Dengine/src/WorldTraveller.c

967 lines
28 KiB
C

#include "WorldTraveller/WorldTraveller.h"
#include "Dengine/Debug.h"
#include "Dengine/Platform.h"
enum State
{
state_active,
state_menu,
state_win,
};
INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
enum EntityType type, enum Direction direction,
Texture *tex, b32 collides)
{
#ifdef DENGINE_DEBUG
ASSERT(tex && world);
ASSERT(world->freeEntityIndex < world->maxEntities);
ASSERT(type < entitytype_count);
#endif
Entity entity = {0};
entity.id = world->uniqueIdAccumulator++;
entity.pos = pos;
entity.hitboxSize = size;
entity.renderSize = size;
entity.type = type;
entity.direction = direction;
entity.tex = tex;
entity.collides = collides;
switch(type)
{
case entitytype_hero:
case entitytype_mob:
{
entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
}
default:
break;
}
world->entities[world->freeEntityIndex++] = entity;
Entity *result = &world->entities[world->freeEntityIndex-1];
return result;
}
INTERNAL void deleteEntity(MemoryArena *arena, World *world, i32 entityIndex)
{
Entity *entity = &world->entities[entityIndex];
PLATFORM_MEM_FREE(arena, entity->stats, sizeof(EntityStats));
// TODO(doyle): Inefficient shuffle down all elements
for (i32 i = entityIndex; i < world->freeEntityIndex-1; i++)
world->entities[i] = world->entities[i+1];
world->freeEntityIndex--;
}
INTERNAL void rendererInit(GameState *state, v2 windowSize)
{
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
renderer->size = windowSize;
// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
renderer->vertexNdcFactor =
V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
shader_uniformSetMat4fv(renderer->shader, "projection", projection);
glCheckError();
/* Create buffers */
glGenVertexArrays(1, &renderer->vao);
glGenBuffers(1, &renderer->vbo);
glCheckError();
/* Bind buffers */
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBindVertexArray(renderer->vao);
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(v4);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glCheckError();
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
}
INTERNAL void addAnim(AssetManager *assetManager, i32 animId, Entity *entity)
{
Animation *anim = asset_getAnim(assetManager, animId);
entity->anim[animId].anim = anim;
entity->anim[animId].currFrame = 0;
entity->anim[animId].currDuration = anim->frameDuration;
}
INTERNAL void addGenericMob(MemoryArena *arena, AssetManager *assetManager,
World *world, v2 pos)
{
#ifdef DENGINE_DEBUG
DEBUG_LOG("Mob entity spawned");
#endif
Entity *hero = &world->entities[world->heroIndex];
v2 size = V2(58.0f, 98.0f);
enum EntityType type = entitytype_mob;
enum Direction dir = direction_west;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *mob = addEntity(arena, world, pos, size, type, dir, tex, collides);
/* Populate mob animation references */
addAnim(assetManager, animlist_hero_idle, mob);
addAnim(assetManager, animlist_hero_walk, mob);
addAnim(assetManager, animlist_hero_wave, mob);
addAnim(assetManager, animlist_hero_battlePose, mob);
addAnim(assetManager, animlist_hero_tackle, mob);
mob->currAnimId = animlist_hero_idle;
}
// TODO(doyle): Remove and implement own random generator!
#include <time.h>
#include <stdlib.h>
void worldTraveller_gameInit(GameState *state, v2 windowSize)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena *arena = &state->arena;
/* Initialise assets */
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
assetManager->textures[texlist_empty] = emptyTex;
/* Load textures */
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/TerraSprite1024.png",
texlist_hero);
TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
heroAtlas->texRect[herorects_idle] = V4(746, 1018, 804, 920);
heroAtlas->texRect[herorects_walkA] = V4(641, 1018, 699, 920);
heroAtlas->texRect[herorects_walkB] = V4(849, 1018, 904, 920);
heroAtlas->texRect[herorects_head] = V4(108, 1024, 159, 975);
heroAtlas->texRect[herorects_waveA] = V4(944, 918, 1010, 816);
heroAtlas->texRect[herorects_waveB] = V4(944, 812, 1010, 710);
heroAtlas->texRect[herorects_battlePose] = V4(8, 910, 71, 814);
heroAtlas->texRect[herorects_castA] = V4(428, 910, 493, 814);
heroAtlas->texRect[herorects_castB] = V4(525, 919, 590, 816);
heroAtlas->texRect[herorects_castC] = V4(640, 916, 698, 816);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/Terrain.png",
texlist_terrain);
TexAtlas *terrainAtlas =
asset_getTextureAtlas(assetManager, texlist_terrain);
f32 atlasTileSize = 128.0f;
const i32 texSize = 1024;
v2 texOrigin = V2(0, CAST(f32)(texSize - 128));
terrainAtlas->texRect[terrainrects_ground] =
V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize,
texOrigin.y - atlasTileSize);
/* Load shaders */
asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl",
shaderlist_sprite);
asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
glCheckError();
#ifdef DENGINE_DEBUG
DEBUG_LOG("Assets loaded");
#endif
/* Load animations */
f32 duration = 1.0f;
i32 numRects = 1;
v4 *animRects = PLATFORM_MEM_ALLOC(arena, numRects, v4);
i32 terrainAnimAtlasIndexes[1] = {terrainrects_ground};
// TODO(doyle): Optimise animation storage, we waste space having 1:1 with
// animlist when some textures don't have certain animations
asset_addAnimation(assetManager, arena, texlist_terrain, animlist_terrain,
terrainAnimAtlasIndexes, numRects, duration);
// Idle animation
duration = 1.0f;
numRects = 1;
i32 idleAnimAtlasIndexes[1] = {herorects_idle};
asset_addAnimation(assetManager, arena, texlist_hero, animlist_hero_idle,
idleAnimAtlasIndexes, numRects, duration);
// Walk animation
duration = 0.10f;
numRects = 3;
i32 walkAnimAtlasIndexes[3] = {herorects_walkA, herorects_idle,
herorects_walkB};
asset_addAnimation(assetManager, arena, texlist_hero, animlist_hero_walk,
walkAnimAtlasIndexes, numRects, duration);
// Wave animation
duration = 0.30f;
numRects = 2;
i32 waveAnimAtlasIndexes[2] = {herorects_waveA, herorects_waveB};
asset_addAnimation(assetManager, arena, texlist_hero, animlist_hero_wave,
waveAnimAtlasIndexes, numRects, duration);
// Battle Stance animation
duration = 1.0f;
numRects = 1;
i32 battleStanceAnimAtlasIndexes[1] = {herorects_battlePose};
asset_addAnimation(assetManager, arena, texlist_hero, animlist_hero_battlePose,
battleStanceAnimAtlasIndexes, numRects, duration);
// Battle tackle animation
duration = 0.15f;
numRects = 3;
i32 tackleAnimAtlasIndexes[3] = {herorects_castA, herorects_castB,
herorects_castC};
asset_addAnimation(assetManager, arena, texlist_hero, animlist_hero_tackle,
tackleAnimAtlasIndexes, numRects, duration);
#ifdef DENGINE_DEBUG
DEBUG_LOG("Animations created");
#endif
state->state = state_active;
state->currWorldIndex = 0;
state->tileSize = 64;
/* Init renderer */
rendererInit(state, windowSize);
#ifdef DENGINE_DEBUG
DEBUG_LOG("Renderer initialised");
#endif
/* Init world */
const i32 targetWorldWidth = 100 * METERS_TO_PIXEL;
const i32 targetWorldHeight = 10 * METERS_TO_PIXEL;
v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
targetWorldHeight / state->tileSize);
for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
{
World *const world = &state->world[i];
world->maxEntities = 16384;
world->entities = PLATFORM_MEM_ALLOC(arena, world->maxEntities, Entity);
world->entityIdInBattle =
PLATFORM_MEM_ALLOC(arena, world->maxEntities, i32);
world->numEntitiesInBattle = 0;
world->texType = texlist_terrain;
world->bounds =
math_getRect(V2(0, 0), v2_scale(worldDimensionInTiles,
CAST(f32) state->tileSize));
world->uniqueIdAccumulator = 0;
TexAtlas *const atlas =
asset_getTextureAtlas(assetManager, world->texType);
for (i32 y = 0; y < worldDimensionInTiles.y; y++)
{
for (i32 x = 0; x < worldDimensionInTiles.x; x++)
{
#ifdef DENGINE_DEBUG
ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y <
world->maxEntities);
#endif
v2 pos = V2(CAST(f32) x * state->tileSize,
CAST(f32) y * state->tileSize);
v2 size =
V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
enum EntityType type = entitytype_tile;
enum Direction dir = direction_null;
Texture *tex = asset_getTexture(assetManager, world->texType);
b32 collides = FALSE;
Entity *tile = addEntity(arena, world, pos, size, type, dir,
tex, collides);
addAnim(assetManager, animlist_terrain, tile);
tile->currAnimId = animlist_terrain;
}
}
}
World *const world = &state->world[state->currWorldIndex];
world->cameraPos = V2(0.0f, 0.0f);
/* Init hero entity */
world->heroIndex = world->freeEntityIndex;
Renderer *renderer = &state->renderer;
v2 size = V2(58.0f, 98.0f);
v2 pos = V2(size.x, CAST(f32) state->tileSize);
enum EntityType type = entitytype_hero;
enum Direction dir = direction_east;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *hero = addEntity(arena, world, pos, size, type, dir, tex, collides);
/* Populate hero animation references */
addAnim(assetManager, animlist_hero_idle, hero);
addAnim(assetManager, animlist_hero_walk, hero);
addAnim(assetManager, animlist_hero_wave, hero);
addAnim(assetManager, animlist_hero_battlePose, hero);
addAnim(assetManager, animlist_hero_tackle, hero);
hero->currAnimId = animlist_hero_idle;
/* Create a NPC */
pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
size = hero->hitboxSize;
type = entitytype_npc;
dir = direction_null;
tex = hero->tex;
collides = FALSE;
Entity *npc = addEntity(arena, world, pos, size, type, dir, tex, collides);
/* Populate npc animation references */
addAnim(assetManager, animlist_hero_wave, npc);
npc->currAnimId = animlist_hero_wave;
/* Create a Mob */
pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
CAST(f32) state->tileSize);
addGenericMob(arena, assetManager, world, pos);
#ifdef DENGINE_DEBUG
DEBUG_LOG("World populated");
#endif
srand(CAST(u32)(time(NULL)));
}
INTERNAL inline void setActiveEntityAnim(Entity *entity,
enum EntityAnimId animId)
{
#ifdef DENGINE_DEBUG
ASSERT(animId < animlist_count);
ASSERT(entity->anim[animId].anim);
#endif
/* Reset current anim data */
EntityAnim_ *currAnim = &entity->anim[entity->currAnimId];
currAnim->currDuration = currAnim->anim->frameDuration;
currAnim->currFrame = 0;
/* Set entity active animation */
entity->currAnimId = animId;
entity->currAnimCyclesCompleted = 0;
}
INTERNAL inline v4 getEntityScreenRect(Entity entity)
{
v4 result = math_getRect(entity.pos, entity.hitboxSize);
return result;
}
INTERNAL void parseInput(GameState *state, const f32 dt)
{
/*
Equations of Motion
f(t) = position m
f'(t) = velocity m/s
f"(t) = acceleration m/s^2
The user supplies an acceleration, a, and by integrating
f"(t) = a, where a is a constant, acceleration
f'(t) = a*t + v, where v is a constant, old velocity
f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
*/
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
v2 ddPos = V2(0, 0);
if (hero->stats->busyDuration <= 0)
{
// TODO(doyle): As we need to handle more key spam input, we want to
// track
// if a button ended down
LOCAL_PERSIST b32 spaceBarWasDown = FALSE;
if (state->keys[GLFW_KEY_RIGHT])
{
ddPos.x = 1.0f;
hero->direction = direction_east;
}
if (state->keys[GLFW_KEY_LEFT])
{
ddPos.x = -1.0f;
hero->direction = direction_west;
}
if (state->keys[GLFW_KEY_UP])
{
ddPos.y = 1.0f;
}
if (state->keys[GLFW_KEY_DOWN])
{
ddPos.y = -1.0f;
}
if (ddPos.x != 0.0f && ddPos.y != 0.0f)
{
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal
// using
// pythagoras theorem on a unit triangle
// 1^2 + 1^2 = c^2
ddPos = v2_scale(ddPos, 0.70710678118f);
}
// TODO(doyle): Revisit key input with state checking for last ended down
if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown)
{
Renderer *renderer = &state->renderer;
f32 yPos = CAST(f32)(rand() % CAST(i32)renderer->size.h);
f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
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
f32 epsilon = 0.5f;
v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
{
hero->dPos = V2(0.0f, 0.0f);
if (hero->currAnimId == animlist_hero_walk)
{
setActiveEntityAnim(hero, animlist_hero_idle);
}
}
else if (hero->currAnimId == animlist_hero_idle)
{
setActiveEntityAnim(hero, animlist_hero_walk);
}
f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
if (state->keys[GLFW_KEY_LEFT_SHIFT])
heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
ddPos = v2_scale(ddPos, heroSpeed);
// TODO(doyle): Counteracting force on player's acceleration is arbitrary
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
/*
NOTE(doyle): Calculate new position from acceleration with old velocity
new Position = (a/2) * (t^2) + (v*t) + p,
acceleration = (a/2) * (t^2)
old velocity = (v*t)
*/
v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt));
v2 dPos = v2_scale(hero->dPos, dt);
v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
// TODO(doyle): Only check collision for entities within small bounding box
// of the hero
b32 heroCollided = FALSE;
if (hero->collides == TRUE)
{
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
if (i == world->heroIndex) continue;
Entity entity = world->entities[i];
if (entity.collides)
{
v4 heroRect =
V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->hitboxSize.x),
(newHeroP.y + hero->hitboxSize.y));
v4 entityRect = getEntityScreenRect(entity);
if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
(heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) &&
((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) ||
(heroRect.y <= entityRect.y && heroRect.y >= entityRect.w)))
{
heroCollided = TRUE;
break;
}
}
}
}
if (heroCollided)
{
hero->dPos = V2(0.0f, 0.0f);
}
else
{
// f'(t) = curr velocity = a*t + v, where v is old velocity
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
hero->pos = newHeroP;
v2 offsetFromHeroToOrigin =
V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
// NOTE(doyle): Hero position is offset to the center so -recenter it
offsetFromHeroToOrigin.x += (hero->hitboxSize.x * 0.5f);
world->cameraPos = offsetFromHeroToOrigin;
}
}
INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
{
// TODO(doyle): Recheck why we have this twice
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
Animation anim = *entityAnim->anim;
i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
v4 texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration -= dt;
if (entityAnim->currDuration <= 0.0f)
{
if (++entityAnim->currFrame >= anim.numFrames)
entity->currAnimCyclesCompleted++;
entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration = anim.frameDuration;
}
// NOTE(doyle): If humanoid entity, let animation dictate render size which
// may exceed the hitbox size of the entity
switch (entity->type)
{
case entitytype_hero:
case entitytype_mob:
case entitytype_npc:
entity->renderSize = math_getRectSize(texRect);
default:
break;
}
}
#define ENTITY_NULL_ID -1
INTERNAL void beginAttack(Entity *attacker)
{
#ifdef DENGINE_DEBUG
ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
#endif
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
attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
break;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
}
// TODO(doyle): Calculate the battle damage, transition back into battle pose ..
// etc
INTERNAL void endAttack(World *world, Entity *attacker)
{
#ifdef DENGINE_DEBUG
ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
#endif
switch (attacker->stats->queuedAttack)
{
case entityattack_tackle:
if (attacker->direction == direction_east)
attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
else
attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
break;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
// TODO(doyle): Use attacker stats in battle equations
attacker->state = entitystate_battle;
attacker->stats->actionTimer = attacker->stats->actionRate;
attacker->stats->busyDuration = 0;
setActiveEntityAnim(attacker, animlist_hero_battlePose);
Entity *defender = &world->entities[attacker->stats->entityIdToAttack];
if (attacker->type == entitytype_hero)
{
defender->stats->health -= 50;
}
else
{
defender->stats->health--;
}
}
// TODO(doyle): Exposed because of debug .. rework debug system so it we don't
// need to expose any game API to it.
INTERNAL v4 createCameraBounds(World *world, v2 size)
{
v4 result = math_getRect(world->cameraPos, size);
// NOTE(doyle): Lock camera if it passes the bounds of the world
if (result.x <= world->bounds.x)
{
result.x = world->bounds.x;
result.z = result.x + size.w;
}
// TODO(doyle): Do the Y component when we need it
if (result.y >= world->bounds.y) result.y = world->bounds.y;
if (result.z >= world->bounds.z)
{
result.z = world->bounds.z;
result.x = result.z - size.w;
}
if (result.w <= world->bounds.w) result.w = world->bounds.w;
return result;
}
#define ENTITY_IN_BATTLE TRUE
#define ENTITY_NOT_IN_BATTLE FALSE
INTERNAL i32 findBestEntityToAttack(World *world, Entity attacker)
{
#ifdef DENGINE_DEBUG
ASSERT(world);
ASSERT(attacker.type == entitytype_hero || attacker.type == entitytype_mob);
#endif
i32 result = 0;
// TODO(doyle): If attacker is mob- retrieve hero entity id directly, change
// when we have party members!
if (attacker.type == entitytype_mob)
{
Entity hero = world->entities[world->heroIndex];
result = hero.id;
return result;
}
/* Attacker is hero */
Entity hero = attacker;
for (i32 i = 0; i < world->maxEntities; i++)
{
Entity targetEntity = world->entities[i];
if (hero.id == targetEntity.id) continue;
if (world->entityIdInBattle[targetEntity.id] == ENTITY_IN_BATTLE)
{
result = targetEntity.id;
return result;
}
}
// NOTE(doyle): Not all "battling" entities have been enumerated yet in the
// update loop, guard against when using function
return ENTITY_NULL_ID;
}
INTERNAL inline void updateWorldBattleEntities(World *world, Entity *entity,
b32 isInBattle)
{
#ifdef DENGINE_DEBUG
ASSERT(isInBattle == ENTITY_IN_BATTLE ||
isInBattle == ENTITY_NOT_IN_BATTLE);
ASSERT(world && entity);
#endif
world->entityIdInBattle[entity->id] = isInBattle;
if (isInBattle)
world->numEntitiesInBattle++;
else
world->numEntitiesInBattle--;
#ifdef DENGINE_DEBUG
ASSERT(world->numEntitiesInBattle >= 0);
#endif
}
INTERNAL void entityStateSwitch(World *world, Entity *entity,
enum EntityState newState)
{
#ifdef DENGINE_DEBUG
ASSERT(world && entity)
ASSERT(entity->type == entitytype_mob || entity->type == entitytype_hero)
#endif
if (entity->state == newState) return;
switch(entity->state)
{
case entitystate_idle:
switch (newState)
{
case entitystate_battle:
updateWorldBattleEntities(world, entity, ENTITY_IN_BATTLE);
entity->stats->entityIdToAttack =
findBestEntityToAttack(world, *entity);
break;
case entitystate_attack:
case entitystate_dead:
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
break;
case entitystate_battle:
switch (newState)
{
case entitystate_idle:
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;
break;
case entitystate_attack:
break;
case entitystate_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;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
break;
case entitystate_attack:
switch (newState)
{
case entitystate_battle:
case entitystate_idle:
return;
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;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
break;
case entitystate_dead:
switch (newState)
{
case entitystate_idle:
case entitystate_battle:
case entitystate_attack:
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
break;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
entity->state = newState;
}
INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
World *world, f32 dt)
{
Entity *hero = &world->entities[world->heroIndex];
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
Entity *const entity = &world->entities[i];
switch(entity->type)
{
case entitytype_mob:
{
if (entity->state == entitystate_dead)
{
// TODO(doyle): Accumulate all dead entities and delete at the
// end. Hence resort/organise entity array once, not every time
// an entity dies
i32 entityIndexInArray = i;
deleteEntity(arena, world, entityIndexInArray);
continue;
}
// TODO(doyle): Currently calculated in pixels, how about meaningful
// game units?
f32 battleThreshold = 500.0f;
f32 distance = v2_magnitude(hero->pos, entity->pos);
enum EntityState newState = entitystate_invalid;
if (distance <= battleThreshold)
newState = entitystate_battle;
else
newState = entitystate_idle;
entityStateSwitch(world, entity, newState);
}
// NOTE(doyle): Let entitytype_mob fall through to entitytype_hero here
case entitytype_hero:
{
EntityStats *stats = entity->stats;
if (entity->state == entitystate_battle)
{
if (stats->actionTimer > 0)
stats->actionTimer -= dt * stats->actionSpdMul;
if (stats->actionTimer < 0)
{
stats->actionTimer = 0;
if (stats->queuedAttack == entityattack_invalid)
stats->queuedAttack = entityattack_tackle;
beginAttack(entity);
}
}
else if (entity->state == entitystate_attack)
{
// TODO(doyle): Untested if the attacker and the defender same
Entity *attacker = entity;
stats->busyDuration -= dt;
if (stats->busyDuration <= 0) endAttack(world, attacker);
Entity *defender =
&world->entities[attacker->stats->entityIdToAttack];
if (defender->stats->health <= 0)
{
#ifdef DENGINE_DEBUG
DEBUG_LOG("Entity has died");
#endif
entityStateSwitch(world, defender, entitystate_dead);
}
}
break;
}
default:
break;
}
updateEntityAnim(entity, dt);
/* Calculate region to render */
v4 cameraBounds = createCameraBounds(world, renderer->size);
renderer_entity(renderer, cameraBounds, entity, 0, V4(1, 1, 1, 1));
}
if (world->numEntitiesInBattle > 0)
{
// NOTE(doyle): If battle entities is 1 then only the hero is left
if (hero->state == entitystate_battle &&
world->numEntitiesInBattle == 1)
entityStateSwitch(world, hero, entitystate_idle);
else
entityStateSwitch(world, hero, entitystate_battle);
}
else
{
if (hero->state == entitystate_battle)
{
hero->state = entitystate_idle;
world->entityIdInBattle[hero->id] = FALSE;
setActiveEntityAnim(hero, animlist_hero_idle);
}
hero->stats->entityIdToAttack = -1;
hero->stats->actionTimer = hero->stats->actionRate;
hero->stats->busyDuration = 0;
}
}
LOCAL_PERSIST b32 count = 0;
void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
{
/* Update */
parseInput(state, dt);
glCheckError();
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
Font *font = &assetManager->font;
ASSERT(world->freeEntityIndex < world->maxEntities);
updateEntityAndRender(&state->arena, renderer, world, dt);
/* Draw ui */
TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
v4 heroAvatarTexRect = heroAtlas->texRect[herorects_head];
v2 heroAvatarSize = math_getRectSize(heroAvatarTexRect);
v2 heroAvatarP =
V2(10.0f, (renderer->size.h * 0.5f) - (0.5f * heroAvatarSize.h));
RenderTex heroRenderTex = {hero->tex, heroAvatarTexRect};
renderer_staticRect(renderer, heroAvatarP, heroAvatarSize, 0, heroRenderTex,
V4(1, 1, 1, 1));
char heroAvatarStr[20];
snprintf(heroAvatarStr, ARRAY_COUNT(heroAvatarStr), "HP: %3.0f/%3.0f",
hero->stats->health, hero->stats->maxHealth);
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(heroAvatarStr));
v2 strPos = V2(heroAvatarP.x, heroAvatarP.y - (0.5f * heroAvatarSize.h));
renderer_staticString(&state->renderer, &state->arena, font, heroAvatarStr,
strPos, 0, V4(0, 0, 1, 1));
#ifdef DENGINE_DEBUG
debug_drawUi(state, dt);
#endif
}