Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/components.hpp

161 lines
3.5 KiB

#pragma once
#include "components.hpp"
#include "config.hpp"
#include "constants.hpp"
#include "dinkyecs.hpp"
#include "point.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/System/Vector2.hpp>
#include <functional>
#include <nlohmann/json.hpp>
#include <nlohmann/json_fwd.hpp>
#define ENROLL_COMPONENT(COMPONENT, ...) \
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
template <> struct NameOf<COMPONENT> { \
static constexpr const char *name = #COMPONENT; \
};
namespace components {
using namespace nlohmann;
struct Position {
Point location;
};
struct Motion {
int dx;
int dy;
bool random=false;
};
struct Loot {
int amount;
};
struct Tile {
std::string display;
std::array<uint8_t, 3> foreground;
std::array<uint8_t, 3> background;
};
struct GameConfig {
Config game;
Config enemies;
Config items;
Config tiles;
Config devices;
};
struct EnemyConfig {
int hearing_distance = 10;
};
struct Debug {
bool PATHS=false;
bool LIGHT=false;
bool FPS=false;
};
struct Weapon {
int damage = 0;
};
struct Curative {
int hp = 10;
};
struct Combat {
int hp;
int max_hp;
int damage;
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead = false;
int attack(Combat &target);
};
struct LightSource {
int strength = 0;
float radius = 1.0f;
};
struct Device {
json config;
std::vector<std::string> events;
void configure_events(std::vector<std::string> &event_names);
};
struct Sprite {
string name;
};
struct Sound {
std::string attack;
std::string death;
};
struct Animation {
float scale = 0.0f;
bool simple = true;
int frames = 10;
float speed = 0.3f;
int current = 0;
bool playing = false;
float subframe = 0;
void play();
void step(sf::Vector2f& scale_out, sf::IntRect& rect_out);
};
template <typename T> struct NameOf;
// these need to be here if you're using components::convert outside of components.cpp
ENROLL_COMPONENT(Tile, display, foreground, background);
ENROLL_COMPONENT(Sprite, name);
ENROLL_COMPONENT(Curative, hp);
ENROLL_COMPONENT(LightSource, strength, radius);
ENROLL_COMPONENT(Weapon, damage);
ENROLL_COMPONENT(Loot, amount);
using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
struct Player {
DinkyECS::Entity entity;
};
template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
COMPONENT result;
from_json(data, result);
return result;
}
template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
for (auto &i : data["components"]) {
if(i["_type"] == NameOf<COMPONENT>::name) {
COMPONENT result;
from_json(i, result);
return result;
}
}
return {};
}
template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c;
from_json(j, c);
world.set<COMPONENT>(ent, c);
};
}
void configure(ComponentMap& component_map);
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
}