Files
tracy/examples/dyna/src/monster.cpp
2026-06-21 23:05:20 +02:00

228 lines
5.0 KiB
C++

#include "monster.hpp"
#include "gfx.hpp"
#include "map.hpp"
#include "texture.hpp"
#include "timer.hpp"
#include "world.hpp"
#include <tracy/Tracy.hpp>
namespace dyna
{
namespace
{
bool is_opposite( Action a, Action b )
{
return ( a == Action::up && b == Action::down ) ||
( a == Action::down && b == Action::up ) ||
( a == Action::left && b == Action::right ) ||
( a == Action::right && b == Action::left );
}
} // namespace
Monster::Monster( int type, int gx, int gy )
: mtype( type )
, t( type == 1 ? 14 : type == 2 ? 11
: 7 )
{
x = gx * 64;
y = gy * 64;
}
void Monster::set_action( Action a )
{
Entity::set_action( a );
if( action == Action::appear )
left = 200;
}
std::vector<Action> Monster::possible_dirs( const Map& map ) const
{
std::vector<Action> dirs;
if( x > 0 && !map.at( x / 64 - 1, y / 64 ).solid() )
dirs.push_back( Action::left );
if( x / 64 < map.getx() - 1 && !map.at( x / 64 + 1, y / 64 ).solid() )
dirs.push_back( Action::right );
if( y > 0 && !map.at( x / 64, y / 64 - 1 ).solid() )
dirs.push_back( Action::up );
if( y / 64 < map.gety() - 1 && !map.at( x / 64, y / 64 + 1 ).solid() )
dirs.push_back( Action::down );
return dirs;
}
bool Monster::straight( const std::vector<Action>& dirs )
{
return is_opposite( dirs[0], dirs[1] );
}
Action Monster::any_dir( const Map& map )
{
std::vector<Action> dirs = possible_dirs( map );
if( dirs.empty() )
return Action::wait;
return dirs[RNG::next( static_cast<int>( dirs.size() ) )];
}
Action Monster::rand_dir( const Map& map )
{
Action tmp = any_dir( map );
if( is_opposite( action, tmp ) )
tmp = any_dir( map );
return tmp;
}
void Monster::think( const Map& map )
{
ZoneScoped;
if( action == Action::wait || action == Action::appear )
{
set_action( rand_dir( map ) );
return;
}
std::vector<Action> dirs = possible_dirs( map );
if( dirs.size() == 2 && straight( dirs ) )
{
left = 64;
}
else
{
Action tmp = rand_dir( map );
if( tmp == action )
{
left = 64;
}
else
{
set_action( tmp );
if( tmp != Action::wait )
left = 64;
}
}
}
void Monster::tick( World& world )
{
ZoneScoped;
Map& map = world.map();
delta += Timer::delta;
while( delta > t )
{
delta -= t;
if( action == Action::wait )
{
think( map );
}
else if( left > 0 )
{
left--;
switch( action )
{
case Action::down: y++; break;
case Action::up: y--; break;
case Action::left: x--; break;
case Action::right: x++; break;
default: break;
}
}
else
{
if( action == Action::death )
die( world );
else
think( map );
}
if( action != Action::death && killed( map ) )
{
set_action( Action::death );
left = 790 / t;
}
}
}
void Monster::die( World& )
{
dead = true;
}
const AnimTexture& Monster::texture_for( Action a ) const
{
struct Set
{
const AnimTexture* wait;
const AnimTexture* up;
const AnimTexture* down;
const AnimTexture* left;
const AnimTexture* right;
const AnimTexture* death;
};
Set s;
if( mtype == 1 )
s = { &Textures::m1_d, &Textures::m1_u, &Textures::m1_d, &Textures::m1_l, &Textures::m1_r, &Textures::m1_death };
else if( mtype == 2 )
s = { &Textures::m2_d, &Textures::m2_u, &Textures::m2_d, &Textures::m2_l, &Textures::m2_r, &Textures::m2_death };
else
s = { &Textures::m3_d, &Textures::m3_u, &Textures::m3_d, &Textures::m3_l, &Textures::m3_r, &Textures::m3_death };
switch( a )
{
case Action::up: return *s.up;
case Action::down: return *s.down;
case Action::left: return *s.left;
case Action::right: return *s.right;
case Action::death: return *s.death;
case Action::wait:
case Action::appear:
default: return *s.wait; // wait/appear use the "down" sprite
}
}
void Monster::draw()
{
ZoneScoped;
// The original returns without drawing for unexpected actions; monsters only
// ever hold the actions handled by texture_for, so always draw.
generic_draw( texture_for( action ) );
}
void Monster::generic_draw( const AnimTexture& tex )
{
int frame;
if( action == Action::wait )
{
frame = 0;
}
else if( action == Action::appear )
{
frame = 0;
Gfx::alpha( static_cast<float>( 200 - left ) / 200.0f );
}
else
{
frame = static_cast<int>( ( Timer::get_timestamp() - action_start ) / 40 );
}
tex.bind( frame );
Gfx::draw_sprite( x, y );
if( action == Action::appear )
Gfx::alpha( 1.0f );
}
}