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Attack player only if visible
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parent
d601b5521e
commit
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50
game.h
50
game.h
@ -2146,6 +2146,24 @@ void SFG_getMonsterWorldPosition(SFG_MonsterRecord *monster, RCL_Unit *x,
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+ RCL_UNITS_PER_SQUARE / 2;
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}
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/**
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Checks a 3D point visibility from player's position (WITHOUT considering
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facing direction).
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*/
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static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
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{
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return
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RCL_castRay3D(
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SFG_player.camera.position,
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SFG_player.camera.height,
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pos,
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height,
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SFG_floorHeightAt,
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SFG_ceilingHeightAt,
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SFG_game.visibilityRayConstraints
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) == RCL_UNITS_PER_SQUARE;
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}
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void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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{
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uint8_t state = SFG_MR_STATE(*monster);
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@ -2177,7 +2195,15 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type)))
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)
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{
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if (SFG_random() % 4 != 0)
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RCL_Vector2D pos;
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pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
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pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
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if (SFG_random() % 4 != 0 &&
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SFG_spriteIsVisible(pos,currentHeight + // only if player is visible
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SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(
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SFG_GET_MONSTER_SPRITE_SIZE(
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SFG_MONSTER_TYPE_TO_INDEX(type)))))
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{
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// attack
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@ -2185,12 +2211,8 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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if (type != SFG_LEVEL_ELEMENT_MONSTER_WARRIOR)
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{
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RCL_Vector2D pos;
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RCL_Vector2D dir;
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pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
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pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
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dir.x = SFG_player.camera.position.x - pos.x
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- 128 * SFG_MONSTER_AIM_RANDOMNESS +
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SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
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@ -2864,24 +2886,6 @@ static inline uint16_t SFG_getMapRevealBit(uint8_t squareX, uint8_t squareY)
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return 1 << ((squareY / 16) * 4 + squareX / 16);
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}
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/**
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Checks a 3D point visibility from player's position (WITHOUT considering
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facing direction).
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*/
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static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
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{
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return
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RCL_castRay3D(
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SFG_player.camera.position,
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SFG_player.camera.height,
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pos,
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height,
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SFG_floorHeightAt,
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SFG_ceilingHeightAt,
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SFG_game.visibilityRayConstraints
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) == RCL_UNITS_PER_SQUARE;
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}
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/**
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Returns a tangent in RCL_Unit of vertical autoaim, given current game state.
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*/
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@ -47,7 +47,7 @@
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#define SFG_BACKGROUND_BLUR 1
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#else
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// lower quality
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#define SFG_FPS 30
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#define SFG_FPS 35
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#define SFG_SCREEN_RESOLUTION_X 640
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#define SFG_SCREEN_RESOLUTION_Y 480
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#define SFG_RAYCASTING_SUBSAMPLE 2
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@ -55,19 +55,19 @@
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_BACKGROUND_BLUR 0
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_MAX_STEPS 18
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#define SFG_RAYCASTING_MAX_HITS 8
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#endif
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#else
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// emscripten
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#define SFG_FPS 30
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#define SFG_FPS 35
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#define SFG_SCREEN_RESOLUTION_X 512
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#define SFG_SCREEN_RESOLUTION_Y 320
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#define SFG_CAN_EXIT 0
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#define SFG_RESOLUTION_SCALEDOWN 2
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#define SFG_DITHERED_SHADOW 1
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#define SFG_BACKGROUND_BLUR 0
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_MAX_STEPS 18
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#define SFG_RAYCASTING_MAX_HITS 8
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#include <emscripten.h>
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