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logic.cpp
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358 lines (324 loc) · 12.1 KB
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#if !defined(GAMEPLAY_LOGIC_CPP)
#define GAMEPLAY_LOGIC_CPP
internal void
UpdateOverworld(game_state *GameState, rectangle ScreenOutline, rectangle GameBoardRect, platform_services PlatformServices, game_input *Input){
int32 MouseRectIndex = GetOverworldRectIndex(Input->MouseX, Input->MouseY, GameBoardRect);
if(Input->MouseLeft.Changed && Input->MouseLeft.EndedDown){
if(MouseRectIndex >= 0){
GameState->LevelIndex = MouseRectIndex;
ReloadLevel(GameState, PlatformServices);
GameState->Mode = Game_Mode_Play;
}
}
if(Input->MouseRight.Changed && Input->MouseRight.EndedDown){
if(MouseRectIndex >= 0){
GameState->Overworld.LevelInfos[MouseRectIndex].Exists = false;
}
}
}
internal void
PlayNextSnake(game_state *GameState){
uint64 Index = GameState->Player - GameState->Level.Snakes;
GameState->Player = &GameState->Level.Snakes[(Index+1) % GameState->Level.SnakeCount];
}
internal void
ClearMarkedSnakes(marked_snakes *MarkedSnakes){
for(uint32 i = 0; i < ArrayCount(MarkedSnakes->IsMarked); i++){
MarkedSnakes->IsMarked[i] = false;
MarkedSnakes->Snakes[i] = 0;
}
MarkedSnakes->Count = 0;
}
internal bool
IsRecursiveVisitPushable(level *Level, marked_snakes *MarkedSnakes, uint32 SnakeID, uint32 FirstSnakeID, vec2i Dir){
uint32 SnakeIndex = SnakeID-SNAKE_ID_OFFSET;
assert(SnakeIndex >= 0 && SnakeIndex < Level->SnakeCount);
snake *Snake = Level->Snakes + SnakeIndex;
MarkedSnakes->IsMarked[SnakeIndex] = true;
MarkedSnakes->Snakes[MarkedSnakes->Count++] = Snake;
for(int32 i = 0; i < Snake->Length; i++){
vec2i DestP = Snake->Parts[i].GridP + Dir;
if(!IsPInBounds(DestP, Level->Width, Level->Height)){
return false;
}
uint32 DestValue = Level->Occupancy[DestP.X][DestP.Y];
if( DestValue == FirstSnakeID || DestValue == Tile_Type_Solid ||
DestValue == Tile_Type_Fruit || (DestValue == Tile_Type_Spikes && Dir.Y >= 0)){
return false;
}else if( DestValue >= SNAKE_ID_OFFSET && !MarkedSnakes->IsMarked[DestValue-SNAKE_ID_OFFSET] &&
!IsRecursiveVisitPushable(Level, MarkedSnakes, DestValue, FirstSnakeID, Dir)){
return false;
}
}
return true;
}
internal bool
MarkIfSnakesCanMoove(level *Level, marked_snakes *MarkedSnakes, uint32 SnakeID, uint32 FirstSnakeID, vec2i Dir){
ClearMarkedSnakes(MarkedSnakes);
bool Result = IsRecursiveVisitPushable(Level, MarkedSnakes, SnakeID, FirstSnakeID, Dir);
return Result;
}
internal void
PushMarkedSnakes(level *Level, marked_snakes *MarkedSnakes, vec2i Dir){
for(int32 s = 0; s < MarkedSnakes->Count; s++){
snake *Snake = MarkedSnakes->Snakes[s];
for(int32 p = 0; p < Snake->Length; p++){
vec2i PartPos = Snake->Parts[p].GridP;
Level->Occupancy[PartPos.X][PartPos.Y] = Tile_Type_Empty;
}
}
for(int32 s = 0; s < MarkedSnakes->Count; s++){
snake *Snake = MarkedSnakes->Snakes[s];
for(int32 p = 0; p < Snake->Length; p++){
Snake->Parts[p].GridP += Dir;
vec2i PartPos = Snake->Parts[p].GridP;
Level->Occupancy[PartPos.X][PartPos.Y] = Snake->SnakeID;
}
}
}
internal bool
WillAMarkedSnakeBePushedOnSpikes(level *Level, marked_snakes *MarkedSnakes, vec2i Dir){
for(int32 s = 0; s < MarkedSnakes->Count; s++){
snake *Snake = MarkedSnakes->Snakes[s];
for(int32 p = 0; p < Snake->Length; p++){
vec2i DestDir = Snake->Parts[p].GridP + Dir;
if(Level->Occupancy[DestDir.X][DestDir.Y] == Tile_Type_Spikes){
return true;
}
}
}
return false;
}
internal uint32
IfOnPortalGetPortalID(level *Level, uint32 SnakeID){
uint32 SnakeIndex = SnakeID - SNAKE_ID_OFFSET;
assert(SnakeIndex >= 0 && SnakeIndex < Level->SnakeCount);
snake *Snake = Level->Snakes + SnakeIndex;
for(int32 p = 0; p < Snake->Length; p++){
vec2i PartP = Snake->Parts[p].GridP;
for(int32 PortalIndex = 0; PortalIndex < 2; PortalIndex++){
if(PartP == Level->PortalPs[PortalIndex]){
return PortalIndex + Tile_Type_PortalOne;
}
}
}
return 0;
}
internal bool
CanSnakeBeTeleported(level *Level, uint32 SnakeID, uint32 PortalID){
uint32 SnakeIndex = SnakeID - SNAKE_ID_OFFSET;
assert(SnakeIndex >= 0 && SnakeIndex < Level->SnakeCount);
int32 PortalIndex = PortalID - Tile_Type_PortalOne;
assert(PortalIndex >= 0 && PortalIndex <= 1);
vec2i SourcePortalP = Level->PortalPs[PortalIndex];
vec2i DestPortalP = Level->PortalPs[(PortalIndex+1)%2];
for(int32 p = 0; p < Level->Snakes[SnakeIndex].Length; p++){
vec2i GridP = Level->Snakes[SnakeIndex].Parts[p].GridP;
vec2i PartOffset = GridP - SourcePortalP;
vec2i DestP = DestPortalP + PartOffset;
if( !IsPInBounds(DestP, Level->Width, Level->Height) ||
Level->Occupancy[DestP.X][DestP.Y] == Tile_Type_Solid ||
Level->Occupancy[DestP.X][DestP.Y] == Tile_Type_Spikes||
Level->Occupancy[DestP.X][DestP.Y] == Tile_Type_Fruit ||
Level->Occupancy[DestP.X][DestP.Y] >= SNAKE_ID_OFFSET){
return false;
}
}
return true;
}
internal void
TeleportSnake(level *Level, uint32 SnakeID, uint32 SourcePortalID){
uint32 SnakeIndex = SnakeID - SNAKE_ID_OFFSET;
assert(SnakeIndex >= 0 && SnakeIndex < Level->SnakeCount);
int32 PortalIndex = SourcePortalID - Tile_Type_PortalOne;
assert(PortalIndex >= 0 && PortalIndex <= 1);
vec2i SourcePortalP = Level->PortalPs[PortalIndex];
vec2i DestPortalP = Level->PortalPs[(PortalIndex+1)%2];
for(int32 p = 0; p < Level->Snakes[SnakeIndex].Length; p++){
vec2i GridP = Level->Snakes[SnakeIndex].Parts[p].GridP;
Level->Occupancy[GridP.X][GridP.Y] = Tile_Type_Empty;
vec2i PartOffset = GridP - SourcePortalP;
vec2i DestP = DestPortalP + PartOffset;
Level->Occupancy[DestP.X][DestP.Y] = SnakeID;
Level->Snakes[SnakeIndex].Parts[p].GridP = DestP;
}
}
internal void
GenerateNewStateAfterTransition(level *Level, marked_snakes *MarkedSnakes){
bool PushOccured = false;
for(uint32 SnakeIndex = 0; SnakeIndex < Level->SnakeCount; SnakeIndex++){
snake *Snake = Level->Snakes + SnakeIndex;
transition *Transition = &Snake->Transition;
if(Transition->Type == Transition_Type_GotPushed && !PushOccured){
PushMarkedSnakes(Level, MarkedSnakes, Transition->GotPushed.Direction);
PushOccured = true;
}
}
for(uint32 SnakeIndex = 0; SnakeIndex < Level->SnakeCount; SnakeIndex++){
snake *Snake = Level->Snakes + SnakeIndex;
snake_part *Head = Snake->Parts;
snake_part *Tail = Snake->Parts + (Snake->Length-1);
transition *Transition = &Snake->Transition;
switch(Transition->Type){
case Transition_Type_Slide:
{
Level->Occupancy[Tail->GridP.X][Tail->GridP.Y] = Tile_Type_Empty;
for(uint32 i = Snake->Length-1; i > 0; i--){
Snake->Parts[i].GridP = Snake->Parts[i-1].GridP;
}
Head->GridP = Transition->Slide.NewHeadP;
Level->Occupancy[Head->GridP.X][Head->GridP.Y] = Snake->SnakeID;
}
break;
case Transition_Type_Teleportation:
{
TeleportSnake(Level, Snake->SnakeID, Transition->Teleportation.SourcePortalID);
}
break;
default:
break;
}
}
}
internal void
UpdateLogic(game_state *GameState, game_input *Input, platform_services PlatformServices){
if(Input->r.EndedDown && Input->r.Changed){
ReloadLevel(GameState, PlatformServices);
}
if(!GameState->Player){
return;
}
if(GameState->Player->SnakeID - SNAKE_ID_OFFSET >= GameState->Level.SnakeCount){
if(GameState->Level.SnakeCount > 0){
GameState->Player = &GameState->Level.Snakes[0];
}else if(GameState->Level.SnakeCount == 0){
GameState->Mode = Game_Mode_Overworld;
return;
}
}
for(uint32 i = 0; i < GameState->Level.SnakeCount; i++){
if(GameState->Level.Snakes[i].Transition.Type != Transition_Type_None){
GameState->t += 0.15f;
if(GameState->t <= 1.0f){
return;
}else{
GameState->t = 0.0f;
GenerateNewStateAfterTransition(&GameState->Level, &GameState->MarkedSnakes);
for(uint32 i = 0; i < GameState->Level.SnakeCount; i++){
GameState->Level.Snakes[i].Transition = {};
}
}
break;
}
}
if(Input->Space.EndedDown && Input->Space.Changed){
PlayNextSnake(GameState);
}
snake *Player = GameState->Player;
level *Level = &GameState->Level;
snake_part *Head = Player->Parts;
#if TELEPORTATION_MID_AIR
for(uint32 SnakeIndex = 0; SnakeIndex < Level->SnakeCount; SnakeIndex++){
snake *Snake = Level->Snakes + SnakeIndex;
uint32 PortalID = IfOnPortalGetPortalID(Level, Snake->SnakeID);
if(!Snake->IsOnPortal && PortalID && CanSnakeBeTeleported(Level, Snake->SnakeID, PortalID)){
Snake->Transition.Type = Transition_Type_Teleportation;
Snake->Transition.Teleportation.SourcePortalID = PortalID;
Snake->IsOnPortal = true;
return;
}else if(!PortalID){
Snake->IsOnPortal = false;
}
}
#endif
#if COMPLETE_AND_DELETE_MID_AIR
if(Level->FruitCount == 0){
for(uint32 i = 0; i < Level->SnakeCount; i++){
snake *Snake = Level->Snakes + i;
if(Snake->Parts[0].GridP == Level->GoalP){
DeleteSnakeReorderIDs(Level, Snake->SnakeID);
break;
}
}
}
#endif
#if GRAVITY
for(uint32 SnakeIndex = 0; SnakeIndex < Level->SnakeCount; SnakeIndex++){
uint32 SnakeID = SnakeIndex + SNAKE_ID_OFFSET;
while(MarkIfSnakesCanMoove(Level, &GameState->MarkedSnakes, SnakeID, SNAKE_MAX_COUNT+SNAKE_ID_OFFSET, vec2i{0, -1})){
if(WillAMarkedSnakeBePushedOnSpikes(Level, &GameState->MarkedSnakes, vec2i{0, -1})){
ReloadLevel(GameState, PlatformServices);
return;
}
PushMarkedSnakes(Level, &GameState->MarkedSnakes, vec2i{0, -1});
#if COMPLETE_AND_DELETE_MID_AIR
if(Level->FruitCount == 0){
for(uint32 i = 0; i < Level->SnakeCount; i++){
snake *Snake = Level->Snakes + i;
if(Snake->Parts[0].GridP == Level->GoalP){
DeleteSnakeReorderIDs(Level, Snake->SnakeID);
return;
}
}
}
#endif
#if TELEPORTATION_MID_AIR
for(int32 i = 0; i < GameState->MarkedSnakes.Count; i++){
snake *Snake = GameState->MarkedSnakes.Snakes[i];
uint32 PortalID = IfOnPortalGetPortalID(Level, Snake->SnakeID);
if(!Snake->IsOnPortal && PortalID && CanSnakeBeTeleported(Level, Snake->SnakeID, PortalID)){
Snake->Transition.Type = Transition_Type_Teleportation;
Snake->Transition.Teleportation.SourcePortalID = PortalID;
Snake->IsOnPortal = true;
return;
}else if(!PortalID){
Snake->IsOnPortal = false;
}
}
#endif
}
}
#endif
vec2i Direction = {};
if(Input->ArrowRight.EndedDown && Input->ArrowRight.Changed){
Direction = {1, 0};
}else if(Input->ArrowLeft.EndedDown && Input->ArrowLeft.Changed){
Direction = {-1, 0};
}else if(Input->ArrowUp.EndedDown && Input->ArrowUp.Changed){
Direction = {0, 1};
}else if(Input->ArrowDown.EndedDown && Input->ArrowDown.Changed){
Direction = {0, -1};
}
vec2i NewP = Head->GridP + Direction;
if(Direction != vec2i{} && IsInBounds(NewP.X, NewP.Y, Level->Width, Level->Height)){
uint32 Value = Level->Occupancy[NewP.X][NewP.Y];
if( Value == Tile_Type_Empty || Value == Tile_Type_Goal ||
Value == Tile_Type_PortalOne || Value == Tile_Type_PortalTwo){
Player->Transition.Type = Transition_Type_Slide;
Player->Transition.Slide.NewHeadP = NewP;
}else if(Value >= SNAKE_ID_OFFSET && Value != Player->SnakeID && MarkIfSnakesCanMoove(Level, &GameState->MarkedSnakes, Value, Player->SnakeID, Direction)){
for(int32 i = 0; i < GameState->MarkedSnakes.Count; i++){
GameState->MarkedSnakes.Snakes[i]->Transition.Type = Transition_Type_GotPushed;
GameState->MarkedSnakes.Snakes[i]->Transition.GotPushed.Direction = Direction;
}
Player->Transition.Type = Transition_Type_Slide;
Player->Transition.Slide.NewHeadP = NewP;
}else if (Value == Tile_Type_Fruit){
Player->Length++;
assert(Player->Length <= SNAKE_MAX_LENGTH);
Level->FruitCount--;
Player->Transition.Type = Transition_Type_Slide;
Player->Transition.Slide.NewHeadP = NewP;
}
}
if(IsPInBounds(Level->GoalP, Level->Width, Level->Height) && Level->Occupancy[Level->GoalP.X][Level->GoalP.Y] == Tile_Type_Empty){
Level->Occupancy[Level->GoalP.X][Level->GoalP.Y] = Tile_Type_Goal;
}
if(IsPInBounds(Level->PortalPs[0], Level->Width, Level->Height) && Level->Occupancy[Level->PortalPs[0].X][Level->PortalPs[0].Y] == Tile_Type_Empty){
Level->Occupancy[Level->PortalPs[0].X][Level->PortalPs[0].Y] = Tile_Type_PortalOne;
}
if(IsPInBounds(Level->PortalPs[1], Level->Width, Level->Height) && Level->Occupancy[Level->PortalPs[1].X][Level->PortalPs[1].Y] == Tile_Type_Empty){
Level->Occupancy[Level->PortalPs[1].X][Level->PortalPs[1].Y] = Tile_Type_PortalTwo;
}
}
#endif //GAMEPLAY_LOGIC_CPP