enemy.c 17 KB

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  1. // enemy.c
  2. #include <game/enemy.h>
  3. #include <stdlib.h>
  4. #include <stdio.h>
  5. #include <math.h>
  6. #define EPSILON 0.1f
  7. static EnemyContext *enemy_context_generic;
  8. // Allocation function
  9. static EnemyContext *enemy_generic_alloc(
  10. const char *id,
  11. int index,
  12. Vector size,
  13. Vector start_position,
  14. Vector end_position,
  15. float move_timer, // Wait duration before moving again
  16. float speed,
  17. float attack_timer,
  18. float strength,
  19. float health)
  20. {
  21. if (!enemy_context_generic)
  22. {
  23. enemy_context_generic = malloc(sizeof(EnemyContext));
  24. }
  25. if (!enemy_context_generic)
  26. {
  27. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  28. return NULL;
  29. }
  30. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  31. enemy_context_generic->index = index;
  32. enemy_context_generic->size = size;
  33. enemy_context_generic->start_position = start_position;
  34. enemy_context_generic->end_position = end_position;
  35. enemy_context_generic->move_timer = move_timer; // Set wait duration
  36. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  37. enemy_context_generic->speed = speed;
  38. enemy_context_generic->attack_timer = attack_timer;
  39. enemy_context_generic->strength = strength;
  40. enemy_context_generic->health = health;
  41. // Initialize other fields as needed
  42. enemy_context_generic->sprite_right = NULL; // Assign appropriate sprite
  43. enemy_context_generic->sprite_left = NULL; // Assign appropriate sprite
  44. enemy_context_generic->direction = ENEMY_RIGHT; // Default direction
  45. enemy_context_generic->state = ENEMY_MOVING_TO_END; // Start in IDLE state
  46. // Set radius based on size, for example, average of size.x and size.y divided by 2
  47. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  48. return enemy_context_generic;
  49. }
  50. // Free function
  51. static void enemy_generic_free(void *context)
  52. {
  53. if (!context)
  54. {
  55. FURI_LOG_E("Game", "Enemy generic free: Invalid context");
  56. return;
  57. }
  58. free(context);
  59. context = NULL;
  60. if (enemy_context_generic)
  61. {
  62. free(enemy_context_generic);
  63. enemy_context_generic = NULL;
  64. }
  65. }
  66. // Enemy start function
  67. static void enemy_start(Entity *self, GameManager *manager, void *context)
  68. {
  69. UNUSED(manager);
  70. if (!self || !context)
  71. {
  72. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  73. return;
  74. }
  75. if (!enemy_context_generic)
  76. {
  77. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  78. return;
  79. }
  80. EnemyContext *enemy_context = (EnemyContext *)context;
  81. // Copy fields from generic context
  82. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  83. enemy_context->index = enemy_context_generic->index;
  84. enemy_context->size = enemy_context_generic->size;
  85. enemy_context->start_position = enemy_context_generic->start_position;
  86. enemy_context->end_position = enemy_context_generic->end_position;
  87. enemy_context->move_timer = enemy_context_generic->move_timer;
  88. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  89. enemy_context->speed = enemy_context_generic->speed;
  90. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  91. enemy_context->strength = enemy_context_generic->strength;
  92. enemy_context->health = enemy_context_generic->health;
  93. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  94. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  95. enemy_context->direction = enemy_context_generic->direction;
  96. enemy_context->state = enemy_context_generic->state;
  97. enemy_context->radius = enemy_context_generic->radius;
  98. // Set enemy's initial position based on start_position
  99. entity_pos_set(self, enemy_context->start_position);
  100. // Add collision circle based on the enemy's radius
  101. entity_collider_add_circle(self, enemy_context->radius);
  102. }
  103. // Enemy render function
  104. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  105. {
  106. UNUSED(manager);
  107. if (!self || !context || !canvas)
  108. return;
  109. EnemyContext *enemy_context = (EnemyContext *)context;
  110. // Get the position of the enemy
  111. Vector pos = entity_pos_get(self);
  112. // Choose sprite based on direction
  113. Sprite *current_sprite = NULL;
  114. if (enemy_context->direction == ENEMY_LEFT)
  115. {
  116. current_sprite = enemy_context->sprite_left;
  117. }
  118. else
  119. {
  120. current_sprite = enemy_context->sprite_right;
  121. }
  122. // Draw enemy sprite relative to camera, centered on the enemy's position
  123. canvas_draw_sprite(
  124. canvas,
  125. current_sprite,
  126. pos.x - camera_x - (enemy_context->size.x / 2),
  127. pos.y - camera_y - (enemy_context->size.y / 2));
  128. // Draw user stats (this has to be done for all enemies)
  129. draw_user_stats(canvas, (Vector){0, 7}, manager);
  130. }
  131. // Enemy collision function
  132. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  133. {
  134. if (!self || !other || !context)
  135. {
  136. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  137. return;
  138. }
  139. // Check if the enemy collided with the player
  140. if (entity_description_get(other) == &player_desc)
  141. {
  142. // Retrieve enemy context
  143. EnemyContext *enemy_context = (EnemyContext *)context;
  144. GameContext *game_context = game_manager_game_context_get(manager);
  145. if (!enemy_context)
  146. {
  147. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  148. return;
  149. }
  150. if (!game_context)
  151. {
  152. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  153. return;
  154. }
  155. // Get positions of the enemy and the player
  156. Vector enemy_pos = entity_pos_get(self);
  157. Vector player_pos = entity_pos_get(other);
  158. // Determine if the enemy is facing the player or player is facing the enemy
  159. bool enemy_is_facing_player = false;
  160. bool player_is_facing_enemy = false;
  161. // Determine if the enemy is facing the player
  162. if ((enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x) ||
  163. (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x) ||
  164. (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y) ||
  165. (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y))
  166. {
  167. enemy_is_facing_player = true;
  168. }
  169. // Determine if the player is facing the enemy
  170. if ((game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x) ||
  171. (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x) ||
  172. (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y) ||
  173. (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y))
  174. {
  175. player_is_facing_enemy = true;
  176. }
  177. // Handle Player Attacking Enemy
  178. if (player_is_facing_enemy && game_context->user_input == GameKeyOk)
  179. {
  180. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  181. {
  182. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  183. // Reset player's elapsed attack timer
  184. game_context->player_context->elapsed_attack_timer = 0.0f;
  185. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  186. // Increase XP by the enemy's strength
  187. game_context->player_context->xp += enemy_context->strength;
  188. // Decrease enemy health by player strength
  189. enemy_context->health -= game_context->player_context->strength;
  190. if (enemy_context->health <= 0)
  191. {
  192. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  193. enemy_context->state = ENEMY_DEAD;
  194. // Reset enemy position and health
  195. entity_pos_set(self, enemy_context->start_position);
  196. enemy_context->health = 100;
  197. }
  198. else
  199. {
  200. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  201. enemy_context->state = ENEMY_ATTACKED;
  202. }
  203. }
  204. else
  205. {
  206. FURI_LOG_I("Game", "Player attack on enemy '%s' is on cooldown: %f seconds remaining", enemy_context->id, (double)(game_context->player_context->attack_timer - game_context->player_context->elapsed_attack_timer));
  207. }
  208. }
  209. // Handle Enemy Attacking Player
  210. if (enemy_is_facing_player)
  211. {
  212. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  213. {
  214. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  215. // Reset enemy's elapsed attack timer
  216. enemy_context->elapsed_attack_timer = 0.0f;
  217. game_context->player_context->elapsed_attack_timer = 0.0f; // Reset player's attack timer to block player attack
  218. // Decrease player health by enemy strength
  219. game_context->player_context->health -= enemy_context->strength;
  220. if (game_context->player_context->health <= 0)
  221. {
  222. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  223. game_context->player_context->state = PLAYER_DEAD;
  224. // Reset player position and health
  225. entity_pos_set(other, game_context->player_context->start_position);
  226. game_context->player_context->health = 100;
  227. }
  228. else
  229. {
  230. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  231. game_context->player_context->state = PLAYER_ATTACKED;
  232. }
  233. }
  234. else
  235. {
  236. FURI_LOG_I("Game", "Enemy '%s' attack on player is on cooldown: %f seconds remaining", enemy_context->id, (double)(enemy_context->attack_timer - enemy_context->elapsed_attack_timer));
  237. }
  238. }
  239. // Reset enemy's position and state
  240. entity_pos_set(self, enemy_context->start_position);
  241. enemy_context->state = ENEMY_IDLE;
  242. enemy_context->elapsed_move_timer = 0.0f;
  243. }
  244. }
  245. // Enemy update function
  246. static void enemy_update(Entity *self, GameManager *manager, void *context)
  247. {
  248. if (!self || !context || !manager)
  249. return;
  250. EnemyContext *enemy_context = (EnemyContext *)context;
  251. GameContext *game_context = game_manager_game_context_get(manager);
  252. if (!game_context)
  253. {
  254. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  255. return;
  256. }
  257. float delta_time = 1.0f / game_context->fps;
  258. // Increment the elapsed_attack_timer for the enemy
  259. enemy_context->elapsed_attack_timer += delta_time;
  260. switch (enemy_context->state)
  261. {
  262. case ENEMY_IDLE:
  263. // Increment the elapsed_move_timer
  264. enemy_context->elapsed_move_timer += delta_time;
  265. // Check if it's time to move again
  266. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  267. {
  268. // Determine the next state based on the current position
  269. Vector current_pos = entity_pos_get(self);
  270. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)EPSILON &&
  271. fabs(current_pos.y - enemy_context->start_position.y) < (double)EPSILON)
  272. {
  273. enemy_context->state = ENEMY_MOVING_TO_END;
  274. }
  275. else
  276. {
  277. enemy_context->state = ENEMY_MOVING_TO_START;
  278. }
  279. enemy_context->elapsed_move_timer = 0.0f;
  280. }
  281. break;
  282. case ENEMY_MOVING_TO_END:
  283. case ENEMY_MOVING_TO_START:
  284. {
  285. // Determine the target position based on the current state
  286. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  287. // Get current position
  288. Vector current_pos = entity_pos_get(self);
  289. Vector direction_vector = {0, 0};
  290. // Calculate direction towards the target
  291. if (current_pos.x < target_position.x)
  292. {
  293. direction_vector.x = 1.0f;
  294. enemy_context->direction = ENEMY_RIGHT;
  295. }
  296. else if (current_pos.x > target_position.x)
  297. {
  298. direction_vector.x = -1.0f;
  299. enemy_context->direction = ENEMY_LEFT;
  300. }
  301. if (current_pos.y < target_position.y)
  302. {
  303. direction_vector.y = 1.0f;
  304. enemy_context->direction = ENEMY_DOWN;
  305. }
  306. else if (current_pos.y > target_position.y)
  307. {
  308. direction_vector.y = -1.0f;
  309. enemy_context->direction = ENEMY_UP;
  310. }
  311. // Normalize direction vector
  312. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  313. if (length != 0)
  314. {
  315. direction_vector.x /= length;
  316. direction_vector.y /= length;
  317. }
  318. // Update position based on direction and speed
  319. Vector new_pos = current_pos;
  320. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  321. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  322. // Clamp the position to the target to prevent overshooting
  323. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  324. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  325. {
  326. new_pos.x = target_position.x;
  327. }
  328. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  329. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  330. {
  331. new_pos.y = target_position.y;
  332. }
  333. entity_pos_set(self, new_pos);
  334. // Check if the enemy has reached or surpassed the target_position
  335. bool reached_x = fabs(new_pos.x - target_position.x) < (double)EPSILON;
  336. bool reached_y = fabs(new_pos.y - target_position.y) < (double)EPSILON;
  337. // If reached the target position on both axes, transition to IDLE
  338. if (reached_x && reached_y)
  339. {
  340. enemy_context->state = ENEMY_IDLE;
  341. enemy_context->elapsed_move_timer = 0.0f;
  342. }
  343. }
  344. break;
  345. default:
  346. break;
  347. }
  348. }
  349. // Free function for the entity
  350. static void enemy_free(Entity *self, GameManager *manager, void *context)
  351. {
  352. UNUSED(self);
  353. UNUSED(manager);
  354. enemy_generic_free(context);
  355. }
  356. // Enemy behavior structure
  357. static const EntityDescription _generic_enemy = {
  358. .start = enemy_start,
  359. .stop = enemy_free,
  360. .update = enemy_update,
  361. .render = enemy_render,
  362. .collision = enemy_collision,
  363. .event = NULL,
  364. .context_size = sizeof(EnemyContext),
  365. };
  366. // Enemy function to return the entity description
  367. const EntityDescription *enemy(
  368. GameManager *manager,
  369. const char *id,
  370. int index,
  371. Vector size,
  372. Vector start_position,
  373. Vector end_position,
  374. float move_timer, // Wait duration before moving again
  375. float speed,
  376. float attack_timer,
  377. float strength,
  378. float health)
  379. {
  380. // Allocate a new EnemyContext with provided parameters
  381. enemy_context_generic = enemy_generic_alloc(
  382. id,
  383. index,
  384. size,
  385. start_position,
  386. end_position,
  387. move_timer, // Set wait duration
  388. speed,
  389. attack_timer,
  390. strength,
  391. health);
  392. if (!enemy_context_generic)
  393. {
  394. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  395. return NULL;
  396. }
  397. char right_edited[64];
  398. char left_edited[64];
  399. snprintf(right_edited, sizeof(right_edited), "%s_right.fxbm", id);
  400. snprintf(left_edited, sizeof(left_edited), "%s_left.fxbm", id);
  401. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, right_edited);
  402. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, left_edited);
  403. // Set initial direction based on start and end positions
  404. if (start_position.x < end_position.x)
  405. {
  406. enemy_context_generic->direction = ENEMY_RIGHT;
  407. }
  408. else
  409. {
  410. enemy_context_generic->direction = ENEMY_LEFT;
  411. }
  412. // Set initial state based on movement
  413. if (start_position.x != end_position.x || start_position.y != end_position.y)
  414. {
  415. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  416. }
  417. else
  418. {
  419. enemy_context_generic->state = ENEMY_IDLE;
  420. }
  421. return &_generic_enemy;
  422. }