More corner case checks for battle interaction

This commit is contained in:
Doyle Thai 2016-07-21 02:04:17 +10:00
parent 2707c46df1
commit 7b13615614
2 changed files with 60 additions and 55 deletions

View File

@ -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");

View File

@ -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 */
@ -845,31 +841,32 @@ 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)
@ -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)