Explode exploder

This commit is contained in:
Miloslav Číž 2019-12-28 20:16:44 +01:00
parent 6cbe6f27c6
commit d641abe5db
2 changed files with 46 additions and 21 deletions

View File

@ -52,7 +52,7 @@
Says the (Chebyshev) distance in game squares at which level elements
(items, monsters etc.) become active.
*/
#define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE 8
#define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE 10
/**
Rate at which AI will be updated, which also affects how fast enemies will

63
main.c
View File

@ -1279,30 +1279,53 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
uint8_t mX = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]);
uint8_t mY = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]);
if (mX > SFG_player.squarePosition[0])
if (!( // exploder will explode when close
(type == SFG_LEVEL_ELEMENT_MONSTER_EXPLODER) &&
(((mX > SFG_player.squarePosition[0]) ?
(mX - SFG_player.squarePosition[0]) :
(SFG_player.squarePosition[0] - mX)) <= 1) &&
(((mY > SFG_player.squarePosition[1]) ?
(mY - SFG_player.squarePosition[1]) :
(SFG_player.squarePosition[1] - mY)) <= 1)
))
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_NW;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_SW;
if (mX > SFG_player.squarePosition[0])
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_NW;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_SW;
else
state = SFG_MONSTER_STATE_GOING_W;
}
else if (mX < SFG_player.squarePosition[0])
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_NE;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_SE;
else
state = SFG_MONSTER_STATE_GOING_E;
}
else
state = SFG_MONSTER_STATE_GOING_W;
}
else if (mX < SFG_player.squarePosition[0])
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_NE;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_SE;
else
state = SFG_MONSTER_STATE_GOING_E;
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_N;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_S;
}
}
else
{
if (mY > SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_N;
else if (mY < SFG_player.squarePosition[1])
state = SFG_MONSTER_STATE_GOING_S;
// exploder explodes
uint8_t properties;
SFG_TileDefinition tile =
SFG_getMapTile(SFG_currentLevel.levelPointer,mX,mY,&properties);
SFG_createExplosion(mX * RCL_UNITS_PER_SQUARE ,mY * RCL_UNITS_PER_SQUARE,
SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP + SFG_WALL_HEIGHT_STEP);
}
}
else
@ -1510,6 +1533,8 @@ void SFG_playerChangeHealth(int8_t healthAdd)
void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
{
printf("%d %d %d\n",x,y,z);
SFG_ProjectileRecord explostion;
explostion.type = SFG_PROJECTILE_EXPLOSION;