forked from NotAShelf/rogged
core: fix enemy movement collision with the player
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I8bfcc0f8816fbc02dbd7ad462b5c0a4e6a6a6964
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parent
0894466532
commit
5fbe7c8c60
3 changed files with 66 additions and 57 deletions
32
src/enemy.c
32
src/enemy.c
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@ -5,7 +5,7 @@
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#include "rng.h"
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// Forward declaration
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int is_enemy_at(Enemy *enemies, int count, int x, int y);
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int is_enemy_at(const Enemy *enemies, int count, int x, int y);
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void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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*count = 0;
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@ -47,19 +47,23 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Stats based on type and floor
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switch (e.type) {
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case ENEMY_GOBLIN:
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e.hp = ENEMY_BASE_HP + floor;
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e.max_hp = ENEMY_BASE_HP + floor;
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e.hp = e.max_hp;
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e.attack = ENEMY_BASE_ATTACK;
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break;
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case ENEMY_SKELETON:
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e.hp = ENEMY_BASE_HP + floor + 2;
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e.max_hp = ENEMY_BASE_HP + floor + 2;
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e.hp = e.max_hp;
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e.attack = ENEMY_BASE_ATTACK + 1;
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break;
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case ENEMY_ORC:
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e.hp = ENEMY_BASE_HP + floor + 4;
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e.max_hp = ENEMY_BASE_HP + floor + 4;
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e.hp = e.max_hp;
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e.attack = ENEMY_BASE_ATTACK + 2;
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break;
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default:
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e.hp = ENEMY_BASE_HP;
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e.max_hp = ENEMY_BASE_HP;
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e.hp = e.max_hp;
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e.attack = ENEMY_BASE_ATTACK;
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break;
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}
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@ -70,7 +74,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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}
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// Check if position has an enemy
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int is_enemy_at(Enemy *enemies, int count, int x, int y) {
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int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
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return 1;
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@ -86,9 +90,13 @@ static int can_see_player(Enemy *e, Player *p) {
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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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}
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// Check if position is occupied by player
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static int is_player_at(Player *p, int x, int y) {
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return (p->x == x && p->y == y);
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}
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// Move enemy toward player
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static void enemy_move_toward_player(Enemy *e, Player *p, Map *map,
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Enemy *all_enemies, int enemy_count) {
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static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (p->x > e->x)
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@ -105,14 +113,14 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map,
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int new_x = e->x + dx;
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int new_y = e->y;
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if (dx != 0 && is_floor(map, new_x, new_y) &&
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!is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
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if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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} else if (dy != 0) {
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new_x = e->x;
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new_y = e->y + dy;
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if (is_floor(map, new_x, new_y) &&
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!is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
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if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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e->y = new_y;
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}
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