enemy.c 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480
  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. }
  129. // Enemy collision function
  130. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  131. {
  132. if (!self || !other || !context)
  133. {
  134. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  135. return;
  136. }
  137. // Check if the enemy collided with the player
  138. if (entity_description_get(other) == &player_desc)
  139. {
  140. // Retrieve enemy context
  141. EnemyContext *enemy_context = (EnemyContext *)context;
  142. GameContext *game_context = game_manager_game_context_get(manager);
  143. if (!enemy_context)
  144. {
  145. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  146. return;
  147. }
  148. if (!game_context)
  149. {
  150. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  151. return;
  152. }
  153. // Get positions of the enemy and the player
  154. Vector enemy_pos = entity_pos_get(self);
  155. Vector player_pos = entity_pos_get(other);
  156. // Determine if the enemy is facing the player or player is facing the enemy
  157. bool enemy_is_facing_player = false;
  158. bool player_is_facing_enemy = false;
  159. // setting enemy_is_facing_player to true if the enemy is facing the player
  160. if (enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x)
  161. {
  162. enemy_is_facing_player = true;
  163. enemy_context->state = ENEMY_ATTACKING;
  164. }
  165. else if (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x)
  166. {
  167. enemy_is_facing_player = true;
  168. enemy_context->state = ENEMY_ATTACKING;
  169. }
  170. else if (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y)
  171. {
  172. enemy_is_facing_player = true;
  173. enemy_context->state = ENEMY_ATTACKING;
  174. }
  175. else if (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y)
  176. {
  177. enemy_is_facing_player = true;
  178. enemy_context->state = ENEMY_ATTACKING;
  179. }
  180. // setting player_is_facing_enemy to true if the player is facing the enemy
  181. if (game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x)
  182. {
  183. player_is_facing_enemy = true;
  184. }
  185. else if (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x)
  186. {
  187. player_is_facing_enemy = true;
  188. }
  189. else if (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y)
  190. {
  191. player_is_facing_enemy = true;
  192. }
  193. else if (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y)
  194. {
  195. player_is_facing_enemy = true;
  196. }
  197. // If the player is facing the enemy and pressed OK, perform an attack (log message)
  198. if (player_is_facing_enemy && game_context->user_input == GameKeyOk)
  199. {
  200. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  201. // increase xp by the enemy's strength
  202. game_context->player_context->xp += enemy_context->strength;
  203. // Decrease enemy health by player strength
  204. if (enemy_context->health <= 0)
  205. {
  206. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  207. enemy_context->state = ENEMY_DEAD;
  208. // reset enemy position and health
  209. entity_pos_set(self, enemy_context->start_position);
  210. enemy_context->health = 100;
  211. }
  212. else
  213. {
  214. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  215. enemy_context->health -= game_context->player_context->strength;
  216. enemy_context->state = ENEMY_ATTACKED;
  217. }
  218. }
  219. // If the enemy is facing the player, perform an attack (log message)
  220. if (enemy_is_facing_player)
  221. {
  222. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  223. // Decrease player health by enemy strength
  224. if (game_context->player_context->health <= 0)
  225. {
  226. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  227. game_context->player_context->state = PLAYER_DEAD;
  228. // reset player position and health
  229. entity_pos_set(other, game_context->player_context->start_position);
  230. game_context->player_context->health = 100;
  231. }
  232. else
  233. {
  234. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  235. game_context->player_context->health -= enemy_context->strength;
  236. game_context->player_context->state = PLAYER_ATTACKED;
  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. FURI_LOG_D("Game", "Enemy '%s' reset to start position after collision", enemy_context->id);
  244. }
  245. }
  246. // Enemy update function
  247. static void enemy_update(Entity *self, GameManager *manager, void *context)
  248. {
  249. if (!self || !context || !manager)
  250. return;
  251. EnemyContext *enemy_context = (EnemyContext *)context;
  252. GameContext *game_context = game_manager_game_context_get(manager);
  253. if (!game_context)
  254. {
  255. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  256. return;
  257. }
  258. float delta_time = 1.0f / game_context->fps;
  259. switch (enemy_context->state)
  260. {
  261. case ENEMY_IDLE:
  262. // Increment the elapsed_move_timer
  263. enemy_context->elapsed_move_timer += delta_time;
  264. // Check if it's time to move again
  265. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  266. {
  267. // Determine the next state based on the current position
  268. Vector current_pos = entity_pos_get(self);
  269. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)EPSILON &&
  270. fabs(current_pos.y - enemy_context->start_position.y) < (double)EPSILON)
  271. {
  272. enemy_context->state = ENEMY_MOVING_TO_END;
  273. }
  274. else
  275. {
  276. enemy_context->state = ENEMY_MOVING_TO_START;
  277. }
  278. enemy_context->elapsed_move_timer = 0.0f;
  279. FURI_LOG_D("Game", "Enemy %s transitioning to state %d", enemy_context->id, enemy_context->state);
  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. FURI_LOG_D("Game", "Enemy %s reached target and transitioning to IDLE", enemy_context->id);
  343. }
  344. }
  345. break;
  346. default:
  347. FURI_LOG_E("Game", "Enemy update: Unknown state %d", enemy_context->state);
  348. break;
  349. }
  350. }
  351. // Free function for the entity
  352. static void enemy_free(Entity *self, GameManager *manager, void *context)
  353. {
  354. UNUSED(self);
  355. UNUSED(manager);
  356. enemy_generic_free(context);
  357. }
  358. // Enemy behavior structure
  359. static const EntityDescription _generic_enemy = {
  360. .start = enemy_start,
  361. .stop = enemy_free,
  362. .update = enemy_update,
  363. .render = enemy_render,
  364. .collision = enemy_collision,
  365. .event = NULL,
  366. .context_size = sizeof(EnemyContext),
  367. };
  368. // Enemy function to return the entity description
  369. const EntityDescription *enemy(
  370. GameManager *manager,
  371. const char *id,
  372. int index,
  373. Vector size,
  374. Vector start_position,
  375. Vector end_position,
  376. float move_timer, // Wait duration before moving again
  377. float speed,
  378. float attack_timer,
  379. float strength,
  380. float health)
  381. {
  382. // Allocate a new EnemyContext with provided parameters
  383. enemy_context_generic = enemy_generic_alloc(
  384. id,
  385. index,
  386. size,
  387. start_position,
  388. end_position,
  389. move_timer, // Set wait duration
  390. speed,
  391. attack_timer,
  392. strength,
  393. health);
  394. if (!enemy_context_generic)
  395. {
  396. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  397. return NULL;
  398. }
  399. char right_edited[64];
  400. char left_edited[64];
  401. snprintf(right_edited, sizeof(right_edited), "%s_right.fxbm", id);
  402. snprintf(left_edited, sizeof(left_edited), "%s_left.fxbm", id);
  403. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, right_edited);
  404. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, left_edited);
  405. // Set initial direction based on start and end positions
  406. if (start_position.x < end_position.x)
  407. {
  408. enemy_context_generic->direction = ENEMY_RIGHT;
  409. }
  410. else
  411. {
  412. enemy_context_generic->direction = ENEMY_LEFT;
  413. }
  414. // Set initial state based on movement
  415. if (start_position.x != end_position.x || start_position.y != end_position.y)
  416. {
  417. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  418. }
  419. else
  420. {
  421. enemy_context_generic->state = ENEMY_IDLE;
  422. }
  423. return &_generic_enemy;
  424. }