blobwarsAttrition/src/combat/combat.c

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/*
Copyright (C) 2018 Parallel Realities
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "combat.h"
static int isBlockedByMap(Entity *src, Entity *dest);
static int isBlockedByEntities(Entity *src, Entity *dest);
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void nothing(void)
{
}
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void lookForPlayer(void)
{
}
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void preFire(Entity *e)
{
if (e->flags & EF_WEIGHTLESS)
{
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if (world.bob->y < e->y && e->isOnGround && (int) (rand() % 4) == 0)
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{
e->dy = JUMP_POWER;
}
}
e->facing = (world.bob->x < e->x) ? FACING_LEFT : FACING_RIGHT;
if (e->reload > 0)
{
return;
}
e->attack();
e->shotsToFire--;
if (e->shotsToFire == 0)
{
e->walk();
}
}
int hasLineOfSight(Entity *src, Entity *dest)
{
return (!isBlockedByMap(src, dest) && !isBlockedByEntities(src, dest));
}
static int isBlockedByMap(Entity *src, Entity *dest)
{
SDL_Rect mapBlock;
int x, y, x1, y1, x2, y2, mx, my;
x1 = (int) MIN(src->x, dest->x);
y1 = (int) MIN(src->y, dest->y);
x2 = (int) MAX(src->x, dest->x);
y2 = (int) MAX(src->y, dest->y);
for (x = x1; x <= x2; x++)
{
for (y = y1; y <= y2; y++)
{
mx = x / MAP_TILE_SIZE;
my = y / MAP_TILE_SIZE;
if (isSolid(mx, my))
{
mapBlock.x = x;
mapBlock.y = y;
mapBlock.w = MAP_TILE_SIZE;
mapBlock.h = MAP_TILE_SIZE;
if (lineIntersectsRect(mapBlock, src->x, src->y, dest->x, dest->y))
{
return 1;
}
}
}
}
return 0;
}
static int isBlockedByEntities(Entity *src, Entity *dest)
{
Entity **candidates, *e;
SDL_Rect losBounds;
int i;
losBounds.x = (int) MIN(src->x, dest->x);
losBounds.y = (int) MIN(src->y, dest->y);
losBounds.w = (int) (MAX(src->x, dest->x) - losBounds.x);
losBounds.h = (int) (MAX(src->y, dest->y) - losBounds.y);
candidates = getAllEntsWithin(losBounds.x, losBounds.y, losBounds.w, losBounds.h, NULL);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e == src || e == dest || !e->isSolid)
{
continue;
}
if (lineIntersectsRect(e->bounds, src->x, src->y, dest->x, dest->y))
{
return 1;
}
}
return 0;
}
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int enemyCanSeePlayer(Entity *e)
{
return hasLineOfSight(e, world.bob);
}
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int canFire(Entity *target)
{
return 0;
}