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/*
 * Copyright (C) 2021  P. J. McDermott
 *
 * This file is part of Maze Fight
 *
 * Maze Fight is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Maze Fight is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Maze Fight.  If not, see <http://www.gnu.org/licenses/>.
 */

#include <SDL.h>
#include <stdlib.h>
#include "../char.h"
#include "../defs.h"
#include "../maze.h"
#include "char.h"

struct mf_enemy {
	struct mf_char parent;
};

static int
_mf_enemy_update(struct mf_char *c __attribute__((__unused__)))
{
	return 0;
}

static int
_mf_enemy_step(struct mf_char *c)
{
	enum _mf_char_dir dirs[4] = {MF_CHAR_DIR_U_, MF_CHAR_DIR_D_,
	                             MF_CHAR_DIR_L_, MF_CHAR_DIR_R_};
	int               i;
	int               j;
	int               t;
	enum _mf_char_dir back;
	int               dx;
	int               dy;

	/* Shuffle directions */
	for (i = 0; i < 4; ++i) {
		j = rand() / (RAND_MAX / (i+1));
		t       = dirs[i];
		dirs[i] = dirs[j];
		dirs[j] = t;
	}

	/* Don't go backwards unless necessary */
	switch (c->cur_dir) {
		case MF_CHAR_DIR_U_: back = MF_CHAR_DIR_D_; break;
		case MF_CHAR_DIR_D_: back = MF_CHAR_DIR_U_; break;
		case MF_CHAR_DIR_L_: back = MF_CHAR_DIR_R_; break;
		case MF_CHAR_DIR_R_: back = MF_CHAR_DIR_L_; break;
		default:             back = MF_CHAR_DIR_N_; break;
	}
	for (i = 0; i < 3; ++i) {
		if (dirs[i] == back) {
			t       = dirs[i];
			dirs[i] = dirs[3];
			dirs[3] = t;
		}
	}

	for (i = 0; i < 4; ++i) {
		switch (dirs[i]) {
			case MF_CHAR_DIR_U_: dx =  0; dy = -1; break;
			case MF_CHAR_DIR_D_: dx =  0; dy =  1; break;
			case MF_CHAR_DIR_L_: dx = -1; dy =  0; break;
			case MF_CHAR_DIR_R_: dx =  1; dy =  0; break;
			default:             dx =  0; dy =  0; break;
		}
		if (!mf_maze_is_wall(c->maze, c->cur_x, c->cur_y, dx, dy)) {
			/* Move */
			c->new_dir = dirs[i];
			return 0;
		}
	}

	return 0;
}

static int
_mf_enemy_turn(struct mf_char *c)
{
	/* Go straight */
	c->new_dir = c->cur_dir;

	return 0;
}

static int
_mf_enemy_render(struct mf_char *c __attribute__((__unused__)),
		SDL_Renderer *renderer __attribute__((__unused__)))
{
	return 0;
}

static void
_mf_enemy_destroy(struct mf_char *c __attribute__((__unused__)))
{
}

struct mf_char *
mf_enemy_new(struct mf_maze *maze, int cell_width, int maze_size)
{
	struct mf_char  *c;
	struct mf_enemy *p __attribute__((__unused__));

	mf_char_init(c, p, enemy);

	c->maze       = maze;
	c->cell_width = cell_width;
	c->speed      = MF_ENEMY_SPEED;
	c->new_dir    = MF_CHAR_DIR_N_;
	c->turning    = 0;
	c->turn_time  = MF_ENEMY_TURN_TIME;
	c->cur_x      = 0;
	c->cur_y      = 0;
	c->travel     = 0;
	c->padding    = MF_ENEMY_P;
	c->smile_y    = MF_ENEMY_SMILE_Y;
	c->smile_r    = MF_ENEMY_SMILE_R;
	c->eye_x      = MF_ENEMY_EYE_X;
	c->eye_y      = MF_ENEMY_EYE_Y;
	c->eye_r      = MF_ENEMY_EYE_R;

	c->head_color.r = MF_COLOR_ELYR_R, c->head_color.g = MF_COLOR_ELYR_G;
	c->head_color.b = MF_COLOR_ELYR_B, c->head_color.a = MF_COLOR_ELYR_A;
	c->smil_color.r = MF_COLOR_ESML_R, c->smil_color.g = MF_COLOR_ESML_G;
	c->smil_color.b = MF_COLOR_ESML_B, c->smil_color.a = MF_COLOR_ESML_A;
	c->eyes_color.r = MF_COLOR_EEYE_R, c->eyes_color.g = MF_COLOR_EEYE_G;
	c->eyes_color.b = MF_COLOR_EEYE_B, c->eyes_color.a = MF_COLOR_EEYE_A;

	while (c->cur_x < maze_size * MF_ENEMY_MIN_DIST ||
			c->cur_y < maze_size * MF_ENEMY_MIN_DIST) {
		c->cur_x = rand() / (RAND_MAX / maze_size);
		c->cur_y = rand() / (RAND_MAX / maze_size);
	}

	c->cur_dir = MF_CHAR_DIR_N_;
	_mf_enemy_step(c);
	c->cur_dir = c->new_dir;

	return c;
}