119 lines
3.6 KiB
C
119 lines
3.6 KiB
C
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#include <math.h>
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#include <stdio.h>
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#include "game.h"
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#include "movement.h"
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#include "const.h"
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#include "spawn.h"
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struct SpawnPointRange spawnPointRanges[4] = {
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// top
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{ .left = TILE_SIZE * 4, .width = TILE_SIZE * 2, .top = TILE_SIZE - 8, .height = TILE_SIZE },
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// right
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{ .left = (ARENA_WIDTH_TILES - 1) * TILE_SIZE - 8, .width = TILE_SIZE, .top = TILE_SIZE * 4, .height = TILE_SIZE * 2 },
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// bottom
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{ .left = TILE_SIZE * 4, .width = TILE_SIZE * 2, .top = (ARENA_HEIGHT_TILES - 1) * TILE_SIZE - 8, .height = TILE_SIZE },
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// left
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{ .left = TILE_SIZE - 8, .width = TILE_SIZE, .top = TILE_SIZE * 4, .height = TILE_SIZE * 2 },
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};
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int HIT_POINT_RANGES[10][4] = {
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 3, 3 }
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};
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int determineEnemyHitPointCalculation(int difficulty, int roll) {
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return HIT_POINT_RANGES[difficulty][roll];
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}
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void selectEnemySpawnLocation(
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struct EnemySpawningDetails *spawnDetails,
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struct RabbitPosition *rabbitPosition
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) {
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int spawnTry, gate, i;
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int gatePlayerIsFacing = rabbitPosition->mouseAngle / 90;
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// determine which gate the player is at and reduce the likelihood of
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// spawning from that gate
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// * 8 chances to spawn [0, 1] for each gate
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// * if the gate the player is looking at gets [0], reroll
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// * try three times max to limit cost of calculating
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for (spawnTry = 0; spawnTry < 3; ++spawnTry) {
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i = rand() % 12;
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gate = i / 3;
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if (gatePlayerIsFacing == gate && i % 3 != 0) continue;
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}
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spawnDetails->gate = gate;
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spawnDetails->spawnX = spawnPointRanges[gate].left + rand() % spawnPointRanges[gate].width;
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spawnDetails->spawnY = spawnPointRanges[gate].top + rand() % spawnPointRanges[gate].height;
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}
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void spawnEnemy(
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struct EnemySpawningDetails *spawnDetails,
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struct GlobalGameState *globalGameState
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) {
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spawnDetails->enemyPosition->isActive = 1;
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spawnDetails->enemyPosition->willBeInactive = 0;
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spawnDetails->enemyPosition->wasKilled = 0;
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spawnDetails->enemyPosition->hitPoints = determineEnemyHitPointCalculation(
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globalGameState->difficulty,
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rand() % 4
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);
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spawnDetails->enemyPosition->hasLeftGate = 0;
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spawnDetails->enemyPosition->gateExitedFrom = spawnDetails->gate;
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spawnDetails->enemyPosition->enemyMoveDelayStep = 0;
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spawnDetails->enemyPosition->enemyFireDelayStep = ENEMY_FIRE_MIN_DELAY + rand() % ENEMY_FIRE_VARIABLE_DELAY;
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spawnDetails->enemyPosition->enemyPosition[0] = spawnDetails->spawnX;
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spawnDetails->enemyPosition->enemyPosition[1] = spawnDetails->spawnY;
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spawnDetails->enemyPosition->oldEnemyPosition[0] = spawnDetails->spawnX;
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spawnDetails->enemyPosition->oldEnemyPosition[1] = spawnDetails->spawnY;
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}
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void maybeSpawnEnemy(
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struct GlobalGameState *globalGameState,
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struct EnemyPosition enemyPosition[],
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struct RabbitPosition *rabbitPosition
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) {
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char canSpawn;
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int i, availableEnemy;
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struct EnemySpawningDetails spawnDetails;
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if (globalGameState->spawnCooldown-- > 0) return;
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (!enemyPosition[i].isActive) {
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availableEnemy = i;
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canSpawn = 1;
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break;
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}
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}
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if (!canSpawn) return;
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spawnDetails.enemyPosition = &enemyPosition[availableEnemy];
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spawnDetails.difficulty = globalGameState->difficulty;
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selectEnemySpawnLocation(
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&spawnDetails,
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rabbitPosition
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);
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spawnEnemy(
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&spawnDetails,
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globalGameState
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);
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globalGameState->spawnCooldown = (
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BASE_ENEMY_SPAWN_COOLDOWN - (globalGameState->difficulty * DIFFICULTY_SPAWN_COOLDOWN_REDUCTION)) +
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MINIMUM_ENEMY_SPAWN_COOLDOWN + rand() % VARIABLE_ENEMY_SPAWN_COOLDOWN;
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}
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