Add better support for multi-entity battles
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							| @ -30,8 +30,64 @@ void debug_init(MemoryArena *arena, v2 windowSize, Font font) | ||||
| 	GLOBAL_debug.initialConsoleP = V2(consoleXPos, consoleYPos); | ||||
| } | ||||
| 
 | ||||
| void debug_consoleLog(char *string, char *file, int lineNum) | ||||
| { | ||||
| 	i32 maxConsoleStrLen = ARRAY_COUNT(GLOBAL_debug.console[0]); | ||||
| 
 | ||||
| 	i32 strIndex = 0; | ||||
| 	i32 fileStrLen = common_strlen(file); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (fileStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = file[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex < maxConsoleStrLen) | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':'; | ||||
| 
 | ||||
| 	char line[12] = {0}; | ||||
| 	common_itoa(lineNum, line, ARRAY_COUNT(line)); | ||||
| 	i32 lineStrLen = common_strlen(line); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (lineStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = line[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex < maxConsoleStrLen) | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':'; | ||||
| 
 | ||||
| 	i32 stringStrLen = common_strlen(string); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (stringStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = string[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex >= maxConsoleStrLen) | ||||
| 	{ | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-4] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-3] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-2] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-1] = 0; | ||||
| 	} | ||||
| 
 | ||||
| 	i32 maxConsoleLines = ARRAY_COUNT(GLOBAL_debug.console); | ||||
| 	GLOBAL_debug.consoleIndex++; | ||||
| 
 | ||||
| 	if (GLOBAL_debug.consoleIndex >= maxConsoleLines) | ||||
| 		GLOBAL_debug.consoleIndex = 0; | ||||
| } | ||||
| 
 | ||||
| void debug_pushString(char *formatString, void *data, char *dataType) | ||||
| { | ||||
| 	if (GLOBAL_debug.numDebugStrings >= | ||||
| 	    ARRAY_COUNT(GLOBAL_debug.debugStrings)) | ||||
| 	{ | ||||
| 		DEBUG_LOG("Debug string stack is full, DEBUG_PUSH() failed"); | ||||
| 		return; | ||||
| 	} | ||||
| 
 | ||||
| 	if (GLOBAL_debug.stringUpdateTimer <= 0) | ||||
| 	{ | ||||
| 		i32 numDebugStrings = GLOBAL_debug.numDebugStrings; | ||||
| @ -79,8 +135,6 @@ void debug_pushString(char *formatString, void *data, char *dataType) | ||||
| 			ASSERT(INVALID_CODE_PATH); | ||||
| 		} | ||||
| 		GLOBAL_debug.numDebugStrings++; | ||||
| 		ASSERT(GLOBAL_debug.numDebugStrings < | ||||
| 		       ARRAY_COUNT(GLOBAL_debug.debugStrings[0])); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| @ -178,6 +232,8 @@ void debug_drawUi(GameState *state, f32 dt) | ||||
| 	for (i32 i = 0; i < world->freeEntityIndex; i++) | ||||
| 	{ | ||||
| 		Entity *const entity  = &world->entities[i]; | ||||
| 		if (entity->state == entitystate_dead) continue; | ||||
| 
 | ||||
| 		/* Render debug markers on entities */ | ||||
| 		v4 color          = V4(1, 1, 1, 1); | ||||
| 		char *debugString = NULL; | ||||
| @ -242,6 +298,13 @@ void debug_drawUi(GameState *state, f32 dt) | ||||
| 				         entity->stats->actionTimer, entity->stats->actionRate); | ||||
| 				renderer_string(&state->renderer, &state->arena, cameraBounds, | ||||
| 				                font, entityTimer, strPos, 0, color); | ||||
| 
 | ||||
| 				strPos.y -= GLOBAL_debug.stringLineGap; | ||||
| 				char entityIdTarget[32]; | ||||
| 				snprintf(entityIdTarget, ARRAY_COUNT(entityIdTarget), | ||||
| 				         "Targetting ID: %d", entity->stats->entityIdToAttack); | ||||
| 				renderer_string(&state->renderer, &state->arena, cameraBounds, | ||||
| 				                font, entityIdTarget, strPos, 0, color); | ||||
| 			} | ||||
| 
 | ||||
| 			strPos.y -= GLOBAL_debug.stringLineGap; | ||||
| @ -290,52 +353,3 @@ void debug_drawUi(GameState *state, f32 dt) | ||||
| 	renderConsole(&state->renderer, &state->arena); | ||||
| 	debug_clearCallCounter(); | ||||
| } | ||||
| 
 | ||||
| void debug_consoleLog(char *string, char *file, int lineNum) | ||||
| { | ||||
| 	i32 maxConsoleStrLen = ARRAY_COUNT(GLOBAL_debug.console[0]); | ||||
| 
 | ||||
| 	i32 strIndex = 0; | ||||
| 	i32 fileStrLen = common_strlen(file); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (fileStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = file[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex < maxConsoleStrLen) | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':'; | ||||
| 
 | ||||
| 	char line[12] = {0}; | ||||
| 	common_itoa(lineNum, line, ARRAY_COUNT(line)); | ||||
| 	i32 lineStrLen = common_strlen(line); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (lineStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = line[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex < maxConsoleStrLen) | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':'; | ||||
| 
 | ||||
| 	i32 stringStrLen = common_strlen(string); | ||||
| 	for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++) | ||||
| 	{ | ||||
| 		if (stringStrLen <= count) break; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = string[count]; | ||||
| 	} | ||||
| 
 | ||||
| 	if (strIndex >= maxConsoleStrLen) | ||||
| 	{ | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-4] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-3] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-2] = '.'; | ||||
| 		GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-1] = 0; | ||||
| 	} | ||||
| 
 | ||||
| 	i32 maxConsoleLines = ARRAY_COUNT(GLOBAL_debug.console); | ||||
| 	GLOBAL_debug.consoleIndex++; | ||||
| 
 | ||||
| 	if (GLOBAL_debug.consoleIndex >= maxConsoleLines) | ||||
| 		GLOBAL_debug.consoleIndex = 0; | ||||
| } | ||||
|  | ||||
| @ -685,8 +685,20 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, | ||||
| 			entity->stats->entityIdToAttack = | ||||
| 			    findBestEntityToAttack(world, *entity); | ||||
| 			break; | ||||
| 		case entitystate_attack: | ||||
| 
 | ||||
| 		// TODO(doyle): Corner case- if move out of range and entity has
 | ||||
| 		// switched to idle mode, we reach the attacker entity and they continue
 | ||||
| 		// 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->actionTimer      = entity->stats->actionRate; | ||||
| 			entity->stats->queuedAttack     = entityattack_invalid; | ||||
| 			entity->stats->entityIdToAttack = ENTITY_NULL_ID; | ||||
| 			break; | ||||
| 
 | ||||
| 		case entitystate_attack: | ||||
| 		default: | ||||
| #ifdef DENGINE_DEBUG | ||||
| 			ASSERT(INVALID_CODE_PATH); | ||||
| @ -696,18 +708,12 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, | ||||
| 	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_idle: | ||||
| 		case entitystate_dead: | ||||
| 			updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); | ||||
| 			setActiveEntityAnim(entity, animlist_hero_wave); | ||||
| 			setActiveEntityAnim(entity, animlist_hero_idle); | ||||
| 			entity->stats->actionTimer      = entity->stats->actionRate; | ||||
| 			entity->stats->queuedAttack     = entityattack_invalid; | ||||
| 			entity->stats->entityIdToAttack = ENTITY_NULL_ID; | ||||
| @ -726,9 +732,6 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, | ||||
| 			entity->stats->busyDuration = 0; | ||||
| 			setActiveEntityAnim(entity, animlist_hero_battlePose); | ||||
| 			break; | ||||
| 		case entitystate_idle: | ||||
| 			return; | ||||
| 
 | ||||
| 		case entitystate_dead: | ||||
| 			// TODO(doyle): Repeated logic with battle -> dead
 | ||||
| 			updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); | ||||
| @ -737,6 +740,16 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity, | ||||
| 			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; | ||||
| 			break; | ||||
| 		default: | ||||
| #ifdef DENGINE_DEBUG | ||||
| 			ASSERT(INVALID_CODE_PATH); | ||||
| @ -820,19 +833,61 @@ INTERNAL void endAttack(World *world, Entity *attacker) | ||||
| 	} | ||||
| 
 | ||||
| 	/* Compute attack damage */ | ||||
| 	// TODO(doyle): Use attacker stats in battle equations
 | ||||
| 	Entity *defender = &world->entities[attacker->stats->entityIdToAttack]; | ||||
| 	if (attacker->type == entitytype_hero) | ||||
| 		defender->stats->health -= 50; | ||||
| 	else | ||||
| 		defender->stats->health--; | ||||
| 	Entity *defender = NULL; | ||||
| 
 | ||||
| 	if (defender->stats->health <= 0) | ||||
| 	// TODO(doyle): Implement faster lookup for entity id in entity table
 | ||||
| 	do | ||||
| 	{ | ||||
| 		/* Get target entity to attack */ | ||||
| 		for (i32 i = 0; i < world->maxEntities; i++) | ||||
| 		{ | ||||
| 			i32 entityIdToAttack = attacker->stats->entityIdToAttack; | ||||
| 			if (world->entities[i].id == entityIdToAttack) | ||||
| 			{ | ||||
| 				defender = &world->entities[i]; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/* If no longer exists, find next best */ | ||||
| 		if (!defender) | ||||
| 		{ | ||||
| 			if (world->numEntitiesInBattle > 1) | ||||
| 			{ | ||||
| 				attacker->stats->entityIdToAttack = | ||||
| 				    findBestEntityToAttack(world, *attacker); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| #ifdef DENGINE_DEBUG | ||||
| 		DEBUG_LOG("Entity has died"); | ||||
| 				ASSERT(INVALID_CODE_PATH); | ||||
| #endif | ||||
| 		entityStateSwitch(world, defender, entitystate_dead); | ||||
| 			} | ||||
| 		} | ||||
| 	}	while (!defender); | ||||
| 
 | ||||
| 	// 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) | ||||
| 	{ | ||||
| 		// TODO(doyle): Use attacker stats in battle equations
 | ||||
| 		if (attacker->type == entitytype_hero) | ||||
| 			defender->stats->health -= 50; | ||||
| 		else | ||||
| 		{ | ||||
| 			//defender->stats->health--;
 | ||||
| 		} | ||||
| 
 | ||||
| 		if (defender->stats->health <= 0) | ||||
| 		{ | ||||
| #ifdef DENGINE_DEBUG | ||||
| 			DEBUG_LOG("Entity has died"); | ||||
| #endif | ||||
| 			entityStateSwitch(world, defender, entitystate_dead); | ||||
| 			attacker->stats->entityIdToAttack = | ||||
| 			    findBestEntityToAttack(world, *attacker); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	/* Return attacker back to non-attacking state */ | ||||
| @ -878,11 +933,13 @@ 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 | ||||
| 			i32 entityIndexInArray = i; | ||||
| 			deleteEntity(&state->arena, world, entityIndexInArray); | ||||
| 
 | ||||
| 			// TODO(doyle): DeleteEntity moves elements down 1, so account for i
 | ||||
| 			i--; | ||||
| #endif | ||||
| 			continue; | ||||
| 		} | ||||
| 
 | ||||
|  | ||||
| @ -102,6 +102,9 @@ inline char *debug_entityattack_string(i32 val) | ||||
| 
 | ||||
| void debug_init(MemoryArena *arena, v2 windowSize, Font font); | ||||
| 
 | ||||
| #define DEBUG_LOG(string) debug_consoleLog(string, __FILE__, __LINE__); | ||||
| void debug_consoleLog(char *string, char *file, int lineNum); | ||||
| 
 | ||||
| #define DEBUG_PUSH_STRING(string) debug_pushString(string, NULL, "char") | ||||
| #define DEBUG_PUSH_VAR(formatString, data, type)                            \ | ||||
| 	debug_pushString(formatString, CAST(void *)&data, type) | ||||
| @ -109,7 +112,4 @@ void debug_pushString(char *formatString, void *data, char *dataType); | ||||
| 
 | ||||
| void debug_drawUi(GameState *state, f32 dt); | ||||
| 
 | ||||
| #define DEBUG_LOG(string) debug_consoleLog(string, __FILE__, __LINE__); | ||||
| void debug_consoleLog(char *string, char *file, int lineNum); | ||||
| 
 | ||||
| #endif | ||||
|  | ||||
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