new ecs system, hopefully better
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95
ecs2.h
Normal file
95
ecs2.h
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@ -0,0 +1,95 @@
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// A purely global, all macro-driven ecs implementation.
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// You are expected to have only a need for a global
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// ecs when using this.
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#ifndef __HALOO3D_ECS2_H
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#define __HALOO3D_ECS2_H
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#include <stdint.h>
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#ifndef ECS_MAXENTITIES
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#define ECS_MAXENTITIES 1024
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#endif
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#define ECS_MAXCTYPES 63 // uint64 bits minus one
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typedef uint64_t ecs_cid;
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typedef int ecs_eid;
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#define ECS_START(name) \
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typedef struct { \
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ecs_cid entities[ECS_MAXENTITIES]; \
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ecs_eid entitytop;
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#define ECS_END(name) \
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} \
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name; \
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static void name##_init(name *_ecs) { memset(_ecs, 0, sizeof(name)); } \
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static ecs_eid name##_newentity(name *_ecs, ecs_cid basecomponents) { \
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for (int i = 0; i < ECS_MAXENTITIES; i++) { \
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ecs_eid id = _ecs->entitytop++; \
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if (_ecs->entities[id] == 0) { \
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_ecs->entities[id] = (1ULL << ECS_MAXCTYPES) | basecomponents; \
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return id; \
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} \
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} \
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return -1; \
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} \
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static void name##_deleteentity(name *_ecs, ecs_eid eid) { \
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if (eid >= 0 && eid < ECS_MAXENTITIES) \
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_ecs->entities[eid] = 0; \
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} \
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static int name##_match(name *_ecs, ecs_eid _eid, ecs_cid _comps) { \
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ecs_cid _realcomps = (1ULL << ECS_MAXCTYPES) | _comps; \
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return (_ecs->entities[_eid] & _realcomps) == _realcomps; \
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}
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#define ECS_COMPONENT(type) type c_##type[ECS_MAXENTITIES];
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#define ECS_CID(type, id) \
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const int type##_id = id; \
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const ecs_cid type##_fl = (1ULL << id);
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// Set the given entity to have the given component (by type). Follow this
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// macro immediately with the struct initializer
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#define ECS_SETCOMPONENT(_ecs, eid, type) \
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(_ecs)->entities[eid] |= type##_fl; \
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(_ecs)->c_##type[eid] = (type)
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// Add a system function which automatically calls your given function with
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM1(ecsname, fname, type1) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid); \
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} \
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}
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#define ECS_SYSTEM2(ecsname, fname, type1, type2) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid); \
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} \
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}
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#define ECS_SYSTEM3(ecsname, fname, type1, type2, type3) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
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_ecs->c_##type3 + eid); \
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} \
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}
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#define ECS_SYSTEM4(ecsname, fname, type1, type2, type3, type4) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl | type4##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
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_ecs->c_##type3 + eid, _ecs->c_##type4 + eid); \
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} \
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}
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#endif
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123
ecs2_comps.h
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123
ecs2_comps.h
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// A bunch of component definitions that might not
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// be useful in general, but who knows?
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#ifndef __HALOO3D_ECS2COMP_H
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#define __HALOO3D_ECS2COMP_H
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#include "ecs2.h"
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#include "haloo3d/haloo3d.h"
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// A component that simply points back to an object instance. If combined
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// with movement, will pull pos from objin at start of frame, then write
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// pos back to obj at end of frame.
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typedef haloo3d_obj_instance *ecs_objin;
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// Like objin, this component simply points to a camera. It will set the
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// position AND rotation at the start of the frame, and pull the pos/
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// rotation back into the camera at the end.
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typedef haloo3d_camera *ecs_camera;
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typedef struct {
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struct vec3 pos;
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struct vec3 dst;
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int timer;
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} ecs_moveto;
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typedef struct {
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struct vec2 rot;
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struct vec2 dstrot;
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int timer;
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} ecs_rotateto;
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// Move object position into moveto
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// static void sys_ecs_objin_moveto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// oiid,
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// hecs_cidt mtid) {
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// eprintf("Objin moveto %ld, %ld\n", oiid, mtid);
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_objin *oi = HECS_ENTITYCOMPONENT(ecs_objin *, id, oiid, ecs);
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// eprintf("Objin moveto END\n");
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// mt->pos = (*oi)->pos;
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// }
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// // Move camera position into moveto
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// static void sys_ecs_camera_moveto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// camid,
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// hecs_cidt mtid) {
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// // eprintf("Camera moveto %ld, %ld\n", camid, mtid);
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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// // eprintf("Camera moveto END\n");
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// mt->pos = (*cam)->pos;
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// }
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//
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// static void sys_ecs_camera_rotateto(haloo_ecs *ecs, hecs_eidt id,
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// hecs_cidt camid, hecs_cidt rtid) {
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// ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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// rt->rot.x = (*cam)->yaw;
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// rt->rot.y = (*cam)->pitch;
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// }
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static void sys_ecs_moveto(
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ecs_moveto *mt) { // haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid) {
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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if (mt->timer <= 0) {
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mt->pos = mt->dst;
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return;
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}
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mfloat_t xdiff = mt->dst.x - mt->pos.x;
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mfloat_t ydiff = mt->dst.y - mt->pos.y;
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mfloat_t zdiff = mt->dst.z - mt->pos.z;
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mt->pos.x += xdiff / mt->timer;
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mt->pos.y += ydiff / mt->timer;
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mt->pos.z += zdiff / mt->timer;
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mt->timer--;
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}
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static void sys_ecs_rotateto(
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ecs_rotateto *rt) { // haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid) {
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// static void sys_ecs_rotateto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid)
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// { ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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if (rt->timer <= 0) {
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rt->rot = rt->dstrot;
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return;
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}
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mfloat_t xdiff = rt->dstrot.x - rt->rot.x;
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mfloat_t ydiff = rt->dstrot.y - rt->rot.y;
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rt->rot.x += xdiff / rt->timer;
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rt->rot.y += ydiff / rt->timer;
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rt->timer--;
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}
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// // Move movement pos back into object
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// static void sys_ecs_moveto_objin(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// mtid,
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// hecs_cidt oiid) {
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_objin *oi = HECS_ENTITYCOMPONENT(ecs_objin *, id, oiid, ecs);
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// (*oi)->pos = mt->pos;
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// }
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// Move movement pos back into camera
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// static void sys_ecs_moveto_camera(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// mtid, hecs_cidt camid) {
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static void sys_ecs_moveto_camera(ecs_moveto *mt, ecs_camera *cam) {
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// haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid, hecs_cidt camid) {
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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(*cam)->pos = mt->pos;
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}
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// Move rotation back into camera
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// static void sys_ecs_rotateto_camera(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// rtid, hecs_cidt camid) {
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static void sys_ecs_rotateto_camera(ecs_rotateto *rt, ecs_camera *cam) {
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// haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid, hecs_cidt camid) {
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// ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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(*cam)->yaw = rt->rot.x;
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(*cam)->pitch = rt->rot.y;
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}
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#endif
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31
ecs_comps.h
31
ecs_comps.h
@ -59,8 +59,9 @@ typedef struct {
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// rt->rot.y = (*cam)->pitch;
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// }
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static void sys_ecs_moveto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid) {
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ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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static void sys_ecs_moveto(
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ecs_moveto *mt) { // haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid) {
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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if (mt->timer <= 0) {
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mt->pos = mt->dst;
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return;
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@ -74,8 +75,10 @@ static void sys_ecs_moveto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid) {
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mt->timer--;
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}
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static void sys_ecs_rotateto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid) {
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ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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static void sys_ecs_rotateto(
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ecs_rotateto *rt) { // haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid) {
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// static void sys_ecs_rotateto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid)
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// { ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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if (rt->timer <= 0) {
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rt->rot = rt->dstrot;
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return;
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@ -97,18 +100,22 @@ static void sys_ecs_rotateto(haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid) {
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// }
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// Move movement pos back into camera
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static void sys_ecs_moveto_camera(haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid,
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hecs_cidt camid) {
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ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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// static void sys_ecs_moveto_camera(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// mtid, hecs_cidt camid) {
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static void sys_ecs_moveto_camera(ecs_moveto *mt, ecs_camera *cam) {
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// haloo_ecs *ecs, hecs_eidt id, hecs_cidt mtid, hecs_cidt camid) {
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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(*cam)->pos = mt->pos;
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}
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// Move rotation back into camera
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static void sys_ecs_rotateto_camera(haloo_ecs *ecs, hecs_eidt id,
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hecs_cidt rtid, hecs_cidt camid) {
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ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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// static void sys_ecs_rotateto_camera(haloo_ecs *ecs, hecs_eidt id, hecs_cidt
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// rtid, hecs_cidt camid) {
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static void sys_ecs_rotateto_camera(ecs_rotateto *rt, ecs_camera *cam) {
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// haloo_ecs *ecs, hecs_eidt id, hecs_cidt rtid, hecs_cidt camid) {
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// ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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// ecs_camera *cam = HECS_ENTITYCOMPONENT(ecs_camera *, id, camid, ecs);
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(*cam)->yaw = rt->rot.x;
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(*cam)->pitch = rt->rot.y;
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}
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140
maze.c
140
maze.c
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#include "unigi/unigi.headers/src/main.h"
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#include "unigi/unigi.platform.sdl1/src/main.c"
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#include "ecs.h"
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#include "ecs_comps.h"
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#include "ecs2.h"
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#include "ecs2_comps.h"
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#include "keys.h"
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#include <stdlib.h>
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@ -59,22 +59,6 @@ float minlight = 0.25;
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int fps = 30;
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uint16_t sky = 0xF000;
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// A general position within the maze, and a pointer to the maze itself.
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// Can be used to traverse the maze
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typedef struct {
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uint8_t *maze;
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struct vec2i pos; // tile position within maze
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int size;
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uint8_t dir; // facing dir (see DIREAST/DIRSOUTH/etc);
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} ecs_maze;
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// State for tracking ai moving through the maze.
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typedef struct {
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uint8_t state;
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// uint8_t nextdir;
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uint32_t timer;
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} ecs_smartai;
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struct vec2i dirtovec(uint8_t dir) {
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struct vec2i result;
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switch (dir) {
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@ -200,15 +184,33 @@ void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
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}
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}
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// A general position within the maze, and a pointer to the maze itself.
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// Can be used to traverse the maze
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typedef struct {
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uint8_t *maze;
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struct vec2i pos; // tile position within maze
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int size;
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uint8_t dir; // facing dir (see DIREAST/DIRSOUTH/etc);
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} ecs_maze;
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// State for tracking ai moving through the maze.
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typedef struct {
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uint8_t state;
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// uint8_t nextdir;
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uint32_t timer;
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} ecs_smartai;
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// everything in the maze is controlled by the CPU. As such, movement
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// is as simple as "go here by this time". No need to complicate the
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// components?
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static void sys_ecs_smartai(haloo_ecs *ecs, hecs_eidt id, hecs_cidt said,
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hecs_cidt mzid, hecs_cidt mtid, hecs_cidt rtid) {
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ecs_smartai *smartai = HECS_ENTITYCOMPONENT(ecs_smartai *, id, said, ecs);
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ecs_maze *maze = HECS_ENTITYCOMPONENT(ecs_maze *, id, mzid, ecs);
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ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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static void sys_ecs_smartai(ecs_smartai *smartai, ecs_maze *maze,
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ecs_moveto *mt, ecs_rotateto *rt) {
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// haloo_ecs *ecs, hecs_eidt id, hecs_cidt said, hecs_cidt mzid, hecs_cidt
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// mtid, hecs_cidt rtid) {
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// ecs_smartai *smartai = HECS_ENTITYCOMPONENT(ecs_smartai *, id, said, ecs);
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// ecs_maze *maze = HECS_ENTITYCOMPONENT(ecs_maze *, id, mzid, ecs);
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// ecs_moveto *mt = HECS_ENTITYCOMPONENT(ecs_moveto *, id, mtid, ecs);
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// ecs_rotateto *rt = HECS_ENTITYCOMPONENT(ecs_rotateto *, id, rtid, ecs);
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int actiontime = fps / 2;
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// Some states are triggered based on the timer
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if (smartai->timer > 0) {
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@ -272,6 +274,33 @@ static void sys_ecs_smartai(haloo_ecs *ecs, hecs_eidt id, hecs_cidt said,
|
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}
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}
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||||
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// Setup ECS system for our game
|
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ECS_START(mecs)
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ECS_COMPONENT(ecs_moveto);
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ECS_COMPONENT(ecs_rotateto);
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ECS_COMPONENT(ecs_smartai);
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ECS_COMPONENT(ecs_camera);
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ECS_COMPONENT(ecs_maze);
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ECS_END(mecs)
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// And then a copy of the components here... that sucksssss
|
||||
ECS_CID(ecs_moveto, 0);
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ECS_CID(ecs_rotateto, 1);
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ECS_CID(ecs_smartai, 2);
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ECS_CID(ecs_camera, 3);
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ECS_CID(ecs_maze, 4);
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||||
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ECS_SYSTEM1(mecs, sys_ecs_moveto, ecs_moveto);
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ECS_SYSTEM1(mecs, sys_ecs_rotateto, ecs_rotateto);
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ECS_SYSTEM2(mecs, sys_ecs_moveto_camera, ecs_moveto, ecs_camera);
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ECS_SYSTEM2(mecs, sys_ecs_rotateto_camera, ecs_rotateto, ecs_camera);
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ECS_SYSTEM4(mecs, sys_ecs_smartai, ecs_smartai, ecs_maze, ecs_moveto,
|
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ecs_rotateto);
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||||
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||||
// ECS_SYSTEM1(mecs, sys2_moveto, ecs_moveto, mt) {
|
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// mt->pos.x = 1;
|
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// }
|
||||
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||||
int main() { // int argc, char **argv) {
|
||||
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haloo3d_easystore storage;
|
||||
@ -361,13 +390,13 @@ int main() { // int argc, char **argv) {
|
||||
vec3(floori->scale.v, HSCALE, 1, HSCALE);
|
||||
vec3(ceili->scale.v, HSCALE, 1, HSCALE);
|
||||
vec3(walli->scale.v, HSCALE, 1, HSCALE);
|
||||
// vec3(walli->scale.v, HSCALE, 0, HSCALE);
|
||||
floori->pos.x += MAZESIZE / 2.0 * HSCALE;
|
||||
floori->pos.z += MAZESIZE / 2.0 * HSCALE;
|
||||
ceili->pos.x += MAZESIZE / 2.0 * HSCALE;
|
||||
ceili->pos.z += MAZESIZE / 2.0 * HSCALE;
|
||||
walli->pos.x += MAZESIZE / 2.0 * HSCALE;
|
||||
walli->pos.z += MAZESIZE / 2.0 * HSCALE;
|
||||
// vec3(walli->scale.v, HSCALE, 0, HSCALE);
|
||||
ceili->pos.y = 1; //-1;
|
||||
eprintf("Setup all object instances\n");
|
||||
|
||||
@ -394,40 +423,31 @@ int main() { // int argc, char **argv) {
|
||||
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
|
||||
|
||||
// Set up the various systems
|
||||
haloo_ecs ecs;
|
||||
haloo_ecs_init(&ecs);
|
||||
mecs ecs;
|
||||
mecs_init(&ecs);
|
||||
|
||||
HECS_ADDNEWCOMPONENT(ecs_moveto, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_rotateto, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_maze, &ecs);
|
||||
// HECS_ADDNEWCOMPONENT(ecs_objin, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_camera, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_smartai, &ecs);
|
||||
|
||||
hecs_eidt playerid = haloo_ecs_newentity(&ecs, 0);
|
||||
ecs_eid playerid = mecs_newentity(&ecs, 0);
|
||||
if (playerid == -1) {
|
||||
dieerr("WHY IS PLAYERID -1???\n");
|
||||
}
|
||||
eprintf("Player eid: %d\n", playerid);
|
||||
|
||||
// This is VERY critical: the player start is at 0 0 but in the maze that's
|
||||
// the center of the maze! This should probably be fixed or something!
|
||||
// System is setup such that camera position matches maze index
|
||||
render.camera.pos.x = 0.5 * HSCALE;
|
||||
render.camera.pos.z = 0.5 * HSCALE;
|
||||
struct vec2i playerstart = {.x = 0,
|
||||
.y = 0}; // MAZESIZE / 2, .y = MAZESIZE / 2};
|
||||
struct vec2i playerstart = {.x = 0, .y = 0};
|
||||
struct vec2 playerrotation = {.x = render.camera.yaw,
|
||||
.y = render.camera.pitch};
|
||||
HECS_SETCOMPONENT(ecs_moveto, &ecs, playerid){
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_moveto){
|
||||
.pos = render.camera.pos, .dst = render.camera.pos, .timer = 0};
|
||||
HECS_SETCOMPONENT(ecs_rotateto, &ecs, playerid){
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_rotateto){
|
||||
.rot = playerrotation, .dstrot = playerrotation, .timer = 0};
|
||||
HECS_SETCOMPONENT(ecs_maze, &ecs, playerid){
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_maze){
|
||||
.maze = maze, .pos = playerstart, .size = MAZESIZE, .dir = DIRSOUTH};
|
||||
HECS_SETCOMPONENT(ecs_camera, &ecs, playerid) & render.camera;
|
||||
HECS_SETCOMPONENT(ecs_smartai, &ecs, playerid){.state = 0,
|
||||
.timer = 0}; //, .nextdir = 0};
|
||||
eprintf("Player component mask: %lx\n", ecs.e_components[playerid]);
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_camera) & render.camera;
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_smartai){.state = 0, .timer = 0};
|
||||
|
||||
eprintf("Player component mask: %lx\n", ecs.entities[playerid]);
|
||||
|
||||
// -----------------------------------
|
||||
// Actual rendering
|
||||
@ -465,7 +485,7 @@ int main() { // int argc, char **argv) {
|
||||
// Game logic?
|
||||
// ---------------------------
|
||||
|
||||
for (int i = 0; i < HECS_MAXENTITIES; i++) {
|
||||
for (int i = 0; i < ECS_MAXENTITIES; i++) {
|
||||
// eprintf("CHECKING EID %d\n", i);
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_objin_moveto, ecs_objin_id,
|
||||
// ecs_moveto_id);
|
||||
@ -473,13 +493,22 @@ int main() { // int argc, char **argv) {
|
||||
// ecs_rotateto_id);
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_camera_moveto, ecs_camera_id,
|
||||
// ecs_moveto_id);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_smartai, ecs_smartai_id, ecs_maze_id,
|
||||
ecs_moveto_id, ecs_rotateto_id);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_moveto, ecs_moveto_id);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_rotateto, ecs_rotateto_id);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_moveto_camera, ecs_moveto_id, ecs_camera_id);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_rotateto_camera, ecs_rotateto_id,
|
||||
ecs_camera_id);
|
||||
|
||||
sys_ecs_smartai_run(&ecs, i);
|
||||
sys_ecs_moveto_run(&ecs, i);
|
||||
sys_ecs_rotateto_run(&ecs, i);
|
||||
sys_ecs_moveto_camera_run(&ecs, i);
|
||||
sys_ecs_rotateto_camera_run(&ecs, i);
|
||||
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_smartai, ecs_smartai_id, ecs_maze_id,
|
||||
// ecs_moveto_id, ecs_rotateto_id);
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_moveto, ecs_moveto_id);
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_rotateto, ecs_rotateto_id);
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_moveto_camera, ecs_moveto_id,
|
||||
// ecs_camera_id); HECS_RUNSYS(&ecs, i, sys_ecs_rotateto_camera,
|
||||
// ecs_rotateto_id,
|
||||
// ecs_camera_id);
|
||||
|
||||
// HECS_RUNSYS(&ecs, i, sys_ecs_moveto_objin, ecs_moveto_id,
|
||||
// ecs_objin_id);
|
||||
}
|
||||
@ -534,7 +563,8 @@ int main() { // int argc, char **argv) {
|
||||
}
|
||||
|
||||
// Just to get the compiler to STOP COMPLAINING about unused
|
||||
haloo_ecs_removeentity(&ecs, playerid); //, int eid)
|
||||
mecs_deleteentity(&ecs, playerid);
|
||||
// haloo_ecs_removeentity(&ecs, playerid); //, int eid)
|
||||
|
||||
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
|
||||
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
|
||||
|
Loading…
Reference in New Issue
Block a user