source: abuse/trunk/src/ant.cpp @ 655

Last change on this file since 655 was 655, checked in by Sam Hocevar, 12 years ago

imlib: refactor a few image methods so that they use vec2i.

File size: 12.3 KB
Line 
1/*
2 *  Abuse - dark 2D side-scrolling platform game
3 *  Copyright (c) 1995 Crack dot Com
4 *  Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net>
5 *
6 *  This software was released into the Public Domain. As with most public
7 *  domain software, no warranty is made or implied by Crack dot Com, by
8 *  Jonathan Clark, or by Sam Hocevar.
9 */
10
11#if defined HAVE_CONFIG_H
12#   include "config.h"
13#endif
14
15#include <ctype.h>
16
17#include "common.h"
18
19#include "ant.h"
20#include "lisp.h"
21#include "lisp_gc.h"
22#include "compiled.h"
23#include "objects.h"
24#include "level.h"
25#include "game.h"
26#include "jrand.h"
27#include "clisp.h"
28#include "dev.h"
29
30enum {  ANT_need_to_dodge,     // ant vars
31    ANT_no_see_time,
32    ANT_hide_flag };
33
34int can_see(game_object *o, int32_t x1, int32_t y1, int32_t x2, int32_t y2)
35{
36  int32_t nx2=x2,ny2=y2;
37  current_level->foreground_intersect(x1,y1,x2,y2);
38  if (x2!=nx2 || y2!=ny2) return 0;
39
40  current_level->boundary_setback(o,x1,y1,x2,y2);
41  return (x2==nx2 && y2==ny2);
42}
43
44
45// if we first saw the player or it's been a while since we've seen the player then do a scream
46static void scream_check(game_object *o, game_object *b)
47{
48  if (can_see(o,o->x,o->y,b->x,b->y))
49  {
50    if (o->lvars[ANT_no_see_time]==0 || o->lvars[ANT_no_see_time]>20)
51      the_game->play_sound(S_ASCREAM_SND,127,o->x,o->y);
52    o->lvars[ANT_no_see_time]=1;
53  } else o->lvars[ANT_no_see_time]++;
54}
55
56static int ant_congestion(game_object *o)
57{
58  for (game_object *d=current_level->first_active_object(); d; d=d->next_active)
59  {
60    if (d->otype==o->otype && abs(o->x-d->x)<30 && abs(o->x-d->y)<20) return 1;
61  }
62  return 0;
63}
64
65static int ant_dodge(game_object *o)
66{
67  if (o->lvars[ANT_need_to_dodge]==1)
68  {
69    o->lvars[ANT_need_to_dodge]=0;
70    if ((jrand()%2)==0)
71    {
72      o->set_state(stopped);
73      o->set_aistate(ANT_JUMP);
74      if (!can_see(o,o->x,o->y,o->x,o->y-120))   // is there a roof above?
75      {
76    o->set_yvel(-17);
77    o->set_xvel(0);
78    o->set_aistate(ANT_JUMP_ROOF);
79    ant_ai();
80      } else
81      {
82    o->set_yvel(-12);
83    if (o->direction>0)
84      o->set_xvel(22);
85    else o->set_xvel(-22);
86    o->set_aistate(ANT_JUMP);
87      }
88    }
89    return 1;
90  } else return 0;
91}
92
93static int alien_wait_time()
94{
95  void *v=symbol_value(l_difficulty);
96  if (v==l_easy)
97    return 6;
98  else if (v==l_medium)
99   return 4;
100  else if (v==l_hard)
101    return 2;
102  else return 1;
103}
104
105static int can_hit_player(game_object *o, game_object *b)
106{
107  return can_see(o,o->x+(o->direction>0?15:-15),o->y-15,b->x,b->y-15);
108}
109
110static void fire_at_player(game_object *o, game_object *b)
111{
112  int32_t firex=o->x+(o->direction>0?15:-15),firey=o->y-15,
113          playerx=b->x+b->xvel()*8,playery=b->y-15+b->yvel()*2;
114  if (can_see(o,o->x,o->y,firex,firey) && can_see(o,firex,firey,playerx,playery))
115  {
116    int angle=lisp_atan2(firey-playery,playerx-firex);
117    void *call_list=NULL;
118    PtrRef r1(call_list);
119    push_onto_list(LPointer::Create(b),call_list);
120    push_onto_list(LNumber::Create(angle),call_list);
121    push_onto_list(LNumber::Create(firey),call_list);
122    push_onto_list(LNumber::Create(firex),call_list);
123    push_onto_list(LNumber::Create(o->aitype()),call_list);
124    push_onto_list(LPointer::Create(o),call_list);
125    ((LSymbol *)l_fire_object)->EvalUserFunction((LList *)call_list);
126    o->set_state((character_state)S_weapon_fire);
127  }
128}
129
130void *ant_ai()
131{
132  game_object *o=current_object,*b;
133
134  if (o->hp()==0)    // if we are dead return NULL and get deleted
135  {
136    if (o->state==dead)
137      return NULL;
138    else o->set_state(dead);
139    return true_symbol;
140  }
141
142
143  if (o->state==flinch_up || o->state==flinch_down)
144  {
145    o->next_picture();
146    return true_symbol;
147  }
148
149
150  switch (o->aistate())
151  {
152    case ANT_START :
153    {
154      o->set_state((character_state)S_hanging);
155      if (o->lvars[ANT_hide_flag])
156        o->set_aistate(ANT_HIDING);
157
158      else o->set_aistate(ANT_HANGING);
159    } break;
160    case ANT_HIDING :
161    {
162      if ((jrand()%128)==0) the_game->play_sound(S_SCARE_SND,127,o->x,o->y);
163      if (o->otype!=S_HIDDEN_ANT)
164      {
165    o->change_type(S_HIDDEN_ANT);      // switch types so noone hurts us.
166    o->set_state(stopped);
167    o->set_aistate(ANT_HIDING);
168      }
169
170      int fall=0;
171      if (o->total_objects()==0)
172      {
173    if (player_list->next)
174      b=current_level->attacker(current_object);
175    else b=player_list->focus;
176    if (abs(b->x-o->x)<130 && (o->y<b->y))
177      fall=1;
178      }
179      else if (o->get_object(0)->aistate()!=0)
180        fall=1;
181
182      if (fall)
183      {
184    o->change_type(S_ANT_ROOF);
185    o->set_state((character_state)S_falling);
186    o->set_aistate(ANT_FALL_DOWN);
187    o->set_targetable(1);
188      } else o->set_targetable(0);
189    } break;
190    case ANT_HANGING :
191    {
192      int fall=0;
193      if ((jrand()%128)==0) the_game->play_sound(S_SCARE_SND,127,o->x,o->y);
194      if (o->lvars[ANT_hide_flag])
195        o->set_aistate(ANT_HIDING);
196      else
197      {
198    o->set_state((character_state)S_hanging);
199    if (o->total_objects())
200    {
201      if (o->get_object(0)->aistate()!=0)
202      fall=1;
203    } else
204    {
205      if (player_list->next)
206        b=current_level->attacker(current_object);
207      else b=player_list->focus;
208      if (abs(b->x-o->x)<130 && (o->y<b->y))
209      fall=1;
210    }
211    if (fall)
212    {
213      o->set_state((character_state)S_fall_start);
214      o->set_aistate(ANT_FALL_DOWN);
215      o->set_targetable(1);
216    } else o->set_targetable(0);
217      }
218
219    } break;
220    case ANT_FALL_DOWN :
221    {
222      o->set_state((character_state)S_falling);
223
224      if (player_list->next)
225      b=current_level->attacker(current_object);
226      else b=player_list->focus;
227
228      scream_check(o,b);
229      int ret=o->mover(0,0,0);
230      if ((ret&BLOCKED_DOWN) || !can_see(o,o->x,o->y,o->x,o->y+1))
231      {
232    o->set_state((character_state)S_landing);
233    the_game->play_sound(S_ALAND_SND,127,o->x,o->y);
234    o->set_aistate(ANT_LANDING);
235      }
236    } break;
237    case ANT_LANDING :
238    {
239      if (!o->next_picture())
240      {
241    int32_t xv=0,yv=2;
242    o->try_move(o->x,o->y,xv,yv,1);
243    if (yv!=0)
244    {
245      o->set_gravity(1);
246      o->set_aistate(ANT_FALL_DOWN);
247    }
248    else
249    {
250      o->set_state(stopped);
251      o->set_aistate(ANT_RUNNING);
252      return (void *)ant_ai;
253    }
254      }
255    } break;
256    case ANT_RUNNING :
257    {
258      if (player_list->next)
259      b=current_level->attacker(current_object);
260      else b=player_list->focus;
261      scream_check(o,b);
262
263
264      if ((jrand()%16)==0)
265      o->lvars[ANT_need_to_dodge]=1;
266      if (!ant_dodge(o))
267      {
268    if ((o->x>b->x && o->direction==-1) || (o->x<b->x && o->direction==1))
269    {
270      o->next_picture();
271      if ((jrand()%4)==0 && abs(o->x-b->x)<180 && abs(o->y-b->y)<100 && can_hit_player(o,b))
272      {
273        o->set_state((character_state)S_weapon_fire);
274        o->set_aistate(ANT_FIRE);
275      } else if (abs(o->x-b->x)<100 && abs(o->y-b->y)<10 && (jrand()%4)==0)
276        o->set_aistate(ANT_POUNCE_WAIT);
277      else if (abs(o->x-b->x)>140 && !ant_congestion(o))
278        o->set_aistate(ANT_JUMP);
279      else
280      {
281        int32_t xm=o->direction>0 ? get_ability(o->otype,run_top_speed) : -get_ability(o->otype,run_top_speed);
282        int32_t ym=0,new_xm=xm;
283        if (o->state!=running) o->set_state(running);
284
285        o->try_move(o->x,o->y,new_xm,ym,3);
286        if (new_xm!=xm)    // blocked, see if we can climb ramp
287        {
288          new_xm=xm;
289          ym=-abs(xm);
290          o->try_move(o->x,o->y,new_xm,ym,3);
291          if (new_xm==xm)
292          {
293        o->x+=new_xm;
294        o->y+=ym;
295        new_xm=0;
296        ym=abs(xm);      // now get back on the ground
297        o->try_move(o->x,o->y,new_xm,ym,3);
298        o->x+=new_xm;
299        o->y+=ym;
300          } else
301          {
302        o->direction=0-o->direction;
303        o->set_aistate(ANT_JUMP);
304          }
305        } else
306          o->x+=new_xm;
307        new_xm=0;
308        ym=10;       // see if we should fall
309        o->try_move(o->x,o->y,new_xm,ym,3);
310        if (ym==10)
311          o->set_aistate(ANT_FALL_DOWN);
312        else o->y+=ym;
313      }
314    } else
315    {
316      o->direction=o->x>b->x ? -1 : 1;
317      o->set_aistate(ANT_LANDING);
318    }
319      }
320    } break;
321
322    case ANT_POUNCE_WAIT :
323    {
324      if (!ant_dodge(o))
325      {
326    o->set_state((character_state)S_pounce_wait);
327    if (o->aistate_time()>alien_wait_time())
328    {
329      the_game->play_sound(S_ASLASH_SND,127,o->x,o->y);
330      o->set_state(stopped);
331      o->set_aistate(ANT_JUMP);
332    }
333      }
334    } break;
335
336    case ANT_JUMP :
337    {
338      o->lvars[ANT_need_to_dodge]=0;
339      if (o->move(o->direction,-1,0)&BLOCKED_DOWN)
340      o->set_aistate(ANT_RUNNING);
341    } break;
342    case ANT_FIRE :
343    {
344      if (!ant_dodge(o))
345      {
346    if (o->state==S_fire_wait)
347    {
348      if (!o->next_picture() || symbol_value(l_difficulty)==l_extreme)
349      {
350        if (player_list->next)
351        b=current_level->attacker(current_object);
352        else b=player_list->focus;
353        fire_at_player(o,b);
354        o->set_state(stopped);
355        o->set_aistate(ANT_RUNNING);
356      }
357    } else o->set_state((character_state)S_fire_wait);
358      }
359    } break;
360    case ANT_JUMP_ROOF :
361    {
362      o->lvars[ANT_need_to_dodge]=0;
363      o->set_state((character_state)S_jump_up);
364//      o->set_yvel(o->yvel()+1);
365      o->set_xacel(0);
366      int32_t xv=0,yv=o->yvel();
367      o->y-=31;
368      o->try_move(o->x,o->y,xv,yv,1);
369      o->y+=31+yv;
370      if (yv!=o->yvel())
371      {
372    if (o->yvel()>0)
373    {
374      o->set_state(stopped);
375      o->set_aistate(ANT_RUNNING);
376    } else
377    {
378      o->set_state((character_state)S_top_walk);
379      o->set_aistate(ANT_ROOF_WALK);
380    }
381    o->set_yvel(0);
382      }
383    } break;
384    case ANT_ROOF_WALK :
385    {
386      if (player_list->next)
387      b=current_level->attacker(current_object);
388      else b=player_list->focus;
389      scream_check(o,b);
390      if (((jrand()%8)==0 && abs(o->x-b->x)<10 && o->y<b->y) ||
391      o->lvars[ANT_need_to_dodge]==1)
392      {
393    o->set_gravity(1);
394    o->set_state(run_jump);
395    o->set_aistate(ANT_JUMP);
396    ant_ai();
397      }
398      else
399      {
400    if ((o->x>b->x && o->direction>0) || (o->x<b->x && o->direction<0))
401    o->direction=-o->direction;
402    else if (abs(o->x-b->x)<120 && (jrand()%4)==0)
403    {
404      o->set_state((character_state)S_ceil_fire);
405      o->set_aistate(ANT_CEIL_SHOOT);
406      ant_ai();
407    } else
408    {
409      int speed=o->direction>0 ? get_ability(o->otype,run_top_speed) :
410                -get_ability(o->otype,run_top_speed);
411      if (can_see(o,o->x,o->y-31,o->x+speed,o->y-31) &&
412          !can_see(o,o->x+speed,o->y-31,o->x+speed,o->y-32))
413      {
414        o->x+=speed;
415        if (!o->next_picture()) o->set_state((character_state)S_top_walk);
416
417      } else o->set_aistate(ANT_FALL_DOWN);
418    }
419      }
420    } break;
421    case ANT_CEIL_SHOOT :
422    {
423      if (!o->next_picture())
424      {
425    if (player_list->next)
426      b=current_level->attacker(current_object);
427    else b=player_list->focus;
428    fire_at_player(o,b);
429    o->set_state((character_state)S_top_walk);
430    o->set_aistate(ANT_ROOF_WALK);
431      }
432    } break;
433  }
434
435
436
437  return true_symbol;
438}
439
440
441
442void fade_in(image *im, int steps);
443void fade_out(int steps);
444
445void show_stats()
446{
447  if (current_level)
448  {
449    fade_out(8);
450    wm->set_mouse_position(0,0);
451    main_screen->clear();
452    image *im=cache.img(cache.reg("art/frame.spe","end_level_screen",SPEC_IMAGE,1));
453    main_screen->PutImage(im, vec2i(0, 0));
454
455
456    int x1=im->Size().x+1,y1=0,x2=xres,y2=main_screen->Size().y;
457    fade_in(NULL,16);
458
459    char name[50];
460    strcpy(name,current_level->original_name());
461    char dig1=name[strlen(name)-strlen(".spe")-2];
462    char dig2=name[strlen(name)-strlen(".spe")-1];
463
464
465    char msg[50];
466
467    if (isdigit(dig1) && isdigit(dig2))
468    {
469      if (dig1!='0')
470        sprintf(msg,"%s : %c%c",symbol_str("lev_complete"),dig1,dig2);
471      else
472        sprintf(msg,"%s : %c",symbol_str("lev_complete"),dig2);
473    } else sprintf(msg,"%s : %s",symbol_str("lev_complete"),current_level->original_name());
474
475    int w=wm->font()->width()*strlen(msg),h=wm->font()->height();
476    int x=(x1+x2)/2-w/2,y=(y1+y2)/2-h/2;
477    main_screen->Bar(vec2i(x - 10, y - 10), vec2i(x + w + 10, y + h + 10),
478                     wm->bright_color());
479    main_screen->Bar(vec2i(x - 9, y - 9), vec2i(x + w + 9, y + h + 9),
480                     wm->medium_color());
481
482    wm->font()->put_string(main_screen,x+1,y+1,msg,wm->dark_color());
483    wm->font()->put_string(main_screen,x,y,msg,wm->bright_color());
484    wm->flush_screen();
485    Timer now; now.WaitMs(500);
486  }
487}
488
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