forked from NotAShelf/rogged
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
139 lines
3.1 KiB
C
139 lines
3.1 KiB
C
#include "enemy.h"
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#include "combat.h"
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#include "common.h"
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#include "map.h"
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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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void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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*count = 0;
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// Number of enemies scales with floor
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int num_enemies = 3 + floor + rng_int(0, 2);
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if (num_enemies > MAX_ENEMIES)
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num_enemies = MAX_ENEMIES;
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// Enemy types available for this floor
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int max_type = 1;
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if (floor >= 2)
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max_type = 2;
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if (floor >= 4)
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max_type = 3;
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for (int i = 0; i < num_enemies; i++) {
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// Find random floor position
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int ex, ey;
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get_random_floor_tile(map, &ex, &ey, 50);
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// Don't spawn on player position
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if (ex == p->x && ey == p->y) {
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continue;
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}
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// Don't spawn on other enemies
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if (is_enemy_at(enemies, *count, ex, ey)) {
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continue;
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}
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// Create enemy
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Enemy e;
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e.x = ex;
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e.y = ey;
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e.alive = 1;
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e.type = rng_int(ENEMY_GOBLIN, max_type);
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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.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.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.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.attack = ENEMY_BASE_ATTACK;
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break;
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}
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enemies[i] = e;
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(*count)++;
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}
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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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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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}
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}
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return 0;
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}
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// Check if enemy can see player (adjacent)
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static int can_see_player(Enemy *e, Player *p) {
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int dx = p->x - e->x;
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int dy = p->y - e->y;
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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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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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int dx = 0, dy = 0;
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if (p->x > e->x)
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dx = 1;
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else if (p->x < e->x)
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dx = -1;
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if (p->y > e->y)
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dy = 1;
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else if (p->y < e->y)
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dy = -1;
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// Try horizontal first, then vertical
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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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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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e->x = new_x;
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e->y = new_y;
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}
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}
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}
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void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
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for (int i = 0; i < count; i++) {
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Enemy *e = &enemies[i];
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if (!e->alive)
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continue;
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// Check if adjacent to player - attack
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if (can_see_player(e, p)) {
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// Use combat system
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combat_enemy_attack(e, p);
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continue;
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}
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// Otherwise, move toward player
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enemy_move_toward_player(e, p, map, enemies, count);
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}
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}
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