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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;
	int              num_allies;
	struct mf_char **allies;
	int              waiting;
};

static int
_mf_enemy_step(struct mf_char *c)
{
	struct mf_enemy   *e       = (struct mf_enemy *) 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)) {
			/* Wall ahead; don't go this direction. */
			continue;
		}
		for (j = 0; j < e->num_allies; ++j) {
			if (e->allies[j] == c) {
				/* Found self */
				continue;
			}
			if (e->allies[j]->cur_x == c->cur_x + dx &&
					e->allies[j]->cur_y == c->cur_y + dy) {
				/* Another enemy currently in this direction */
				goto next_dir;
			}
			if (e->allies[j]->new_x == c->cur_x + dx &&
					e->allies[j]->new_y == c->cur_y + dy) {
				/* Another enemy moving in this direction */
				goto next_dir;
			}
		}
		/* Move */
		c->new_dir = dirs[i];
		e->waiting = SDL_FALSE;
		return 0;
 next_dir:
		continue;
	}

	c->new_dir = MF_CHAR_DIR_N_;
	e->waiting = SDL_TRUE;
	return 0;
}

static int
_mf_enemy_turn(struct mf_char *c)
{
	return 0;
}

static int
_mf_enemy_update(struct mf_char *c)
{
	struct mf_enemy *e = (struct mf_enemy *) c;

	if (e->waiting == SDL_TRUE) {
		return _mf_enemy_step(c);
	} else {
		return 0;
	}
}

static void
_mf_enemy_collide(struct mf_char *c)
{
	/* Don't go forward unless necessary */
	switch (c->cur_dir) {
		case MF_CHAR_DIR_U_: c->cur_dir = MF_CHAR_DIR_D_; break;
		case MF_CHAR_DIR_D_: c->cur_dir = MF_CHAR_DIR_U_; break;
		case MF_CHAR_DIR_L_: c->cur_dir = MF_CHAR_DIR_R_; break;
		case MF_CHAR_DIR_R_: c->cur_dir = MF_CHAR_DIR_L_; break;
		default:             c->cur_dir = MF_CHAR_DIR_N_; break;
	}
	_mf_enemy_step(c);
}

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,
		int num_allies, struct mf_char **allies)
{
	struct mf_char  *c;
	struct mf_enemy *e;

	mf_char_init(c, e, 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) {
		mf_enemy_random_jump(c, maze_size);
	}

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

	e->num_allies = num_allies;
	e->allies     = allies;
	e->waiting    = SDL_FALSE;

	return c;
}

void
mf_enemy_random_jump(struct mf_char *c, int maze_size)
{
	c->cur_x = rand() / (RAND_MAX / maze_size);
	c->cur_y = rand() / (RAND_MAX / maze_size);
}

int
mf_enemy_postupdate(struct mf_char *c)
{
	struct mf_enemy *e = (struct mf_enemy *) c;
	int              dx;
	int              dy;
	int              i;

	if (c->turning > 0 || c->new_dir != MF_CHAR_DIR_N_) {
		return 0;
	}

	switch (c->cur_dir) {
		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;
	}

	for (i = 0; i < e->num_allies; ++i) {
		if (e->allies[i] == c) {
			/* Found self */
			continue;
		}
		if (e->allies[i]->cur_x == c->cur_x + dx &&
				e->allies[i]->cur_y == c->cur_y + dy) {
			/* Another enemy currently in this direction */
			return _mf_enemy_step(c);
		}
		if (e->allies[i]->new_x == c->cur_x + dx &&
				e->allies[i]->new_y == c->cur_y + dy) {
			/* Another enemy moving in this direction */
			return _mf_enemy_step(c);
		}
	}

	/* Go straight */
	c->new_dir = c->cur_dir;
	return 0;
}