1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
#ifndef EVERYTHING_ALWAYS_H_
#define EVERYTHING_ALWAYS_H_
#include <stdio.h>
#include <stdint.h>
#include <math.h>
#include <netinet/in.h>
#include <raylib.h>
#include <raygui.h>
#include <rlgl.h>
#include "chad.h"
#define StepStart(prefix) \
prefix##_delta = timespec_sub(now, prefix##_last); \
if (timespec_cmp(prefix##_delta, prefix##_interval) >= 0) { \
(void) 0
/* ... */
#define StepStop(prefix) \
prefix##_last = timespec_add(prefix##_last, prefix##_interval); \
if (timespec_cmp(prefix##_last, now) < 0) { \
prefix##_last = now; \
} \
}
/* this is precisely why namespacing is a good idea */
#define GAME_RED (0x03<<0)
#define GAME_GREEN (0x03<<2)
#define GAME_BLUE (0x03<<4)
#define GAME_OPAQUE (0x03<<6)
#define GAME_WHITE (GAME_RED | GAME_GREEN | GAME_BLUE)
#define COLOR_TO_RAYLIB(c) (Color) { \
85*((c & GAME_RED)>>0), \
85*((c & GAME_GREEN)>>2), \
85*((c & GAME_BLUE)>>4), \
85*((c & GAME_OPAQUE)>>6), }
#define TEXTURE_LIMIT (3*8)
/* Spritesheets will be (128*4x128*6)
group 0 is [0-1][0 ] / un/breakable walls
group 1 (just explosions, the nulls are skipped for sake of compactness)
is [2-3][0 ] |
group 2 is [0-3][1 ] | Negatives use color mask
[0-2][2 ] /
group 3 is [0-3][3 ] / player
group 4 is [0-3][4 ] / bomb
group 5 is [0-3][4 ] / enemy
*/
enum {
/* each group is for its own group of textures,
with at most 8 textures being possible within a functional group.
we assume LSB per x86-64 ABI,
this would need to be redefined / bit field part removed */
EXPLOSIVE = (1 << 3),
PASSIBLE = (1 << 4),
BREAKABLE = (1 << 5),
LETHAL = (1 << 6),
POWERUP = (1 << 7),
/* lethality / breakable / explosive are not specially grouped. */
/* group 0 "impassible" set */
IMPASSIBLE_WALL = 0,
IMPASSIBLE_BREAKABLE_WALL = 1,
IMPASSIBLE_NOTHING = 2,
/* group 1 "passible" set */
PASSIBLE_NOTHING = PASSIBLE | 0,
PASSIBLE_NOTHING_LETHAL = PASSIBLE | LETHAL | 1,
PASSIBLE_EXPLOSIVE_LETHAL = PASSIBLE | LETHAL | EXPLOSIVE | 0,
PASSIBLE_EXPLOSIVE_LETHAL_END = PASSIBLE | LETHAL | EXPLOSIVE | 1,
/* group 2 "pickup" set */
POWERUP_BOMB = PASSIBLE | POWERUP | 0,
POWERUP_POWER = PASSIBLE | POWERUP | 1,
POWERUP_SPEED = PASSIBLE | POWERUP | 2,
// These will probably never be negative:
POWERUP_PIERCE = PASSIBLE | POWERUP | 3,
POWERUP_KICK = PASSIBLE | POWERUP | 4,
POWERUP_THROW = PASSIBLE | POWERUP | 5,
POWERUP_BOUNCE = PASSIBLE | POWERUP | 6,
/* group 3 and higher is not directly classified by the tile system */
};
#define TILE_LENGTH_LIMIT 21
typedef struct {
union {
u16 _;
struct {
u8 texture : 3; // frames for everything that doesn't move, static assets.
u8 explosive : 1; // explosion animations, coopts texture for explosion frames.
u8 passable : 1; // important subgroup.
u8 breakable : 1;
u8 lethal : 1; // player will die if they occupy this space during the check
i8 pickup : 4; // positive / negative pickups
// 5 bits left for extensions.
};
} state[TILE_LENGTH_LIMIT][TILE_LENGTH_LIMIT];
u8 color;
Rectangle wall[2] aligned;
Rectangle explosion[2] aligned;
Rectangle powerup[8] aligned;
} tiles_t;
#define PLAYER_LIMIT (1<<2)
enum {
RIGHT, LEFT, UP, DOWN
};
typedef struct {
i16 x[PLAYER_LIMIT] aligned;
i16 y[PLAYER_LIMIT] aligned;
f32 animation_x[PLAYER_LIMIT] aligned;
f32 animation_y[PLAYER_LIMIT] aligned;
union {
u32 _;
struct {
u8 bomb_limit : 4;
u8 bomb_count : 4;
u8 power : 4; // < MAX(TILE_WIDTH, TILE_HEIGHT)
u8 speed : 4; // travels n units per second
u8 pierce : 1;
u8 kick : 1;
u8 throw : 1; // no intent to implement
u8 bounce : 1;
u8 alive : 1;
u8 direction : 2; // right left up down
u8 moving : 1;
// 10 bits left for extensions.
};
} state[PLAYER_LIMIT] aligned;
u8 color[PLAYER_LIMIT] aligned;
Rectangle player[4] aligned;
} players_t;
#define BOMB_LIMIT (1<<4)
typedef struct {
i16 x[PLAYER_LIMIT][BOMB_LIMIT] aligned;
i16 y[PLAYER_LIMIT][BOMB_LIMIT] aligned;
union {
u16 _;
struct {
u8 power : 4; // < MAX(TILE_WIDTH, TILE_HEIGHT)
u8 pierce : 1;
u8 bounce : 1;
// 10 bits left for extensions.
};
} state[PLAYER_LIMIT][BOMB_LIMIT] aligned;
u16 timer[PLAYER_LIMIT][BOMB_LIMIT] aligned; // updates until explosion.
u8 color[2] aligned;
Rectangle bomb[4] aligned;
} bombs_t;
#define ENEMY_LIMIT (1<<4)
enum {
MOVEMENT_VERTICAL,
MOVEMENT_HORIZONTAL,
MOVEMENT_RANDOM,
MOVEMENT_LAST,
};
typedef struct {
i16 x[ENEMY_LIMIT] aligned;
i16 y[ENEMY_LIMIT] aligned;
u8 movement[ENEMY_LIMIT] aligned;
Rectangle enemy[4];
} enemies_t;
#define CONFIG_STRING_LIMIT 128
typedef struct {
u16 resolution_x, resolution_y;
u8 fps, ups;
char font[CONFIG_STRING_LIMIT];
char spritesheet[CONFIG_STRING_LIMIT];
char window_name[CONFIG_STRING_LIMIT];
u16 spritesheet_scale;
/* --- */
u8 player_count;
u8 map_x, map_y;
} config_t;
typedef struct {
tiles_t tiles aligned;
players_t players aligned;
bombs_t bombs aligned;
enemies_t enemies aligned;
config_t config aligned;
Font font aligned;
Texture spritesheet aligned;
Camera2D camera aligned;
u8 client;
} game_t;
/* game.c */
void GameStart(config_t config);
void GameResize(game_t * game);
void GameReinitialize(game_t * game);
/* gamemode.c */
void MultiPlayer(game_t * game);
/* update.c */
i16 Update(game_t * game, timespec_t now);
/* render.c */
void Render(game_t * game, f64 interpolation);
/* raylib.c */
void GuiLoadStyleDarkSimple(void);
Font DefaultFont(char * choice);
void RaylibInitialize(int horizontal, int vertical, char * window_name, Font default_font);
void RaylibDeinitialize(void);
/* ... */
#endif /* EVERYTHING_ALWAYS_H_ */
|