diff --git a/src/Debug.c b/src/Debug.c index a4f8611..d9cf13b 100644 --- a/src/Debug.c +++ b/src/Debug.c @@ -330,6 +330,8 @@ void debug_drawUi(GameState *state, f32 dt) DEBUG_PUSH_VAR("glDrawArray Calls: %d", GLOBAL_debug.callCount[debugcallcount_drawArrays], "i32"); + i32 debug_bAllocated = state->arena.bytesAllocated; + DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32"); i32 debug_kbAllocated = state->arena.bytesAllocated / 1024; DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32"); diff --git a/src/WorldTraveller.c b/src/WorldTraveller.c index b1d7891..f73feb2 100644 --- a/src/WorldTraveller.c +++ b/src/WorldTraveller.c @@ -45,7 +45,7 @@ INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size, entity.stats->health = entity.stats->maxHealth; entity.stats->actionRate = 100; entity.stats->actionTimer = entity.stats->actionRate; - entity.stats->actionSpdMul = 100; + entity.stats->actionSpdMul = 1000; entity.stats->entityIdToAttack = -1; entity.stats->queuedAttack = entityattack_invalid; entity.state = entitystate_idle; @@ -450,7 +450,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt) } // TODO(doyle): Revisit key input with state checking for last ended down - if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown) + if (state->keys[GLFW_KEY_SPACE]) { Renderer *renderer = &state->renderer; f32 yPos = CAST(f32)(rand() % CAST(i32)renderer->size.h); @@ -460,10 +460,6 @@ INTERNAL void parseInput(GameState *state, const f32 dt) addGenericMob(&state->arena, &state->assetManager, world, pos); spaceBarWasDown = TRUE; } - else if (!state->keys[GLFW_KEY_SPACE]) - { - spaceBarWasDown = FALSE; - } } // NOTE(doyle): Clipping threshold for snapping velocity to 0 @@ -507,10 +503,13 @@ INTERNAL void parseInput(GameState *state, const f32 dt) b32 heroCollided = FALSE; if (hero->collides == TRUE) { - for (i32 i = 0; i < world->freeEntityIndex; i++) + for (i32 i = 0; i < world->maxEntities; i++) { if (i == world->heroIndex) continue; + Entity entity = world->entities[i]; + if (entity.state == entitystate_dead) continue; + if (entity.collides) { v4 heroRect = @@ -623,7 +622,10 @@ INTERNAL i32 findBestEntityToAttack(World *world, Entity attacker) if (attacker.type == entitytype_mob) { Entity hero = world->entities[world->heroIndex]; - result = hero.id; + + if (hero.state == entitystate_dead) result = ENTITY_NULL_ID; + else result = hero.id; + return result; } @@ -666,6 +668,16 @@ INTERNAL inline void updateWorldBattleEntities(World *world, Entity *entity, #endif } +INTERNAL inline void resetEntityState(World *world, Entity *entity) +{ + updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); + setActiveEntityAnim(entity, animlist_hero_idle); + entity->stats->busyDuration = 0; + entity->stats->actionTimer = entity->stats->actionRate; + entity->stats->queuedAttack = entityattack_invalid; + entity->stats->entityIdToAttack = ENTITY_NULL_ID; +} + INTERNAL void entityStateSwitch(World *world, Entity *entity, enum EntityState newState) { @@ -691,8 +703,8 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, // attacking it since there's no check before attack if entity is idle // or not (i.e. has moved out of frame last frame). case entitystate_dead: - updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); setActiveEntityAnim(entity, animlist_hero_idle); + entity->stats->busyDuration = 0; entity->stats->actionTimer = entity->stats->actionRate; entity->stats->queuedAttack = entityattack_invalid; entity->stats->entityIdToAttack = ENTITY_NULL_ID; @@ -709,14 +721,16 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, switch (newState) { case entitystate_attack: + { + EntityAnim_ attackAnim = entity->anim[entity->stats->queuedAttack]; + f32 busyDuration = attackAnim.anim->frameDuration * + CAST(f32) attackAnim.anim->numFrames; + entity->stats->busyDuration = busyDuration; break; + } case entitystate_idle: case entitystate_dead: - updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); - setActiveEntityAnim(entity, animlist_hero_idle); - entity->stats->actionTimer = entity->stats->actionRate; - entity->stats->queuedAttack = entityattack_invalid; - entity->stats->entityIdToAttack = ENTITY_NULL_ID; + resetEntityState(world, entity); break; default: #ifdef DENGINE_DEBUG @@ -728,27 +742,14 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, switch (newState) { case entitystate_battle: + setActiveEntityAnim(entity, animlist_hero_battlePose); entity->stats->actionTimer = entity->stats->actionRate; entity->stats->busyDuration = 0; - setActiveEntityAnim(entity, animlist_hero_battlePose); break; - case entitystate_dead: - // TODO(doyle): Repeated logic with battle -> dead - updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); - setActiveEntityAnim(entity, animlist_hero_wave); - entity->stats->actionTimer = entity->stats->actionRate; - entity->stats->queuedAttack = entityattack_invalid; - entity->stats->entityIdToAttack = ENTITY_NULL_ID; - break; - // NOTE(doyle): Entity has been forced out of an attack (out of range) case entitystate_idle: - updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); - setActiveEntityAnim(entity, animlist_hero_idle); - entity->stats->busyDuration = 0; - entity->stats->actionTimer = entity->stats->actionRate; - entity->stats->queuedAttack = entityattack_invalid; - entity->stats->entityIdToAttack = ENTITY_NULL_ID; + case entitystate_dead: + resetEntityState(world, entity); break; default: #ifdef DENGINE_DEBUG @@ -777,24 +778,18 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, entity->state = newState; } -INTERNAL void beginAttack(Entity *attacker) +INTERNAL void beginAttack(World *world, Entity *attacker) { #ifdef DENGINE_DEBUG ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID); #endif + entityStateSwitch(world, attacker, entitystate_attack); - attacker->state = entitystate_attack; switch (attacker->stats->queuedAttack) { case entityattack_tackle: - EntityAnim_ attackAnim = attacker->anim[animlist_hero_tackle]; - f32 busyDuration = attackAnim.anim->frameDuration * - CAST(f32) attackAnim.anim->numFrames; - - attacker->stats->busyDuration = busyDuration; setActiveEntityAnim(attacker, animlist_hero_tackle); - if (attacker->direction == direction_east) attacker->dPos.x += (1.0f * METERS_TO_PIXEL); else @@ -836,6 +831,7 @@ INTERNAL void endAttack(World *world, Entity *attacker) Entity *defender = NULL; // TODO(doyle): Implement faster lookup for entity id in entity table + b32 noMoreValidTargets = FALSE; do { /* Get target entity to attack */ @@ -845,38 +841,39 @@ INTERNAL void endAttack(World *world, Entity *attacker) if (world->entities[i].id == entityIdToAttack) { defender = &world->entities[i]; +#ifdef DENGINE_DEBUG + ASSERT(defender->type == entitytype_mob || + defender->type == entitytype_hero); +#endif + break; } } /* If no longer exists, find next best */ if (!defender) { - if (world->numEntitiesInBattle > 1) + i32 entityIdToAttack = findBestEntityToAttack(world, *attacker); + if (entityIdToAttack == ENTITY_NULL_ID) + { + noMoreValidTargets = TRUE; + } + else { attacker->stats->entityIdToAttack = findBestEntityToAttack(world, *attacker); } - else - { -#ifdef DENGINE_DEBUG - ASSERT(INVALID_CODE_PATH); -#endif - } } - } while (!defender); + } while (!defender && noMoreValidTargets == TRUE); - // TODO(doyle): Very susceptible to bugs- ensure if defender is dead the - // attacker immediately locates a new target or exits battle mode. But this - // is necessary since it's possible that by the time the hero is ready to - // apply attack damage another person may of killed it (i.e. party member) - if (defender) + enum EntityState newAttackerState = entitystate_invalid; + if (!noMoreValidTargets) { // TODO(doyle): Use attacker stats in battle equations if (attacker->type == entitytype_hero) defender->stats->health -= 50; else { - //defender->stats->health--; + // defender->stats->health--; } if (defender->stats->health <= 0) @@ -888,10 +885,16 @@ INTERNAL void endAttack(World *world, Entity *attacker) attacker->stats->entityIdToAttack = findBestEntityToAttack(world, *attacker); } + + newAttackerState = entitystate_battle; + } + else + { + newAttackerState = entitystate_idle; } /* Return attacker back to non-attacking state */ - entityStateSwitch(world, attacker, entitystate_battle); + entityStateSwitch(world, attacker, newAttackerState); } @@ -933,7 +936,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt) // TODO(doyle): Accumulate all dead entities and delete at the // end. Hence resort/organise entity array once, not every time // an entity dies -#if 0 +#if 1 i32 entityIndexInArray = i; deleteEntity(&state->arena, world, entityIndexInArray); @@ -996,7 +999,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt) if (stats->queuedAttack == entityattack_invalid) stats->queuedAttack = entityattack_tackle; - beginAttack(entity); + beginAttack(world, entity); } } else if (entity->state == entitystate_attack)