mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-12-21 23:08:49 -05:00
Fix and improve monster dist check
This commit is contained in:
parent
4f50aef17a
commit
b535d923f7
137
main.c
137
main.c
@ -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]));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user