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#include "global.h"
#include "ki.h"
#include "calc.h"
#include "sprites.h"
#include "mathf.h"
// here are the ai's functions
// todo: change the function's names
// check if the player can be seen by the enemy
static int kshoot(float x, float y)
{
float xadd, yadd;
if(Abs(x - player.x) > Abs(y - player.y))
{
xadd = sgn(player.x - x);
yadd = ((player.y - y) / Abs(x - player.x));
}
else
{
xadd = ((player.x - x) / Abs(y - player.y));
yadd =sgn(player.y - y);
}
// this is raycasting again
while(x < MAPSIZE && y < MAPSIZE && x >= 0 && y >= 0)
{
if((int)y == (int)player.y && (int)x == (int)player.x)
{
return TRUE;
}
if(solids[(int)x][(int)y] == SOLID)
{
break;
}
x += xadd;
y += yadd;
}
return FALSE;
}
// move them in a random direction
static void kimove()
{
int c;
int dirx, diry;
for(c = 0; c < spritecnt; c++)
{
int fail[4] = {0}, success = FALSE;
// it _will_ move
if(sprites[c].type == TYPE_ENEMY)
{
// try until there is no possible direction left
while(!(fail[0] == TRUE && fail[1] == TRUE && fail[2] == TRUE && fail[3] == TRUE) && success == FALSE)
{
float newx, newy;
if(kshoot(sprites[c].x, sprites[c].y) == TRUE)
{
// if the player is in sight (< 3 fields), go to him/her
if(Abs((player.x) - sprites[c].x) > 3)
{
dirx = (player.x > sprites[c].x)?1:(player.x == sprites[c].x)?0:-1;
}
else
{
dirx = 0;
}
if(Abs((player.y) - sprites[c].y) > 3)
{
diry = (player.y > sprites[c].y)?1:(player.y == sprites[c].y)?0:-1;
}
else
{
diry = 0;
}
success = TRUE;
}
else
{
// there is no player, move randomly
uint num;
do
{
num = random() % 4;
}while(fail[num] == TRUE);
fail[num] = TRUE;
switch(num)
{
case 0:
dirx = 0;
diry = -1;
break;
case 1:
dirx = 1;
diry = 0;
break;
case 2:
dirx = 0;
diry = 1;
break;
case 3:
diry = 0;
dirx = -1;
break;
}
}
newx = sprites[c].x + dirx;
newy = sprites[c].y + diry;
// move that stupid sprite
if(newx < MAPSIZE && newx >= 0 && newy < MAPSIZE && newy >= 0)
{
if(solids[(int)newx][(int)newy] == UNSOLID)
{
solids[(int)sprites[c].x][(int)sprites[c].y] = UNSOLID;
sprites[c].x = newx;
sprites[c].y = newy;
solids[(int)sprites[c].x][(int)sprites[c].y] = SPRITE;
success = TRUE;
}
}
}
}
}
}
// this is a kind of high-level kshoot
// it subtracts the health
static void kishoot(void)
{
int c;
for(c = 0; c < spritecnt; c++)
{
if(sprites[c].type == TYPE_ENEMY)
{
if(kshoot(sprites[c].x, sprites[c].y) == TRUE)
{
player.health -= 5;
output = 1;
statustimer = 0;
status = hitmsg;
BacklightOn();
}
}
}
}
// this is the timer that moves the ai
void timer(void)
{
static int ki = 0;
if(++ki == 10)
{
kimove();
ki = 0;
output = 1;
}
kishoot();
}
// set the new position in the map
void kisetpos(float *x, float *y)
{
do
{
*x = crand() % MAPSIZE + 0.5;
*y = crand() % MAPSIZE + 0.5;
}while(solids[(int)*x][(int)*y] != UNSOLID);
solids[(int)*x][(int)*y] = SPRITE;
}
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