breakhack/src/monster.c

414 lines
8.7 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <assert.h>
#include "monster.h"
#include "util.h"
#include "player.h"
#include "monster.h"
#include "random.h"
#include "gui.h"
#include "item.h"
#include "item_builder.h"
#include "map.h"
#include "particle_engine.h"
#include "defines.h"
static void
monster_load_texts(Monster *m, SDL_Renderer *renderer)
{
ActionText *t = actiontext_create();
actiontext_load_font(t, "GUI/SDS_6x6.ttf", 14);
t->color = (SDL_Color) { 255, 100, 0, 255 };
actiontext_set_text(t, "HIT", renderer);
t->pos = m->sprite->pos;
m->hitText = t;
t = actiontext_create();
actiontext_load_font(t, "GUI/SDS_6x6.ttf", 14);
t->color = (SDL_Color) { 255, 255, 0, 255 };
actiontext_set_text(t, "MISS", renderer);
t->pos = m->sprite->pos;
m->missText = t;
}
Monster*
monster_create(SDL_Renderer *renderer)
{
Monster *m = ec_malloc(sizeof(Monster));
m->sprite = sprite_create();
m->sprite->dim = GAME_DIMENSION;
m->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
m->stats = (Stats) {
12, // Max HP
12, // hp
2, // dmg
0, // atk
0, // def
1, // speed
1 // lvl
};
m->state.normal = PASSIVE;
m->state.challenge = AGRESSIVE;
m->state.current = m->state.normal;
m->label = NULL;
m->lclabel = NULL;
m->steps = 0;
monster_load_texts(m, renderer);
return m;
}
void
monster_update_pos(Monster *m, Position pos)
{
m->sprite->pos = pos;
Position textPos = pos;
textPos.y += 10;
m->hitText->pos = textPos;
m->missText->pos = textPos;
}
static bool
has_collided(Monster *monster, RoomMatrix *matrix)
{
if (!position_in_room(&monster->sprite->pos, &matrix->roomPos))
return true;
Position roomPos = position_to_matrix_coords(&monster->sprite->pos);
RoomSpace *space = &matrix->spaces[roomPos.x][roomPos.y];
if (space->player && monster->state.current == AGRESSIVE) {
unsigned int dmg = stats_fight(&monster->stats,
&space->player->stats);
player_hit(space->player, dmg);
if (dmg > 0)
gui_log("%s hit you for %u damage", monster->label, dmg);
else
gui_log("%s missed you", monster->label);
}
return space->occupied;
}
static bool
move_left(Monster *m, RoomMatrix *rm)
{
m->sprite->pos.x -= TILE_DIMENSION;
if (has_collided(m, rm)) {
m->sprite->pos.x += TILE_DIMENSION;
return false;
}
return true;
}
static bool
move_right(Monster *m, RoomMatrix *rm)
{
m->sprite->pos.x += TILE_DIMENSION;
if (has_collided(m, rm)) {
m->sprite->pos.x -= TILE_DIMENSION;
return false;
}
return true;
}
static bool
move_up(Monster *m, RoomMatrix *rm)
{
m->sprite->pos.y -= TILE_DIMENSION;
if (has_collided(m, rm)) {
m->sprite->pos.y += TILE_DIMENSION;
return false;
}
return true;
}
static bool
move_down(Monster *m, RoomMatrix *rm)
{
m->sprite->pos.y += TILE_DIMENSION;
if (has_collided(m, rm)) {
m->sprite->pos.y -= TILE_DIMENSION;
return false;
}
return true;
}
static void
monster_drunk_walk(Monster *m, RoomMatrix *rm)
{
unsigned int i, maxMoveAttempts = 6;
if (get_random(5) >= 2)
return;
for (i = 0; i < maxMoveAttempts; ++i) {
int move = get_random(3);
if (move == 0 && move_left(m, rm))
break;
else if (move == 1 && move_right(m, rm))
break;
else if (move == 2 && move_up(m, rm))
break;
else if (move == 3 && move_down(m, rm))
break;
}
}
static void
monster_agressive_walk(Monster *m, RoomMatrix *rm)
{
int x_dist, y_dist;
Position mPos;
mPos = position_to_matrix_coords(&m->sprite->pos);
unsigned int currentScore = 100;
unsigned int chosenDirection = UP;
for (unsigned int i = 0; i < 4; ++i) {
Position next = mPos;
unsigned int nextScore = 0;
switch (i) {
case UP:
next.y -= 1;
break;
case DOWN:
next.y += 1;
break;
case LEFT:
next.x -= 1;
break;
case RIGHT:
next.x += 1;
break;
}
if (position_equals(&next, &rm->playerRoomPos)) {
chosenDirection = (Direction) i;
break;
}
if (!position_in_roommatrix(&next))
continue;
x_dist = abs(next.x - rm->playerRoomPos.x);
y_dist = abs(next.y - rm->playerRoomPos.y);
if (rm->spaces[next.x][next.y].occupied) {
nextScore += 50;
}
nextScore += x_dist > y_dist ? x_dist : y_dist;
if (nextScore < currentScore) {
currentScore = nextScore;
chosenDirection = (Direction)i;
}
}
switch (chosenDirection) {
case UP:
move_up(m, rm);
break;
case DOWN:
move_down(m, rm);
break;
case LEFT:
move_left(m, rm);
break;
case RIGHT:
move_right(m, rm);
break;
}
}
static void
monster_coward_walk(Monster *m, RoomMatrix *rm)
{
int x_dist, y_dist;
Position mPos;
mPos = position_to_matrix_coords(&m->sprite->pos);
x_dist = mPos.x - rm->playerRoomPos.x;
y_dist = mPos.y - rm->playerRoomPos.y;
if (abs(x_dist) > abs(y_dist)) {
if (x_dist > 0)
move_right(m, rm);
else
move_left(m, rm);
} else {
if (y_dist > 0)
move_down(m, rm);
else
move_up(m, rm);
}
}
bool
monster_move(Monster *m, RoomMatrix *rm)
{
Position monsterRoomPos;
monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = false;
rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = NULL;
switch (m->state.current) {
case PASSIVE:
monster_drunk_walk(m, rm);
break;
case AGRESSIVE:
monster_agressive_walk(m, rm);
break;
case SCARED:
monster_coward_walk(m, rm);
break;
};
monster_update_pos(m, m->sprite->pos);
monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = true;
rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = m;
m->steps++;
if (m->steps >= m->stats.speed) {
m->steps = 0;
return true;
}
return false;
}
void
monster_hit(Monster *monster, unsigned int dmg)
{
if (dmg > 0) {
monster->hitText->active = true;
monster->missText->active = false;
Position p = monster->sprite->pos;
p.x += 8;
p.y += 8;
Dimension d = { 8, 8 };
particle_engine_bloodspray(p, d, dmg);
} else {
monster->missText->active = true;
monster->hitText->active = false;
}
monster->state.current = monster->state.challenge;
}
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 (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)
{
sprite_render(m->sprite, cam);
if (m->hitText)
actiontext_render(m->hitText, cam);
if (m->missText)
actiontext_render(m->missText, cam);
}
void
monster_destroy(Monster *m)
{
sprite_destroy(m->sprite);
if (m->label)
free(m->label);
if (m->lclabel)
free(m->lclabel);
if (m->hitText)
actiontext_destroy(m->hitText);
if (m->missText)
actiontext_destroy(m->missText);
free(m);
}