cOMS/entity/Entity.h
2024-09-12 01:30:46 +02:00

89 lines
2.5 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_ENTITY_H
#define TOS_ENTITY_H
#include "../stdlib/Types.h"
#include "../stdlib/HashMap.h"
#include "EntityType.h"
#define MAX_ENTITY_NAME_LENGTH 32
struct Entity {
// The id is the same as its location in memory/in the ecs array
// This is is only an internal id and NOT the same as a db id (e.g. player id)
uint64 internal_id;
EntityType type;
// Counts the references to this entity
// e.g. textures
int reference_count;
Entity* next;
Entity* prev;
// A entity can reference up to N other entities
// This allows us to quickly update the other entities
// Example: A player pulls N mobs
// @bug This means there are hard limits on how many mobs can be pulled by a player
Entity* references[50];
uint64 free_references; // bits show which is free
Entity* schema; // This entity represents the schema for this entity (most likely stored in a separate ecs)
// Actual memory address and specific entity data
byte* self;
};
struct EntitySchema {
// The id is the same as its location in memory/in the ecs array
// This is is only an internal id and NOT the same as a db id (e.g. player id)
uint64 internal_id;
// Could be 0 if there is no official id
uint64 official_id;
char name[MAX_ENTITY_NAME_LENGTH];
EntityType type;
// Counts the references to this entity
// e.g. textures
int reference_count;
// Describes how much ram/vram the asset uses
// E.g. vram_size = 0 but ram_size > 0 means that it never uses any gpu memory
uint64 ram_size;
uint64 vram_size;
// Usually 1 but in some cases an ECS may hold entities of variable chunk length
// For textures for example a 128x128 is of size 1 but 256x256 is of size 4
uint32 size;
// Describes if the memory is currently available in ram/vram
// E.g. a entity might be uploaded to the gpu and no longer held in ram (or the other way around)
bool is_ram;
bool is_vram;
EntitySchema* next;
EntitySchema* prev;
// A entity can reference up to N other entities
// This allows us to quickly update the other entities
// Example: A player pulls N mobs
// @bug This means there are hard limits on how many mobs can be pulled by a player
Entity* references[50];
uint64 free_references; // bits show which is free
// Actual memory address and specific schema data
byte* self;
};
#endif