desc {
const char *name; const char *name;
int debug_ui; int debug_ui;
@ -42,6 +120,7 @@ typedef struct efd_app_desc {
int world_seed_random; int world_seed_random;
efd_result (*init_cb)(); efd_result (*init_cb)();
efd_result (*system_cb)();
efd_result (*update_cb)(); efd_result (*update_cb)();
efd_result (*render_cb)(efd_entity_type type); efd_result (*render_cb)(efd_entity_type type);
efd_result (*player_join_cb)(efd_entity player_id); efd_result (*player_join_cb)(efd_entity player_id);
@ -55,105 +134,66 @@ typedef struct efd_app_desc {
float item_attract_radius; float item_attract_radius;
float item_attract_force; float item_attract_force;
} rules; } rules;
efd_asset *assets;
efd_tile *tiles;
efd_block *blocks;
efd_entity *entities;
efd_item *items;
efd_craft *crafting;
efd_tooltip *tooltips;
} efd_app_desc; } efd_app_desc;
// assets
// #define EFD_ASSET_TEXTURE_LAST 15
// #define EFD_ASSET_ANIMATION_LAST 2222222
// #define EFD_ASSET_ANIMATION_LAST 2222222
// #define CONC(a, b) a##b
/* + CONC(type, _LAST) */
#define EFD_ASSET_SHIFT 16
#define EFD_ASSET(type) ((type) << EFD_ASSET_SHIFT)
#define EFD_ASSET_TYPE(id) ((id) >> EFD_ASSET_SHIFT)
typedef struct efd_asset {
int id;
const char *path;
void *data; /* TODO: make a union */
} efd_asset;
efd_result efd_asset_add(int id, const char *path);
efd_result efd_asset_remove(int id);
efd_asset *efd_asset_get(int id);
// notifications
efd_result efd_notify_push(efd_entity actor, const char *title, const char *text, float duration);
efd_result efd_notify_clear(efd_entity actor);
// tooltips
efd_result efd_tooltip_add(const char *name, const char *text);
efd_result efd_tooltip_remove(const char *name);
// entities
enum efd_entity_type_builtins {
EFD_ENTITY_NONE = 0,
EFD_ENTITY_PLAYER = 1,
EFD_ENTITY_CHUNK,
EFD_ENTITY_OBJECT,
EFD_ENTITY_ITEM,
EFD_ENTITY_NPC,
EFD_ENTITY_VEHICLE,
EFD_ENTITY_TYPE_LAST,
EFD_ENTITY_TYPE_MAX = 0xFFFF,
};
/// app.c /// app.c
enum { enum {
/* textures */ /* textures */
ASSET_TILE_DIRT = EFD_ASSET(EFD_ASSET_TEXTURE), TILE_AIR = EFD_ID(EFD_TYPE_TILE),
ASSET_TILE_GRASS, TILE_DIRT,
ASSET_TILE_STONE, TILE_GRASS,
TILE_STONE,
TILE_WATER,
TILE_LAVA,
ASSET_BLOCK_STONE, BLOCK_STONE = EFD_ID(EFD_TYPE_BLOCK),
ASSET_BLOCK_BRICK, BLOCK_BRICK,
BLOCK_HILL,
BLOCK_HILL_SNOW,
BLOCK_FENCE,
BLOCK_WOOD,
BLOCK_WALL,
BLOCK_BELT_LEFT,
BLOCK_BELT_RIGHT,
BLOCK_BELT_UP,
BLOCK_BELT_DOWN,
ASSET_PLAYER, ENTITY_PLAYER = EFD_ID(EFD_TYPE_ENTITY),
ASSET_TREE, ENTITY_MONSTER,
ASSET_CHEST, ENTITY_TRUCK,
ASSET_MONSTER, ENTITY_TREE,
ENTITY_CHEST,
ENTITY_FURNACE,
ENTITY_CRAFTBENCH,
ENTITY_ASSEMBLER,
ASSET_ITEM_WOOD, ITEM_IRON_ORE = EFD_ID(EFD_TYPE_ITEM),
ASSET_ITEM_STONE, ITEM_IRON_INGOT,
ASSET_ITEM_IRON, ITEM_IRON_PLATE,
ITEM_SCREW,
/* animations */ ITEM_BELT,
ASSET_PLAYER_ANIM = EFD_ASSET(EFD_ASSET_ANIMATION),
/* sounds */
ASSET_PLAYER_SOUND = EFD_ASSET(EFD_ASSET_SOUND),
ASSET_TREE_SOUND,
ASSET_CHEST_SOUND,
/* fonts */
ASSET_FONT_DEFAULT = EFD_ASSET(EFD_ASSET_FONT),
}; };
enum { // void Move(ecs_iter_t *it) {
ENTITY_MONSTER = EFD_ENTITY_TYPE_LAST, // // Get fields from system query
ENTITY_WEAPON, // Position *p = ecs_field(it, Position, 1);
}; // Velocity *v = ecs_field(it, Velocity, 2);
void Move(ecs_iter_t *it) {
// Get fields from system query
Position *p = ecs_field(it, Position, 1);
Velocity *v = ecs_field(it, Velocity, 2);
// Iterate matched entities
for (int i = 0; i < it->count, i++) {
p[i].x += v[i].x;
p[i].y += v[i].y;
}
}
// // Iterate matched entities
// for (int i = 0; i < it->count, i++) {
// p[i].x += v[i].x;
// p[i].y += v[i].y;
// }
// }
efd_result init() { efd_result init() {
// NOTE: control sets could be implemented later on // NOTE: control sets could be implemented later on
@ -177,7 +217,7 @@ efd_result init() {
} }
efd_result systems(efd_world *w) { efd_result systems(efd_world *w) {
ECS_SYSTEM(w, Move, EcsOnUpdate, Position, [in] Velocity); // ECS_SYSTEM(w, Move, EcsOnUpdate, Position, [in] Velocity);
return 0; return 0;
} }
@ -187,29 +227,29 @@ efd_result update() {
} }
efd_result render(efd_entity_type type) { efd_result render(efd_entity_type type) {
switch (type) { // switch (type) {
case EFD_ENTITY_PLAYER: // case EFD_ENTITY_PLAYER:
/* additional/replacable rendering code on top of what EFD provides for built-in types */ // /* additional/replacable rendering code on top of what EFD provides for built-in types */
efd_render_texture(ASSET_PLAYER, 0, 0, 0, 0, 0, 0, 0, 0); // efd_render_texture(ENTITY_PLAYER, 0, 0, 0, 0, 0, 0, 0, 0);
return 1; /* we handled the rendering, don't render with the default renderer */ // return 1; /* we handled the rendering, don't render with the default renderer */
break; // break;
case ENTITY_MONSTER: // case ENTITY_MONSTER:
/* our custom rendering code for monster */ // /* our custom rendering code for monster */
efd_render_texture(ASSET_MONSTER, 0, 0, 0, 0, 0, 0, 0, 0); // efd_render_texture(ENTITY_MONSTER, 0, 0, 0, 0, 0, 0, 0, 0);
break; // break;
case ENTITY_WEAPON: // case ENTITY_WEAPON:
/* our custom rendering code for weapon */ // /* our custom rendering code for weapon */
break; // break;
} // }
return 0; return 0;
} }
efd_result player_join(efd_entity player) { efd_result player_join(efd_entity player) {
efd_notify_push(player, "Test", "Welcome to the game!", 5.0f); // efd_notify_push(player, "Test", "Welcome to the game!", 5.0f);
return 0; return 0;
} }
@ -256,91 +296,107 @@ efd_app_desc efd_main() {
.item_attract_force = 0.1f, .item_attract_force = 0.1f,
}, },
.assets = { .assets = (efd_asset[]){
{ASSET_PLAYER, "assets/player.png"}, {EFD_TEXTURE, ENTITY_TREE, "assets/tree.png"},
{ASSET_MONSTER, "assets/monster.png"}, {EFD_TEXTURE, ENTITY_CHEST, "assets/chest.png"},
{EFD_TEXTURE, ENTITY_FURNACE, "assets/furnace.png"},
{ASSET_ITEM_WOOD, "assets/item_wood.png"}, {EFD_TEXTURE, ENTITY_PLAYER, "assets/player.png"},
{ASSET_ITEM_STONE, "assets/item_stone.png"}, {EFD_TEXTURE, ENTITY_MONSTER, "assets/monster.png"},
{ASSET_ITEM_IRON, "assets/item_iron.png"},
{ASSET_TREE, "assets/tree.png"}, {EFD_END},
{ASSET_CHEST, "assets/chest.png"},
}, },
.tiles = { .tiles = (efd_tile[]){
{ASSET_EMPTY, EFD_FLAG_NONE, 'E'}, {TILE_AIR},
{ASSET_GROUND, EFD_FLAG_NONE, '.', .drag = 1.0f, .friction = 1.0f}, {TILE_DIRT, .drag = 1.0f, .friction = 1.0f},
{ASSET_DIRT, EFD_FLAG_NONE, ',', .drag = 2.1f , .friction = 1.0f}, {TILE_GRASS, .drag = 1.0f, .friction = 1.0f},
{ASSET_WATER, EFD_FLAG_NONE, '~', .drag = 0.11f , .friction = 10.0f}, {TILE_WATER, .drag = 0.11f , .friction = 10.0f},
{ASSET_LAVA, EFD_FLAG_HAZARD, '!', .drag = 6.2f , .friction = 40.0f}, {TILE_LAVA, EFD_FLAG_HAZARD, .drag = 6.2f , .friction = 40.0f},
{EFD_END},
}, },
.blocks = { .blocks = (efd_block[]){
{ASSET_WALL, EFD_FLAG_COLLISION, '#', .bounce = 1.0f}, {BLOCK_WALL, EFD_FLAG_COLLISION, .bounce = 1.0f},
{ASSET_HILL, EFD_FLAG_COLLISION, '^'}, {BLOCK_HILL, EFD_FLAG_COLLISION},
{ASSET_HILL_SNOW, EFD_FLAG_COLLISION, '*'}, {BLOCK_HILL_SNOW, EFD_FLAG_COLLISION},
{ASSET_FENCE, EFD_FLAG_COLLISION, '[', .bounce = 1.0f}, {BLOCK_FENCE, EFD_FLAG_COLLISION, .bounce = 1.0f},
{ASSET_WOOD, EFD_FLAG_COLLISION, ']', .bounce = 0.0f}, {BLOCK_WOOD, EFD_FLAG_COLLISION, .bounce = 0.0f},
{ASSET_TREE, EFD_FLAG_COLLISION|EFD_FLAG_DESTROY_ON_COLLISION, '@', .bounce = 0.0f},
{ASSET_CHEST, EFD_FLAG_ENTITY, 'C'},
{ASSET_FURNACE, EFD_FLAG_ENTITY, 'F'},
{ASSET_TEST_TALL, EFD_FLAG_COLLISION, '.'},
{ASSET_BELT_LEFT, EFD_FLAG_NONE, '@', .velx = -150.0f}, {BLOCK_BELT_LEFT, .velx = -150.0f},
{ASSET_BELT_RIGHT, EFD_FLAG_NONE, '@', .velx = 150.0f}, {BLOCK_BELT_RIGHT, .velx = 150.0f},
{ASSET_BELT_UP, EFD_FLAG_NONE, '@', .vely = -150.0f}, {BLOCK_BELT_UP, .vely = -150.0f},
{ASSET_BELT_DOWN, EFD_FLAG_NONE, '@', .vely = 150.0f}, {BLOCK_BELT_DOWN, .vely = 150.0f},
{EFD_END},
}, },
.items = { .entities = (efd_entity[]){
{ITEM_WOOD, ASSET_ITEM_WOOD, "Wood", "A piece of wood."}, {ENTITY_TREE, EFD_FLAG_DESTROY_ON_COLLISION},
{ITEM_STONE, ASSET_ITEM_STONE, "Stone", "A piece of stone."}, {ENTITY_CHEST},
{ENTITY_FURNACE},
{ENTITY_PLAYER, EFD_FLAG_PLAYER},
{ENTITY_TRUCK, EFD_FLAG_VEHICLE},
{ENTITY_MONSTER, EFD_FLAG_AI},
{EFD_END},
}, },
.crafting = { .items = (efd_item[]){
// {ITEM_WOOD, "Wood", "A piece of wood."},
// {ITEM_STONE, "Stone", "A piece of stone."},
{EFD_END},
},
.crafting = (efd_craft[]){
{ {
.producer = ASSET_FURNACE, .producer = ENTITY_FURNACE,
.process_ticks = 20, .ticks = 20,
.reagents = { .input = (efd_craft_item[]){
{ .item = ASSET_IRON_ORE, .qty = 1 }, {ITEM_IRON_ORE, 1},
{EFD_END},
}, },
.products = { .output = (efd_craft_item[]){
{ .item = ASSET_IRON_PLATES, .qty = 4 }, {ITEM_IRON_PLATE, 4},
{EFD_END},
}, },
}, },
{ {
.producer = ASSET_CRAFTBENCH, .producer = ENTITY_CRAFTBENCH,
.process_ticks = 40, .ticks = 40,
.reagents = { .input = (efd_craft_item[]){
{ .item = ASSET_IRON_PLATES, .qty = 1 }, {ITEM_IRON_PLATE, 1},
{EFD_END},
}, },
.products = { .output = (efd_craft_item[]){
{ .item = ASSET_SCREWS, .qty = 8 }, {ITEM_SCREW, 8},
{EFD_END},
}, },
}, },
{ {
.producer = ASSET_ASSEMBLER, .producer = ENTITY_ASSEMBLER,
.production_ticks = 120, .ticks = 120,
.reagents = { .input = (efd_craft_item[]){
{ .item = ASSET_FENCE, .qty = 1 }, {BLOCK_FENCE, 1},
{ .item = ASSET_SCREWS, .qty = 4 }, {ITEM_SCREW, 4},
{ .item = ASSET_IRON_PLATES, .qty = 2 }, {ITEM_IRON_PLATE, 2},
{EFD_END},
}, },
.products = { .output = (efd_craft_item[]){
{ .item = ASSET_BELT, .qty = 1 }, {ITEM_BELT, 1},
{EFD_END},
}, },
} },
{EFD_END},
}, },
.entities = { .tooltips = (efd_tooltip[]){
{ENTITY_TREE, ASSET_TREE, "Tree", "A tree."}, {"BLOCK_STONE", "It's a block of stone, what did you expect?"},
{ENTITY_CHEST, ASSET_CHEST, "Chest", "A chest."}, {"BLOCK_BRICK", "It's a block of brick, what did you expect?"},
}, {EFD_END},
.tooltips = {
{"ASSET_BLOCK_STONE", "It's a block of stone, what did you expect?"},
{"ASSET_BLOCK_BRICK", "It's a block of brick, what did you expect?"},
}, },
}; };
} }
@ -349,33 +405,15 @@ efd_app_desc efd_main() {
#include <stdio.h> #include <stdio.h>
efd_result efd_asset_add(int id, const char *path) {
printf("asset_add: %d, %s\n", id, path);
return 0;
}
efd_result efd_tooltip_add(const char *id, const char *text) {
printf("tooltip_add: %s, %s\n", id, text);
return 0;
}
efd_result efd_notify_push(efd_entity player, const char *title, const char *text, float duration) {
printf("notify_push: %llu, %s, %s, %f\n", player, title, text, duration);
return 0;
}
void test(efd_entity_type type) { printf("type: %d\n", type); } void test(efd_entity_type type) { printf("type: %d\n", type); }
int main(int argc, char **argv) { int main(int argc, char **argv) {
efd_app_desc desc = efd_main(); efd_app_desc desc = efd_main();
printf("value: %f\n", desc.rules.item_pickup_radius); printf("value: %f\n", desc.rules.item_pickup_radius);
printf("ASSET_TILE_DIRT: %d\n", ASSET_TILE_DIRT); printf("TILE_DIRT: %d\n", TILE_DIRT);
printf("ASSET_TILE_GRASS: %d\n", ASSET_TILE_GRASS); printf("TILE_GRASS: %d\n", TILE_GRASS);
printf("ASSET_PLAYER: %d\n", ASSET_PLAYER); printf("ENTITY_PLAYER: %d\n", ENTITY_PLAYER);
printf("ASSET_CHEST: %d\n", ASSET_CHEST); printf("ENTITY_CHEST: %d\n", ENTITY_CHEST);
printf("ASSET_PLAYER_ANIM: %d\n", ASSET_PLAYER_ANIM);
printf("ASSET_PLAYER_SOUND: %d\n", ASSET_PLAYER_SOUND);
printf("ASSET_TREE_SOUND: %d\n", ASSET_TREE_SOUND);
desc.init_cb(); desc.init_cb();

View File

@ -41,12 +41,12 @@
* world - a map of chunks within the game world * world - a map of chunks within the game world
* world-view - a representation of the world recreated by the client * world-view - a representation of the world recreated by the client
---------- ----------
* chunk - entity that contains set of tiles and blocks
* tile - basic thing that makes up the chunks * tile - basic thing that makes up the chunks
* block - 2nd level of things that make up the chunk * block - 2nd level of things that make up the chunk
* chunk - entity that contains set of tiles and blocks
* item - an entity in the world, that can have a different state when its picked up
* crafting recipe - a recipe that can be used to craft an item
* entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it * entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it
* item - an entity in the world, that can have a different state when its picked up
* crafting - a recipe that can be used to craft an item
## Naming ## Naming
@ -58,12 +58,14 @@
* prefix: efd_ * prefix: efd_
## Objects ## Objects
* entity * tile
* objects * block
* players * entity
* npc * npc
* vehicles * player
* items * vehicle
* item
* craft
## Features ## Features