Fix and improve monster dist check

This commit is contained in:
Miloslav Číž 2019-12-26 15:10:38 +01:00
parent 4f50aef17a
commit b535d923f7

137
main.c
View File

@ -1214,6 +1214,7 @@ uint8_t SFG_launchProjectile(
void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
{
uint8_t state = monster->stateType & SFG_MONSTER_MASK_STATE;
uint8_t type = monster->stateType & SFG_MONSTER_MASK_TYPE;
int8_t coordAdd[2];
@ -2013,24 +2014,31 @@ void SFG_gameStep()
if (SFG_currentLevel.doorRecordCount > 0) // has to be here
{
/* Check one door on whether a player is standing nearby. For performance
reasons we only check one door and move to another in the next frame. */
reasons we only check a few doors and move to others in the next
frame. */
SFG_DoorRecord *door =
&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
for (uint16_t i = 0;
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
SFG_currentLevel.doorRecordCount);
++i)
{
SFG_DoorRecord *door =
&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) |
(
((door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
(door->coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
(door->coords[1] <= (SFG_player.squarePosition[1] + 1))) ?
SFG_DOOR_UP_DOWN_MASK : 0x00
);
door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) |
(
((door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
(door->coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
(door->coords[1] <= (SFG_player.squarePosition[1] + 1))) ?
SFG_DOOR_UP_DOWN_MASK : 0x00
);
SFG_currentLevel.checkedDoorIndex++;
SFG_currentLevel.checkedDoorIndex++;
if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount)
SFG_currentLevel.checkedDoorIndex = 0;
if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount)
SFG_currentLevel.checkedDoorIndex = 0;
}
for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
{
@ -2050,62 +2058,79 @@ void SFG_gameStep()
if (SFG_currentLevel.itemRecordCount > 0) // has to be here
{
SFG_ItemRecord item =
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex];
// check item distances:
item &= ~SFG_ITEM_RECORD_ACTIVE_MASK;
for (uint16_t i = 0;
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
SFG_currentLevel.itemRecordCount);
++i)
{
SFG_ItemRecord item =
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex];
SFG_LevelElement e =
SFG_currentLevel.levelPointer->elements[item];
item &= ~SFG_ITEM_RECORD_ACTIVE_MASK;
if (
RCL_absVal(SFG_player.squarePosition[0] - e.coords[0])
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
&&
RCL_absVal(SFG_player.squarePosition[1] - e.coords[1])
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
)
item |= SFG_ITEM_RECORD_ACTIVE_MASK;
SFG_LevelElement e =
SFG_currentLevel.levelPointer->elements[item];
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex] = item;
if (
RCL_absVal(SFG_player.squarePosition[0] - e.coords[0])
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
&&
RCL_absVal(SFG_player.squarePosition[1] - e.coords[1])
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
)
item |= SFG_ITEM_RECORD_ACTIVE_MASK;
SFG_currentLevel.checkedItemIndex++;
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex] = item;
if (SFG_currentLevel.checkedItemIndex >= SFG_currentLevel.itemRecordCount)
SFG_currentLevel.checkedItemIndex = 0;
SFG_currentLevel.checkedItemIndex++;
if (SFG_currentLevel.checkedItemIndex >= SFG_currentLevel.itemRecordCount)
SFG_currentLevel.checkedItemIndex = 0;
}
}
// similarly handle monsters:
if (SFG_currentLevel.monsterRecordCount > 0) // has to be here
{
SFG_MonsterRecord *monster =
// check monster distances:
for (uint16_t i = 0;
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
SFG_currentLevel.monsterRecordCount);
++i)
{
SFG_MonsterRecord *monster =
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.checkedMonsterIndex]);
if (
RCL_absVal(SFG_player.squarePosition[0] - monster->coords[0] / 4)
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
||
RCL_absVal(SFG_player.squarePosition[1] - monster->coords[1] / 4)
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
)
{
monster->stateType =
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
SFG_MONSTER_STATE_INACTIVE;
}
else if (monster->stateType == SFG_MONSTER_STATE_INACTIVE)
{
monster->stateType =
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
SFG_MONSTER_STATE_IDLE;
}
if ( // far away from the player?
RCL_absVal(SFG_player.squarePosition[0] - monster->coords[0] / 4)
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
||
RCL_absVal(SFG_player.squarePosition[1] - monster->coords[1] / 4)
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
)
{
monster->stateType =
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
SFG_MONSTER_STATE_INACTIVE;
}
else if ((monster->stateType & SFG_MONSTER_MASK_STATE) ==
SFG_MONSTER_STATE_INACTIVE)
{
monster->stateType =
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
SFG_MONSTER_STATE_IDLE;
}
SFG_currentLevel.checkedMonsterIndex++;
SFG_currentLevel.checkedMonsterIndex++;
if (SFG_currentLevel.checkedMonsterIndex >=
SFG_currentLevel.monsterRecordCount)
SFG_currentLevel.checkedMonsterIndex = 0;
if (SFG_currentLevel.checkedMonsterIndex >=
SFG_currentLevel.monsterRecordCount)
SFG_currentLevel.checkedMonsterIndex = 0;
}
}
// update AI
@ -2113,8 +2138,8 @@ void SFG_gameStep()
if ((SFG_gameFrame - SFG_currentLevel.frameStart) %
SFG_AI_UPDATE_FRAME_INTERVAL == 0)
for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
if (SFG_currentLevel.monsterRecords[i].stateType !=
SFG_MONSTER_STATE_INACTIVE)
if ((SFG_currentLevel.monsterRecords[i].stateType &
SFG_MONSTER_MASK_STATE) != SFG_MONSTER_STATE_INACTIVE)
SFG_monsterPerformAI(
&(SFG_currentLevel.monsterRecords[i]));
}