void print_threadConfig(void) { t_threadConfigList threadConfigList; common_memset(&threadConfigList, 0x00, sizeof(t_threadConfigList)); config_getThreadConifg("inputfile/threadConfig.xml",&threadConfigList); int i = 0; fprintf(stdout, "count=%d\n", threadConfigList.threadCount); for( i=0; i < threadConfigList.threadCount; i++) { fprintf(stdout, "threadConfig[%d].id=%d\n", i, threadConfigList.list[i].id); fprintf(stdout, "threadConfig[%d].parentId=%d\n", i, threadConfigList.list[i].parentId); } common_free(threadConfigList.list); }
void print_threadAction(void) { t_threadActionListInfo actionListInfo; common_memset(&actionListInfo, 0x00, sizeof(t_threadActionListInfo)); #if 0 void* handle = dlopen(NULL, RTLD_LAZY); #endif config_getThreadAction("inputfile/threadAction.xml", &actionListInfo); int threadCount = 0; #if 0 fprintf(stdout, "threadCount=%d\n", actionListInfo.threadCount); for( threadCount = 0; threadCount < actionListInfo.threadCount; threadCount++) { t_threadActionList* actionList = &actionListInfo.list[threadCount]; fprintf(stdout, "threadID=%d arrayCount=%d\n", actionList->threadId, actionList->arrayCount); int arrayIdx = 0; for( arrayIdx = 0; arrayIdx < actionList->arrayCount; arrayIdx++) { t_threadAction* action = &actionList->array[arrayIdx]; fprintf(stdout, "name=%s\n", action->name); fprintf(stdout, "%p\n", dlsym(handle, action->name)); } } #endif threadCount = 0; for( threadCount = 0; threadCount < actionListInfo.threadCount; threadCount++) { t_threadActionList* actionList = &actionListInfo.list[threadCount]; common_free(actionList->array); } common_free(actionListInfo.list); #if 0 dlclose(handle); #endif }
INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt) { GameWorldState *world = GET_STATE_DATA(state, &state->persistentArena, GameWorldState); if (!common_isSet(world->flags, gameworldstateflags_init)) { #ifdef DENGINE_DEBUG { u8 *data = (u8 *)world; for (i32 i = 0; i < sizeof(GameWorldState); i++) ASSERT(data[i] == 0); } #endif world->pixelsPerMeter = 70.0f; MemoryIndex entityArenaSize = (MemoryIndex)((f32)memory->transientSize * 0.5f); u8 *arenaBase = state->transientArena.base + state->transientArena.size; memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize); world->camera.min = V2(0, 0); world->camera.max = state->renderer.size; world->size = state->renderer.size; world->entityListSize = 1024; world->entityList = MEMORY_PUSH_ARRAY(&world->entityArena, world->entityListSize, Entity); { // Init null entity Entity *nullEntity = &world->entityList[world->entityIndex++]; nullEntity->id = world->entityIdCounter++; } { // Init asteroid entities world->numAsteroids = 15; } { // Init audio renderer world->numAudioRenderers = 8; world->audioRenderer = MEMORY_PUSH_ARRAY( &world->entityArena, world->numAudioRenderers, AudioRenderer); } { // Global Collision Rules setCollisionRule(world, entitytype_ship, entitytype_asteroid_small, TRUE); setCollisionRule(world, entitytype_ship, entitytype_asteroid_medium, TRUE); setCollisionRule(world, entitytype_ship, entitytype_asteroid_large, TRUE); setCollisionRule(world, entitytype_bullet, entitytype_asteroid_small, TRUE); setCollisionRule(world, entitytype_bullet, entitytype_asteroid_medium, TRUE); setCollisionRule(world, entitytype_bullet, entitytype_asteroid_large, TRUE); } world->numStarP = 100; world->starPList = MEMORY_PUSH_ARRAY(&world->entityArena, world->numStarP, v2); world->starMinOpacity = 0.25f; for (i32 i = 0; i < world->numStarP; i++) { i32 randX = rand() % (i32)world->size.x; i32 randY = rand() % (i32)world->size.y; world->starPList[i] = V2i(randX, randY); } world->flags |= gameworldstateflags_init; world->scoreMultiplier = 5; world->scoreMultiplierBarTimer = 0.0f; world->scoreMultiplierBarThresholdInS = 2.0f; } if (common_isSet(world->flags, gameworldstateflags_level_started)) { Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40); Renderer *renderer = &state->renderer; /* Render scores onto screen */ v2 stringP = V2((renderer->size.w * 0.5f), renderer->size.h - arial40->size); char gamePointsString[COMMON_ITOA_MAX_BUFFER_32BIT] = {0}; common_itoa(world->score, gamePointsString, ARRAY_COUNT(gamePointsString)); renderer_stringFixedCentered(renderer, &state->transientArena, arial40, gamePointsString, stringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 1, 0); /* Render multiplier accumulator bar onto screen */ v2 stringDim = asset_fontStringDimInPixels(arial40, gamePointsString); v2 multiplierOutlineSize = V2(renderer->size.w * 0.5f, stringDim.h * 0.25f); v2 multiplierOutlineP = V2(renderer->size.w * 0.5f, stringP.h); multiplierOutlineP.x -= (multiplierOutlineSize.w * 0.5f); multiplierOutlineP.y -= stringDim.h * 1.5f; renderer_rectFixedOutline( renderer, multiplierOutlineP, multiplierOutlineSize, V2(0, 0), 2, 0, NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 2, renderflag_no_texture); f32 progressNormalised = world->scoreMultiplierBarTimer / world->scoreMultiplierBarThresholdInS; renderer_rectFixed(renderer, multiplierOutlineP, V2(multiplierOutlineSize.w * progressNormalised, multiplierOutlineSize.h), V2(0, 0), 0, NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 1, renderflag_no_texture); /* Render multiplier counter hud onto screen */ v2 multiplierHudP = V2(0, 0.05f * renderer->size.h); v2 multiplierHudSize = V2((arial40->maxSize.w * 3.5f), arial40->fontHeight * 1.2f); renderer_rectFixed(renderer, multiplierHudP, multiplierHudSize, V2(0, 0), 0, NULL, V4(1, 1, 1, 0.1f), 2, renderflag_no_texture); /* Render multiplier counter string to hud */ char multiplierToString[COMMON_ITOA_MAX_BUFFER_32BIT + 1] = {0}; common_itoa(world->scoreMultiplier, multiplierToString + 1, ARRAY_COUNT(multiplierToString) - 1); multiplierToString[0] = 'x'; v2 multiplierToStringP = multiplierHudP; multiplierToStringP = v2_add(multiplierToStringP, v2_scale(multiplierHudSize, 0.5f)); renderer_stringFixedCentered( renderer, &state->transientArena, arial40, multiplierToString, multiplierToStringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 3, 0); /* Process multiplier bar updates */ if (!common_isSet(world->flags, gameworldstateflags_player_lost)) { f32 barTimerPenalty = 1.0f; if (world->timeSinceLastShot < 1.5f) { barTimerPenalty = 0.1f; } world->scoreMultiplierBarTimer += (barTimerPenalty * dt); world->timeSinceLastShot += dt; if (world->scoreMultiplierBarTimer > world->scoreMultiplierBarThresholdInS) { world->scoreMultiplierBarTimer = 0; world->scoreMultiplier++; if (world->scoreMultiplier > 9999) world->scoreMultiplier = 9999; } } } if (common_isSet(world->flags, gameworldstateflags_player_lost)) { Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40); char *gameOver = "Game Over"; v2 gameOverP = v2_scale(state->renderer.size, 0.5f); renderer_stringFixedCentered( &state->renderer, &state->transientArena, arial40, "Game Over", gameOverP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0); v2 gameOverSize = asset_fontStringDimInPixels(arial40, gameOver); v2 replayP = V2(gameOverP.x, gameOverP.y - (gameOverSize.h * 1.2f)); renderer_stringFixedCentered( &state->renderer, &state->transientArena, arial40, "Press enter to play again or backspace to return to menu", replayP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0); if (platform_queryKey(&state->input.keys[keycode_enter], readkeytype_one_shot, 0.0f)) { // TODO(doyle): Extract score init default values to some game // definitions file world->score = 0; world->scoreMultiplier = 5; world->scoreMultiplierBarTimer = 0.0f; world->scoreMultiplierBarThresholdInS = 2.0f; addPlayer(world); world->flags ^= gameworldstateflags_player_lost; } else if (platform_queryKey(&state->input.keys[keycode_backspace], readkeytype_one_shot, 0.0f)) { common_memset((u8 *)world, 0, sizeof(*world)); state->currState = appstate_StartMenuState; return; } } for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++) addAsteroid(world, (rand() % asteroidsize_count)); Radians starRotation = DEGREES_TO_RADIANS(45.0f); v2 starSize = V2(2, 2); ASSERT(world->starMinOpacity >= 0.0f && world->starMinOpacity <= 1.0f); f32 opacityFadeRateInS = 0.5f; if (world->starFadeAway) { opacityFadeRateInS *= -1.0f; } if (world->starOpacity > 1.0f) { world->starOpacity = 1.0f; world->starFadeAway = TRUE; } else if (world->starOpacity < world->starMinOpacity) { world->starOpacity = world->starMinOpacity; world->starFadeAway = FALSE; } world->starOpacity += (opacityFadeRateInS * dt); DEBUG_PUSH_VAR("Star Opacity: %5.2f", world->starOpacity, "f32"); for (i32 i = 0; i < world->numStarP; i++) { world->starPList[i] = v2_add(world->starPList[i], V2(4.0f * dt, 0)); world->starPList[i] = wrapPAroundBounds( world->starPList[i], math_rectCreate(V2(0, 0), world->size)); renderer_rect(&state->renderer, world->camera, world->starPList[i], starSize, V2(0, 0), starRotation, NULL, V4(0.8f, 0.8f, 0.8f, world->starOpacity), 0, renderflag_no_texture | renderflag_wireframe); } #ifdef DENGINE_DEBUG if (platform_queryKey(&state->input.keys[keycode_left_square_bracket], readkeytype_repeat, 0.2f)) { addAsteroid(world, (rand() % asteroidsize_count)); } #endif ASSERT(world->entityList[0].id == NULL_ENTITY_ID); for (i32 i = 1; i < world->entityIndex; i++) { Entity *entity = &world->entityList[i]; ASSERT(entity->type != entitytype_invalid); v2 pivotPoint = {0}; f32 ddPSpeedInMs = 0; v2 ddP = {0}; if (entity->type == entitytype_ship) { if (platform_queryKey(&state->input.keys[keycode_up], readkeytype_repeat, 0.0f)) { // TODO(doyle): Renderer creates upfacing triangles by default, // but we need to offset rotation so that our base "0 degrees" // is right facing for trig to work Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f)); v2 direction = V2(math_cosf(rotation), math_sinf(rotation)); ddP = direction; AudioVorbis *thrust = asset_vorbisGet(&state->assetManager, "thrust"); AudioRenderer *audioRenderer = getFreeAudioRenderer(world, thrust, 3); if (audioRenderer) { audio_vorbisPlay(&state->transientArena, &state->audioManager, audioRenderer, thrust, 1); } } if (platform_queryKey(&state->input.keys[keycode_space], readkeytype_one_shot, KEY_DELAY_NONE)) { addBullet(world, entity); if (world->timeSinceLastShot >= 0) { world->timeSinceLastShot = 0; f32 multiplierPenalty = -2.0f; world->timeSinceLastShot += multiplierPenalty; } AudioVorbis *fire = asset_vorbisGet(&state->assetManager, "fire"); AudioRenderer *audioRenderer = getFreeAudioRenderer(world, fire, 2); if (audioRenderer) { // TODO(doyle): Atm transient arena is not used, this is // just to fill out the arguments audio_vorbisPlay(&state->transientArena, &state->audioManager, audioRenderer, fire, 1); } } Degrees rotationsPerSecond = 180.0f; if (platform_queryKey(&state->input.keys[keycode_left], readkeytype_repeat, 0.0f)) { entity->rotation += (rotationsPerSecond)*dt; } if (platform_queryKey(&state->input.keys[keycode_right], readkeytype_repeat, 0.0f)) { entity->rotation -= (rotationsPerSecond)*dt; } entity->rotation = (f32)((i32)entity->rotation); ddPSpeedInMs = 25; DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2"); DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2"); DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32"); DEBUG_PUSH_VAR("TimeSinceLastShot: %5.2f", world->timeSinceLastShot, "f32"); renderer_rect(&state->renderer, world->camera, entity->pos, V2(5, 5), V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL, V4(1.0f, 1.0f, 1.0f, 1.0f), 0, renderflag_no_texture); } else if (entity->type >= entitytype_asteroid_small && entity->type <= entitytype_asteroid_large) { i32 randValue = rand(); // NOTE(doyle): If it is a new asteroid with no dp set, we need to // set a initial dp for it to move from. v2 localDp = {0}; if ((i32)entity->dP.x == 0 && (i32)entity->dP.y == 0) { enum Direction direction = randValue % direction_count; switch (direction) { case direction_north: case direction_northwest: { localDp.x = 1.0f; localDp.y = 1.0f; } break; case direction_west: case direction_southwest: { localDp.x = -1.0f; localDp.y = -1.0f; } break; case direction_south: case direction_southeast: { localDp.x = 1.0f; localDp.y = -1.0f; } break; case direction_east: case direction_northeast: { localDp.x = 1.0f; localDp.y = 1.0f; } break; default: { ASSERT(INVALID_CODE_PATH); } break; } } // NOTE(doyle): Otherwise, if it has pre-existing dp, maintain our // direction by extrapolating from it's current dp else { if (entity->dP.x >= 0) localDp.x = 1.0f; else localDp.x = -1.0f; if (entity->dP.y >= 0) localDp.y = 1.0f; else localDp.y = -1.0f; } /* NOTE(doyle): We compare current dP with the calculated dP. In the event we want to artificially boost the asteroid, we set a higher dP on creation, which will have a higher dP than the default dP we calculate. So here we choose to keep it until it decays enough that the default dP of the asteroid is accepted. */ v2 newDp = v2_scale(localDp, world->pixelsPerMeter * 1.5f); f32 newDpSum = ABS(newDp.x) + ABS(newDp.y); f32 oldDpSum = ABS(entity->dP.x) + ABS(entity->dP.y); if (newDpSum > oldDpSum) { entity->dP = newDp; } } else if (entity->type == entitytype_bullet) { if (!math_rectContainsP(world->camera, entity->pos)) { deleteEntity(world, i--); continue; } Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f)); v2 localDp = V2(math_cosf(rotation), math_sinf(rotation)); entity->dP = v2_scale(localDp, world->pixelsPerMeter * 5); } else if (entity->type == entitytype_particle) { f32 diff = entity->color.a - 0.1f; if (diff < 0.01f) { deleteEntity(world, i--); continue; } f32 divisor = MAX(entity->particleInitDp.x, entity->particleInitDp.y); f32 maxDp = MAX(entity->dP.x, entity->dP.y); entity->color.a = maxDp / divisor; } entity->pos = wrapPAroundBounds(entity->pos, math_rectCreate(V2(0, 0), world->size)); /* Loop entity around world */ i32 collisionIndex = moveEntity(world, &state->transientArena, entity, i, ddP, dt, ddPSpeedInMs); v4 collideColor = {0}; if (collisionIndex != -1) { ASSERT(collisionIndex < world->entityIndex); Entity *collideEntity = &world->entityList[collisionIndex]; Entity *colliderA; Entity *colliderB; if (collideEntity->type < entity->type) { colliderA = collideEntity; colliderB = entity; } else { colliderA = entity; colliderB = collideEntity; } // Assumptions made that the collision detect system relies on ASSERT(entitytype_ship < entitytype_asteroid_small); ASSERT(entitytype_asteroid_small < entitytype_asteroid_medium); ASSERT(entitytype_asteroid_medium < entitytype_asteroid_large); ASSERT(entitytype_asteroid_large < entitytype_bullet); ASSERT(entitytype_asteroid_small + 1 == entitytype_asteroid_medium); ASSERT(entitytype_asteroid_medium + 1 == entitytype_asteroid_large); if (colliderA->type >= entitytype_asteroid_small && colliderA->type <= entitytype_asteroid_large) { f32 numParticles = 4; if (colliderA->type == entitytype_asteroid_medium) { AsteroidSpec spec = {0}; spec.pos = colliderA->pos; spec.dP = v2_scale(colliderA->dP, -2.0f); addAsteroidWithSpec(world, asteroidsize_small, &spec); numParticles = 8; world->score += (10 * world->scoreMultiplier); } else if (colliderA->type == entitytype_asteroid_large) { AsteroidSpec spec = {0}; spec.pos = colliderA->pos; spec.dP = v2_scale(colliderA->dP, -4.0f); addAsteroidWithSpec(world, asteroidsize_medium, &spec); spec.dP = v2_perpendicular(spec.dP); addAsteroidWithSpec(world, asteroidsize_small, &spec); spec.dP = v2_perpendicular(colliderA->dP); addAsteroidWithSpec(world, asteroidsize_small, &spec); numParticles = 16; world->score += (20 * world->scoreMultiplier); } else { world->score += (5 * world->scoreMultiplier); } for (i32 i = 0; i < numParticles; i++) { { // Add particles Entity *particle = &world->entityList[world->entityIndex++]; particle->id = world->entityIdCounter++; particle->pos = colliderA->pos; particle->size = V2(4.0f, 4.0f); i32 randValue = rand(); Radians rotation = DEGREES_TO_RADIANS((randValue % 360)); v2 randDirectionVec = V2(math_cosf(rotation), math_sinf(rotation)); i32 particleDpLimit = 8; f32 randDpMultiplier = (f32)(randValue % particleDpLimit) + 1; v2 newDp = v2_scale(colliderA->dP, randDpMultiplier); newDp = v2_hadamard(newDp, randDirectionVec); particle->dP = newDp; particle->particleInitDp = newDp; particle->offset = v2_scale(particle->size, -0.5f); particle->hitbox = particle->size; particle->rotation = 0; particle->renderMode = rendermode_polygon; if (!world->particleVertexCache) { world->particleVertexCache = MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2); world->particleVertexCache[0] = V2(0, particle->size.h); world->particleVertexCache[1] = V2(0, 0); world->particleVertexCache[2] = V2(particle->size.w, 0); world->particleVertexCache[3] = particle->size; } particle->vertexPoints = world->particleVertexCache; particle->numVertexPoints = 4; particle->type = entitytype_particle; particle->color = V4(1.0f, 0.0f, 0, 1.0f); } } ASSERT(colliderB->type == entitytype_bullet); deleteEntity(world, collisionIndex); deleteEntity(world, i--); world->asteroidCounter--; ASSERT(world->asteroidCounter >= 0); char *sound; i32 choice = rand() % 3; if (choice == 0) { sound = "bang_small"; } else if (choice == 1) { sound = "bang_medium"; } else { sound = "bang_large"; } AudioVorbis *explode = asset_vorbisGet(&state->assetManager, sound); AudioRenderer *audioRenderer = getFreeAudioRenderer(world, explode, 3); if (audioRenderer) { audio_vorbisPlay(&state->transientArena, &state->audioManager, audioRenderer, explode, 1); } continue; } else if (colliderA->type == entitytype_ship) { if (colliderB->type >= entitytype_asteroid_small && colliderB->type <= entitytype_asteroid_large) { world->flags |= gameworldstateflags_player_lost; if (collideEntity->type == entitytype_ship) { deleteEntity(world, collisionIndex); } else { deleteEntity(world, i--); } AudioVorbis *explode = asset_vorbisGet(&state->assetManager, "bang_large"); AudioRenderer *audioRenderer = getFreeAudioRenderer(world, explode, 3); if (audioRenderer) { audio_vorbisPlay(&state->transientArena, &state->audioManager, audioRenderer, explode, 1); } continue; } } } RenderFlags flags = renderflag_wireframe | renderflag_no_texture; renderer_entity(&state->renderer, &state->transientArena, world->camera, entity, V2(0, 0), 0, collideColor, 0, flags); } for (i32 i = 0; i < world->numAudioRenderers; i++) { AudioRenderer *audioRenderer = &world->audioRenderer[i]; audio_updateAndPlay(&state->transientArena, &state->audioManager, audioRenderer); } }