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#include "main.h"
#include "entity.h"
#include "loader.h"
#include "tilemap.h"
#include <stdbool.h>
#include <math.h>
#include "particles.h"
#include "gun.h"
#define HP 15
#define WIDTH 8
#define HEIGHT 10
#define ACCELERATION 1
#define FRICTION 2
#define MAX_SPEED 8
#define GRAVITY 1
#define WALKABLE_CHECK_DISTANCE 8
#define DETECTION_RANGE to_fixed(80)
#define GIVE_UP_RANGE to_fixed(128)
#define FAR_RANGE to_fixed(56)
#define NEAR_RANGE to_fixed(40)
#define COLLISION_DAMAGE 1
#define COLLISION_IFRAMES 60
struct pacer_ext {
unsigned detection_range, give_up_range;
signed facing;
struct gun primary, secondary;
};
enum {
PACER_NONE,
PACER_FALL,
PACER_IDLE,
PACER_PATROL,
PACER_ALERT_NEAR,
PACER_ALERT_APPROACH,
PACER_ALERT_HALT_FAR,
PACER_ALERT_FAR,
PACER_ALERT_BACK_AWAY,
PACER_ALERT_HALT_NEAR,
};
enum {
PACER_A_IDLE,
PACER_A_IDLE2,
PACER_A_REST,
PACER_A_WALK,
PACER_A_WALK2,
PACER_A_WALK3,
PACER_A_WALK4,
};
static struct anim pacer_anims[] = {
{PACER_A_IDLE2, {0, 0, 16, 16}, 300},
{PACER_A_IDLE, {16, 0, 16, 16}, 2},
{PACER_A_REST, {16, 0, 16, 16}, 300},
{PACER_A_WALK2, {0, 0, 16, 16}, 6},
{PACER_A_WALK3, {32, 0, 16, 16}, 6},
{PACER_A_WALK4, {0, 0, 16, 16}, 6},
{PACER_A_WALK, {48, 0, 16, 16}, 6},
};
void hvy_blaster_new(struct gun *self, int x, int y);
void hvy_shotgun_new(struct gun *self, int x, int y);
void hvy_repeater_new(struct gun *self, int x, int y);
void hvy_chaingun_new(struct gun *self, int x, int y);
void hvy_launcher_new(struct gun *self, int x, int y);
void hvy_laser_new(struct gun *self, int x, int y);
static collision_T collide(struct entity *self) {
return tilemap_area(tilemap, from_fixed(self->x) - WIDTH / 2, from_fixed(self->y) - HEIGHT, from_fixed(self->x) + WIDTH / 2, from_fixed(self->y));
}
static int move(struct entity *self, signed direction) {
int on_ground = false;
int const dx = direction * ACCELERATION;
self->velocity.x += dx;
// deaccel
if (dx == 0) {
if (self->velocity.x < -FRICTION) {
self->velocity.x += FRICTION;
} else if (self->velocity.x > FRICTION) {
self->velocity.x -= FRICTION;
} else {
self->velocity.x = 0;
}
}
// speed cap
if (self->velocity.x > MAX_SPEED) {
self->velocity.x = MAX_SPEED;
} else if (self->velocity.x < -MAX_SPEED) {
self->velocity.x = -MAX_SPEED;
}
// x collision
self->x += self->velocity.x;
collision_T const cx = collide(self);
if (collision_solid(cx)) {
if (self->velocity.x < 0) {
self->x += to_fixed(8) - ((self->x - to_fixed(WIDTH / 2)) % to_fixed(8)); // left
} else if (self->velocity.x == 0) {
//fputs("what?\n", stderr);
} else {
self->x -= ((self->x + to_fixed(WIDTH / 2)) % to_fixed(8)); // right
}
self->velocity.x = 0;
}
self->velocity.y += GRAVITY;
// y collision
self->y += self->velocity.y;
collision_T const cy = collide(self);
if (collision_solid(cy)) {
if (self->velocity.y < 0) {
self->y += to_fixed(8) - ((self->y - to_fixed(HEIGHT)) % to_fixed(8)); // up
self->velocity.y = 0;
} else if (self->velocity.y == 0) {
//fputs("what?\n", stderr);
} else {
self->y -= ((self->y) % to_fixed(8)); // down
self->velocity.y = to_fixed(1); // crazy but it works
on_ground = true;
}
}
if (collision_hazard(cx | cy)) {
self->hurt(self, (struct damage) {1, 60});
}
self->hitbox.left = from_fixed(self->x) - WIDTH / 2;
self->hitbox.right = from_fixed(self->x) + WIDTH / 2;
self->hitbox.top = from_fixed(self->y) - HEIGHT;
self->hitbox.bottom = from_fixed(self->y);
return on_ground;
}
static void anim(struct entity *self, unsigned anim) {
self->anim = pacer_anims[anim];
}
static inline int is_walkable(int const x, int const y) {
collision_T const front1 = tilemap_tile(tilemap, from_fixed(x), from_fixed(y) - 4);
collision_T const front2 = tilemap_tile(tilemap, from_fixed(x), from_fixed(y) - 10);
collision_T const floor = tilemap_tile(tilemap, from_fixed(x), from_fixed(y) + 4);
return !collision_solid(front1) && !collision_solid(front2) && collision_solid(floor) && !collision_hazard(floor);
}
static void pacer_free(struct entity *self) {
self->state = 0;
free(self->ext), self->ext = NULL;
}
static int pacer_update(struct entity *self) {
struct pacer_ext *const ext = self->ext;
if (self->hp <= 0) {
pacer_free(self);
entities.enemies--;
return 1;
}
switch (self->state) {
case PACER_IDLE:
move(self, 0);
ext->primary.update(&ext->primary, self, NULL);
ext->secondary.update(&ext->secondary, self, NULL);
if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) < ext->detection_range) {
self->facing = self->x > entities.player[0].x? -1: 1;
anim(self, PACER_A_WALK);
self->state = PACER_ALERT_APPROACH;
}
break;
case PACER_ALERT_NEAR:
move(self, 0);
self->facing = self->x > entities.player[0].x? -1: 1;
if (ext->primary.update(&ext->primary, self, NULL)) {
anim(self, PACER_A_WALK);
self->state = PACER_ALERT_BACK_AWAY;
}
if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) > ext->give_up_range) {
anim(self, PACER_A_REST);
self->state = PACER_IDLE;
}
break;
case PACER_ALERT_APPROACH:
move(self, self->facing);
if (hitbox_overlap(self->hitbox, entities.player[0].hitbox)) {
entities.player[0].hurt(entities.player + 0, (struct damage) {COLLISION_DAMAGE, COLLISION_IFRAMES});
}
if (abs(entities.player[0].x - self->x) < NEAR_RANGE || !is_walkable(self->x + to_fixed(self->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
anim(self, PACER_A_IDLE);
self->state = PACER_ALERT_HALT_NEAR;
}
break;
case PACER_ALERT_HALT_NEAR: // velocity affects bullets
move(self, 0);
if (self->velocity.x == 0) {
if (ext->primary.update(&ext->primary, self, entities.player)) {
anim(self, PACER_A_IDLE);
self->state = PACER_ALERT_NEAR;
}
}
break;
case PACER_ALERT_FAR:
move(self, 0);
self->facing = self->x > entities.player[0].x? -1: 1;
if (ext->secondary.update(&ext->secondary, self, NULL)) {
anim(self, PACER_A_WALK);
self->state = PACER_ALERT_APPROACH;
}
if (abs(entities.player[0].x - self->x) + abs(entities.player[0].y - self->y) > ext->give_up_range) {
anim(self, PACER_A_REST);
self->state = PACER_IDLE;
}
break;
case PACER_ALERT_BACK_AWAY:
move(self, -self->facing);
if (hitbox_overlap(self->hitbox, entities.player[0].hitbox)) {
entities.player[0].hurt(entities.player + 0, (struct damage) {COLLISION_DAMAGE, COLLISION_IFRAMES});
}
if (abs(entities.player[0].x - self->x) > FAR_RANGE || !is_walkable(self->x + to_fixed(-self->facing * WALKABLE_CHECK_DISTANCE), self->y)) {
anim(self, PACER_A_IDLE);
self->state = PACER_ALERT_HALT_FAR;
}
break;
case PACER_ALERT_HALT_FAR: // velocity affects bullets
move(self, 0);
if (self->velocity.x == 0) {
if (ext->secondary.update(&ext->secondary, self, entities.player)) {
anim(self, PACER_A_IDLE);
self->state = PACER_ALERT_FAR;
}
}
break;
}
if (self->iframes > 0) {
self->iframes--;
}
self->anim.length--;
if (self->anim.length == 0) {
anim(self, self->anim.frame);
}
return 0;
}
static int pacer_hurt(struct entity *self, struct damage damage) {
if (self->iframes == 0) {
self->hp -= damage.damage;
self->iframes = damage.iframes;
for (int x = -1; x <= 1; x += 2) {
for (int y = -1; y <= 1; y += 2) {
struct particle *part = entities.particle + entities.particles;
part->x = self->x;
part->y = self->y;
part->velocity = (struct vec2) {to_fixed(x) * 1.5, to_fixed(y) * 1.5};
part->rect = particle_white;
part->acceleration = (struct vec2) {-x, -y};
part->hp = 24;
entities.particles++;
}
}
}
return 0;
}
static int pacer_draw(struct entity *self, int camX, int camY) {
if (!(self->iframes & 0x4)) {
SDL_Rect rect = self->anim.rect;
if (self->facing == -1) {
rect.y += 16;
}
SDL_RenderCopy(renderer, self->texture, &rect, &(SDL_Rect) {from_fixed(self->x) - camX - 8, from_fixed(self->y) - camY - 16, 16, 16});
}
return 0;
}
struct entity *pacer_new(struct entities *entities) {
struct entity *self = entities->enemy + entities->enemies;
*self = (struct entity) {
.update = pacer_update,
.hurt = pacer_hurt,
.draw = pacer_draw,
.free = pacer_free,
.x = 0, .y = 0,
.velocity = {.x = 0, .y = 0},
.hitbox = {
0, 0, 0, 0,
},
.state = PACER_IDLE,
.hp = HP,
.timer = 0,
.facing = 1,
.faction = FACTION_ENEMY,
.iframes = 0,
.texture = NULL,
.ext = NULL,
};
self->ext = malloc(sizeof (struct pacer_ext));
*(struct pacer_ext *) self->ext = (struct pacer_ext) {
.detection_range = DETECTION_RANGE,
.give_up_range = GIVE_UP_RANGE,
.facing = 1,
};
struct pacer_ext *ext = self->ext;
hvy_repeater_new(&ext->primary, 5, -6);
hvy_blaster_new(&ext->secondary, 5, -6);
anim(self, PACER_A_REST);
self->texture = res_get_texture("pacer").data;
entities->enemies++;
return self;
}
int pacer_property(struct entity *const restrict self, char const *const restrict property, char const *const restrict value) {
struct pacer_ext *const ext = self->ext;
if (strcmp(property, "x") == 0) {
self->x = to_fixed(atoi(value));
} else if (strcmp(property, "y") == 0) {
self->y = to_fixed(atoi(value));
} else if (strcmp(property, "detection range") == 0) {
ext->detection_range = to_fixed(atoi(value));
} else if (strcmp(property, "give up range") == 0) {
ext->give_up_range = to_fixed(atoi(value));
} else {
return 1;
}
return 0;
}
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