752 lines
17 KiB
C
752 lines
17 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <assert.h>
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#include "monster.h"
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#include "util.h"
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#include "player.h"
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#include "monster.h"
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#include "random.h"
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#include "gui.h"
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#include "item.h"
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#include "item_builder.h"
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#include "map.h"
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#include "particle_engine.h"
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#include "defines.h"
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#include "update_data.h"
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#include "actiontextbuilder.h"
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#include "texturecache.h"
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static void
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monster_set_sprite_clip_for_current_state(Monster *m)
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{
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switch (m->state.current) {
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case AGRESSIVE:
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m->stateIndicator.sprite->clip = CLIP16(16 * 11, 16 * 3);
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break;
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case SCARED:
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m->stateIndicator.sprite->clip = CLIP16(16 * 12, 16 * 3);
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break;
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case SLEEPING:
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m->stateIndicator.sprite->clip = CLIP16(16 * 10, 16 * 4);
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break;
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case SCANNING:
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m->stateIndicator.sprite->clip = CLIP16(16 * 13, 16 * 4);
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default:
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break;
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}
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}
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static void
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monster_set_state_display_time(Monster *m)
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{
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switch (m->state.current) {
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case SLEEPING:
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m->stateIndicator.displayCount = -1;
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break;
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case PASSIVE:
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case STATIONARY:
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case STUNNED:
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m->stateIndicator.displayCount = 0;
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break;
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default:
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m->stateIndicator.displayCount = 5;
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}
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}
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static void
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monster_state_change(Monster *m, StateType newState)
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{
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if (m->state.current == newState)
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return;
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m->state.last = m->state.current;
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m->state.current = newState;
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m->state.stepsSinceChange = 0;
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m->state.forceCount = 0;
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monster_set_state_display_time(m);
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if (newState == STUNNED) {
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m->stats.disadvantage = true;
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} else if (m->state.last == STUNNED) {
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m->stats.disadvantage = false;
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m->sprite->angle = 0;
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}
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monster_set_sprite_clip_for_current_state(m);
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}
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static void
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monster_behaviour_check_post_hit(Monster *m)
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{
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if (m->state.stepsSinceChange < m->state.forceCount)
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return;
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switch (m->behaviour) {
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case PACIFIST:
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case COWARD:
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monster_state_change(m, SCARED);
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break;
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case GUERILLA:
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case ASSASSIN:
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case SORCERER:
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case FIRE_DEMON:
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break;
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default:
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monster_state_change(m, AGRESSIVE);
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break;
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}
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}
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static void
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damage_surroundings(Monster *m, RoomMatrix *rm)
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{
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Position roomPos = position_to_matrix_coords(&m->sprite->pos);
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for (Sint32 i = -1; i <= 1; ++i) {
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for (Sint32 j = -1; j <= 1; ++j) {
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if (i == 0 && j == 0)
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continue;
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RoomSpace *r = &rm->spaces[roomPos.x + i][roomPos.y + j];
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if (r->monster) {
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int dmg = stats_fight(&m->stats, &r->monster->stats);
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monster_hit(r->monster, dmg);
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gui_log("%s takes %d damage from the explosion", r->monster->label, dmg);
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} else if (r->player) {
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int dmg = stats_fight(&m->stats, &r->player->stats);
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player_hit(r->player, dmg);
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gui_log("You take %d damage from the explosion", dmg);
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}
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}
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}
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}
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static void
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sorcerer_blast(Monster *m, RoomMatrix *rm)
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{
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gui_log("%s creates a magical explosion", m->label);
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particle_engine_eldritch_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
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damage_surroundings(m, rm);
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}
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static void
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assassin_cloak_effect(Monster *m, bool cloak)
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{
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if (cloak)
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gui_log("%s dissappears from sight", m->label);
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else
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gui_log("%s reappears, filled with rage", m->label);
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particle_engine_fire_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
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}
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static void
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monster_behaviour_check_post_attack(Monster *m)
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{
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switch (m->behaviour) {
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case GUERILLA:
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case SORCERER:
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case FIRE_DEMON:
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monster_state_change(m, SCARED);
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break;
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case ASSASSIN:
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assassin_cloak_effect(m, true);
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monster_state_change(m, SCARED);
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break;
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default:
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break;
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}
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}
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static void
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handle_sentinel_behaviour(Monster *m, RoomMatrix *rm)
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{
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if (m->state.current == AGRESSIVE)
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return;
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Position monsterPos = m->sprite->pos;
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if (!position_in_room(&monsterPos, &rm->roomPos))
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return;
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monsterPos = position_to_matrix_coords(&monsterPos);
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Position playerPos = rm->playerRoomPos;
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unsigned int dx = abs(playerPos.x - monsterPos.x);
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unsigned int dy = abs(playerPos.y - monsterPos.y);
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if (dx < 3 && dy < 3)
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monster_state_change(m, AGRESSIVE);
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else if (dx <= 3 && dy <= 3)
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monster_state_change(m, SCANNING);
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else
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monster_state_change(m, SLEEPING);
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}
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static void
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monster_behaviour_check(Monster *m, RoomMatrix *rm)
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{
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switch (m->behaviour) {
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case GUERILLA:
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case SORCERER:
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case FIRE_DEMON:
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if (m->state.stepsSinceChange > 5
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&& m->state.current == SCARED) {
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monster_state_change(m, AGRESSIVE);
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}
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break;
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case ASSASSIN:
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if (m->state.stepsSinceChange > 5
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&& m->state.current == SCARED) {
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assassin_cloak_effect(m, false);
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monster_state_change(m, AGRESSIVE);
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}
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break;
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case SENTINEL:
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handle_sentinel_behaviour(m, rm);
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break;
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default:
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break;
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}
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}
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Monster*
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monster_create(void)
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{
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Monster *m = ec_malloc(sizeof(Monster));
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m->sprite = sprite_create();
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m->sprite->dim = GAME_DIMENSION;
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m->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
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m->sprite->rotationPoint = (SDL_Point) { 16, 16 };
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m->stats = (Stats) {
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12, // Max HP
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12, // hp
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2, // dmg
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0, // atk
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0, // def
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1, // speed
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1, // lvl
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false, // advantage
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false // disadvantage
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};
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m->label = NULL;
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m->lclabel = NULL;
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m->steps = 0;
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m->stateIndicator.sprite = sprite_create();
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sprite_set_texture(m->stateIndicator.sprite, texturecache_add("GUI/GUI0.png"), 0);
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sprite_set_texture(m->stateIndicator.sprite, texturecache_add("GUI/GUI1.png"), 1);
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m->stateIndicator.sprite->dim = GAME_DIMENSION;
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m->stateIndicator.displayCount = 0;
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m->stateIndicator.shownOnPlayerRoomEnter = false;
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m->state.forceCount = 0;
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m->boss = false;
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monster_set_behaviour(m, NORMAL);
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return m;
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}
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void
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monster_update_pos(Monster *m, Position pos)
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{
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m->sprite->pos = pos;
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Position indicatorPos = pos;
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indicatorPos.y -= 32;
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m->stateIndicator.sprite->pos = indicatorPos;
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}
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static bool
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has_collided(Monster *monster, RoomMatrix *matrix, Vector2d direction)
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{
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if (!position_in_room(&monster->sprite->pos, &matrix->roomPos))
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return true;
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Position roomPos = position_to_matrix_coords(&monster->sprite->pos);
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RoomSpace *space = &matrix->spaces[roomPos.x][roomPos.y];
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if (space->player && monster->state.current == AGRESSIVE) {
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unsigned int dmg = stats_fight(&monster->stats,
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&space->player->stats);
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player_hit(space->player, dmg);
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if (dmg > 0) {
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gui_log("%s hit you for %u damage",
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monster->label, dmg);
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camera_shake(direction, 300);
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} else {
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gui_log("%s missed you", monster->label);
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}
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monster_behaviour_check_post_attack(monster);
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}
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return space->occupied || space->lethal || space->trap || space->damaging;
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}
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static bool
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move(Monster *m, RoomMatrix *rm, Vector2d direction)
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{
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m->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
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m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
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if (has_collided(m, rm, direction)) {
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m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
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m->sprite->pos.y -= TILE_DIMENSION * (int) direction.y;
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return false;
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}
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return true;
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}
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static void
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monster_drunk_walk(Monster *m, RoomMatrix *rm)
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{
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unsigned int i, maxMoveAttempts = 6;
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if (get_random(5) >= 2)
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return;
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for (i = 0; i < maxMoveAttempts; ++i) {
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int moveDir = get_random(3);
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if (moveDir == 0 && move(m, rm, VECTOR2D_LEFT))
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break;
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else if (moveDir == 1 && move(m, rm, VECTOR2D_RIGHT))
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break;
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else if (moveDir == 2 && move(m, rm, VECTOR2D_UP))
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break;
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else if (moveDir == 3 && move(m, rm, VECTOR2D_DOWN))
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break;
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}
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}
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static Direction
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get_optimal_move_towards(Monster *m, RoomMatrix *rm, const Position *dest)
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{
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int x_dist, y_dist;
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Position mPos;
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mPos = position_to_matrix_coords(&m->sprite->pos);
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unsigned int currentScore = 100;
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unsigned int chosenDirection = UP;
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for (unsigned int i = 0; i < 4; ++i) {
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Position next = mPos;
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unsigned int nextScore = 0;
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switch (i) {
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case UP:
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next.y -= 1;
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break;
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case DOWN:
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next.y += 1;
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break;
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case LEFT:
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next.x -= 1;
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break;
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case RIGHT:
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next.x += 1;
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break;
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}
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if (position_equals(&next, dest)) {
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chosenDirection = (Direction) i;
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break;
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}
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if (!position_in_roommatrix(&next))
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continue;
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x_dist = abs(next.x - dest->x);
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y_dist = abs(next.y - dest->y);
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if (rm->spaces[next.x][next.y].occupied
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|| rm->spaces[next.x][next.y].lethal
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|| rm->spaces[next.x][next.y].trap) {
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nextScore += 50;
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}
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nextScore += x_dist > y_dist ? x_dist : y_dist;
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if (nextScore < currentScore) {
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currentScore = nextScore;
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chosenDirection = (Direction) i;
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}
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}
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return chosenDirection;
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}
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static void
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monster_agressive_walk(Monster *m, RoomMatrix *rm)
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{
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unsigned int chosenDirection = get_optimal_move_towards(m, rm, &rm->playerRoomPos);
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switch (chosenDirection) {
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case UP:
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move(m, rm, VECTOR2D_UP);
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break;
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case DOWN:
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move(m, rm, VECTOR2D_DOWN);
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break;
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case LEFT:
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move(m, rm, VECTOR2D_LEFT);
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break;
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case RIGHT:
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move(m, rm, VECTOR2D_RIGHT);
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break;
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}
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}
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static void
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monster_coward_walk(Monster *m, RoomMatrix *rm)
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{
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int x_dist, y_dist;
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Position mPos;
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mPos = position_to_matrix_coords(&m->sprite->pos);
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x_dist = mPos.x - rm->playerRoomPos.x;
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y_dist = mPos.y - rm->playerRoomPos.y;
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if (abs(x_dist) > abs(y_dist)) {
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if (x_dist > 0)
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move(m, rm, VECTOR2D_RIGHT);
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else
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move(m, rm, VECTOR2D_LEFT);
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} else {
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if (y_dist > 0)
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move(m, rm, VECTOR2D_DOWN);
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else
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move(m, rm, VECTOR2D_UP);
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}
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}
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bool
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monster_move(Monster *m, RoomMatrix *rm, Map *map)
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{
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if (m->state.forceCount) {
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if (m->state.stepsSinceChange >= m->state.forceCount) {
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monster_state_change(m, m->state.last);
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monster_behaviour_check_post_hit(m);
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}
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}
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if (m->state.current == STUNNED) {
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m->state.stepsSinceChange += 1;
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return true;
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}
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monster_behaviour_check(m, rm);
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Position origPos = m->sprite->pos;
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Position originalMPos =
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position_to_matrix_coords(&m->sprite->pos);
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if (m->state.current == AGRESSIVE && m->behaviour == SORCERER) {
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if (position_proximity(1, &originalMPos, &rm->playerRoomPos)) {
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sorcerer_blast(m, rm);
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monster_behaviour_check_post_attack(m);
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return true;
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}
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}
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rm->spaces[originalMPos.x][originalMPos.y].occupied = false;
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rm->spaces[originalMPos.x][originalMPos.y].monster = NULL;
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switch (m->state.current) {
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case PASSIVE:
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monster_drunk_walk(m, rm);
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break;
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case AGRESSIVE:
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monster_agressive_walk(m, rm);
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break;
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case SCARED:
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monster_coward_walk(m, rm);
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break;
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case STATIONARY:
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case SLEEPING:
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case SCANNING:
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default:
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break;
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};
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monster_update_pos(m, m->sprite->pos);
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Position newPos = position_to_matrix_coords(&m->sprite->pos);
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rm->spaces[newPos.x][newPos.y].occupied = true;
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rm->spaces[newPos.x][newPos.y].monster = m;
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if (!position_equals(&originalMPos, &newPos)) {
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Player *p = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player;
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if (p) {
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Uint32 range = 3 + player_has_artifact(p, IMPROVED_HEARING) * 2;
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bool withinHearingDist =
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range > 3 && position_proximity(range,
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&newPos,
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&rm->playerRoomPos);
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RoomSpace *space = &rm->spaces[newPos.x][newPos.y];
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if (space->light < 100 && withinHearingDist) {
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Position alertPos = m->sprite->pos;
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alertPos.x += TILE_DIMENSION >> 1;
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alertPos.y += TILE_DIMENSION >> 1;
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actiontextbuilder_create_text("!", C_WHITE, &alertPos);
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}
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}
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}
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if (!position_equals(&origPos, &m->sprite->pos)) {
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if (rm->modifier->type == RMOD_TYPE_FIRE || m->behaviour == FIRE_DEMON) {
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Object *o = object_create_fire();
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o->sprite->pos = origPos;
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o->damage *= m->stats.lvl;
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linkedlist_push(&map->objects, o);
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}
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if (m->behaviour == SORCERER) {
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Object *o = object_create_green_gas();
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o->sprite->pos = origPos;
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o->damage *= m->stats.lvl;
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linkedlist_push(&map->objects, o);
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}
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}
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m->steps++;
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if (m->steps >= m->stats.speed) {
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if (m->stateIndicator.displayCount > 0)
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m->stateIndicator.displayCount -= 1;
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|
m->state.stepsSinceChange += 1;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
monster_reset_steps(Monster *m)
|
|
{
|
|
m->steps = 0;
|
|
}
|
|
|
|
void
|
|
monster_update(Monster *m, UpdateData *data)
|
|
{
|
|
Position monsterRoomPos = position_to_room_coords(&m->sprite->pos);
|
|
if (position_equals(&data->matrix->roomPos, &monsterRoomPos)
|
|
&& !m->stateIndicator.shownOnPlayerRoomEnter)
|
|
{
|
|
m->stateIndicator.shownOnPlayerRoomEnter = true;
|
|
monster_set_state_display_time(m);
|
|
} else {
|
|
m->stateIndicator.shownOnPlayerRoomEnter = false;
|
|
}
|
|
|
|
if (m->state.current == STUNNED) {
|
|
Sprite *s = m->sprite;
|
|
if (s->angle > 30)
|
|
s->angle = -1;
|
|
else if (s->angle < -30)
|
|
s->angle = 0;
|
|
|
|
if (s->angle >= 0)
|
|
s->angle += 2;
|
|
else
|
|
s->angle -= 2;
|
|
}
|
|
}
|
|
|
|
void
|
|
monster_hit(Monster *monster, unsigned int dmg)
|
|
{
|
|
if (dmg > 0) {
|
|
Position p = monster->sprite->pos;
|
|
p.x += 8;
|
|
p.y += 8;
|
|
Dimension d = { 8, 8 };
|
|
particle_engine_bloodspray(p, d, dmg);
|
|
char msg[10];
|
|
m_sprintf(msg, 10, "-%d", dmg);
|
|
actiontextbuilder_create_text(msg,
|
|
C_RED,
|
|
&monster->sprite->pos);
|
|
} else {
|
|
actiontextbuilder_create_text("Dodged",
|
|
C_YELLOW,
|
|
&monster->sprite->pos);
|
|
}
|
|
monster_behaviour_check_post_hit(monster);
|
|
}
|
|
|
|
void
|
|
monster_update_stats_for_level(Monster *m, unsigned int level)
|
|
{
|
|
m->stats.lvl = level;
|
|
m->stats.maxhp *= level;
|
|
m->stats.hp = m->stats.maxhp;
|
|
m->stats.dmg *= level;
|
|
m->stats.atk *= level;
|
|
m->stats.def *= level;
|
|
}
|
|
|
|
void
|
|
monster_drop_loot(Monster *monster, Map *map, Player *player)
|
|
{
|
|
static unsigned int treasure_drop_chance = 1;
|
|
unsigned int item_drop_chance = 1;
|
|
|
|
Item *item;
|
|
Item *items[3];
|
|
unsigned int item_count = 0;
|
|
bool player_full_health = player->stats.hp >= player->stats.maxhp;
|
|
|
|
if (monster->boss) {
|
|
Artifact *a = artifact_create_random(player, 2);
|
|
a->sprite->pos = monster->sprite->pos;
|
|
linkedlist_append(&map->artifacts, a);
|
|
Item *treasure = item_builder_build_item(TREASURE, map->level*2);
|
|
treasure->sprite->pos = monster->sprite->pos;
|
|
linkedlist_append(&map->items, treasure);
|
|
}
|
|
|
|
if (monster->stats.lvl > 2 && get_random(29) == 0) {
|
|
Artifact *a = artifact_create_random(player, 1);
|
|
a->sprite->pos = monster->sprite->pos;
|
|
linkedlist_append(&map->artifacts, a);
|
|
}
|
|
|
|
if (player->stats.hp < player->stats.maxhp / 2)
|
|
item_drop_chance = 0;
|
|
|
|
if (get_random(treasure_drop_chance) == 0) {
|
|
item = item_builder_build_item(TREASURE, map->level);
|
|
item->sprite->pos = monster->sprite->pos;
|
|
items[item_count++] = item;
|
|
}
|
|
if (get_random(item_drop_chance) == 0) {
|
|
ItemKey key;
|
|
key = get_random(DAGGER);
|
|
item = item_builder_build_item(key, map->level);
|
|
item->sprite->pos = monster->sprite->pos;
|
|
items[item_count++] = item;
|
|
}
|
|
if (!player_full_health && get_random(2) == 0) {
|
|
item = item_builder_build_item(FLESH, map->level);
|
|
item->sprite->pos = monster->sprite->pos;
|
|
items[item_count++] = item;
|
|
}
|
|
|
|
if (item_count == 0)
|
|
return;
|
|
|
|
gui_log("%s dropped something", monster->label);
|
|
|
|
if (item_count == 1) {
|
|
linkedlist_append(&map->items, items[0]);
|
|
} else {
|
|
Item *container = item_builder_build_sack();
|
|
container->sprite->pos = monster->sprite->pos;
|
|
unsigned int i;
|
|
for (i = 0; i < item_count; ++i) {
|
|
linkedlist_append(&container->items, items[i]);
|
|
}
|
|
linkedlist_append(&map->items, container);
|
|
}
|
|
}
|
|
|
|
void
|
|
monster_render(Monster *m, Camera *cam)
|
|
{
|
|
if (m->stats.hp <= 0)
|
|
return;
|
|
|
|
if (m->behaviour == ASSASSIN && m->state.current != AGRESSIVE)
|
|
return;
|
|
|
|
sprite_render(m->sprite, cam);
|
|
}
|
|
|
|
void
|
|
monster_render_top_layer(Monster *m, RoomMatrix *rm, Camera *cam)
|
|
{
|
|
if (m->stats.hp <= 0)
|
|
return;
|
|
|
|
if (m->behaviour == ASSASSIN && m->state.current != AGRESSIVE)
|
|
return;
|
|
|
|
Position mPos = position_to_matrix_coords(&m->sprite->pos);
|
|
mPos.y -= 1;
|
|
if (rm->spaces[mPos.x][mPos.y].player) {
|
|
sprite_set_alpha(m->stateIndicator.sprite, 110);
|
|
}
|
|
if (m->stateIndicator.displayCount != 0)
|
|
sprite_render(m->stateIndicator.sprite, cam);
|
|
if (rm->spaces[mPos.x][mPos.y].player) {
|
|
sprite_set_alpha(m->stateIndicator.sprite, 255);
|
|
}
|
|
}
|
|
|
|
void
|
|
monster_set_behaviour(Monster *m, MonsterBehaviour behaviour)
|
|
{
|
|
m->behaviour = behaviour;
|
|
switch (behaviour) {
|
|
case HOSTILE:
|
|
case GUERILLA:
|
|
case ASSASSIN:
|
|
case SORCERER:
|
|
case COWARD:
|
|
case FIRE_DEMON:
|
|
m->state.current = AGRESSIVE;
|
|
break;
|
|
case SENTINEL:
|
|
m->state.current = SLEEPING;
|
|
break;
|
|
case PACIFIST:
|
|
case NORMAL:
|
|
default:
|
|
m->state.current = PASSIVE;
|
|
break;
|
|
}
|
|
monster_set_sprite_clip_for_current_state(m);
|
|
}
|
|
|
|
void
|
|
monster_set_state(Monster *m, StateType state, Uint8 forceCount)
|
|
{
|
|
monster_state_change(m, state);
|
|
m->state.forceCount = forceCount;
|
|
}
|
|
|
|
void
|
|
monster_push(Monster *m, RoomMatrix *rm, Vector2d dir)
|
|
{
|
|
move(m, rm, dir);
|
|
}
|
|
|
|
void
|
|
monster_destroy(Monster *m)
|
|
{
|
|
sprite_destroy(m->sprite);
|
|
if (m->label)
|
|
free(m->label);
|
|
if (m->lclabel)
|
|
free(m->lclabel);
|
|
sprite_destroy(m->stateIndicator.sprite);
|
|
free(m);
|
|
}
|