4968d2e885
Maze size grows +2/level from 7x7 to 21x21 (cap MAX_MAP_SIZE=21, reached at level 8). Additional difficulty axes scale with level: - +1 ghost per level (up to MAX_ENEMIES=8); enemy state moved to arrays, enemy_logic.c rewritten as a multi-entity loop (own AI, render at OAM 2+i*2, staggered cooldowns). - Ghost cooldown shrinks: 60 -> ~11 frames between steps. - Stamina recharge slows: 60 -> 144 frames per point. - Fog tightens to 3x3 (fog_radius=1) from level 7. Fog rendering uses a dynamic 16-row centered flush (with wrap) instead of the fixed rows 2-17 / full 32x32, so the fog stays correct on big mazes without the multi-frame stall of the full flush. Game ends after level 8: reaching the hatch at level 8 sets game_over=3 (finale) instead of 2. Finale screen reloads the IBM font and writes 'YOU ESCAPED / THE DARKNESS / LEVEL 8 CLEARED / PRESS START' into the BG map; START returns to the title (new game starts at level 1). Verified via PyBoy: sizes 7..21, fog 2->1 at L7, enemies 1..8 (distinct, on floor, can catch the player), cooldown/recharge scaling, L1 hatch -> game_over=2, L8 hatch -> game_over=3, finale renders + START->title->L1.
149 lines
7.5 KiB
C
149 lines
7.5 KiB
C
#include "enemy_logic.h"
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#include "globals.h"
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#include "render.h" // For update_stamina_display (called on fatal collision)
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#include <gb/gb.h>
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// Tile graphics required for metasprites
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#include "player.h"
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#include "enemy.h"
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/**
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* Gestisce l'intelligenza artificiale e il rendering dei fantasmi (nemici).
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*
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* Sviluppo & Scelte Architetturali:
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* 1. Multi-entity: fino a MAX_ENEMIES (8) fantasmi coesistenti. Lo stato di ciascuno
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* e' in array indicizzati (enemy_lx[i], enemy_is_moving[i], ...). Il numero attivo
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* e' num_enemies (= livello, capped). Ogni fantasma usa 2 slot OAM (sprite 8x16)
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* a partire da OAM 2 + i*2 (il player usa 0-1).
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* 2. Cooldown: dopo ogni passo (16 frame di LERP) il fantasma aspetta `enemy_step_cooldown`
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* frame prima del prossimo (scalato col livello: piu' breve = piu' veloce). I cooldown
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* iniziali sono sfasati (i*8) cosi' non si muovono in sincrono.
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* 3. Pathfinding Greedy (non A*): per ogni fantasma, tra le 4 celle adiacenti calpestabili
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* sceglie quella che minimizza la distanza al quadrato verso il giocatore (no sqrt, no
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* heap: sostenibile su 4 MHz anche con 8 fantasmi). Difetto voluto: si incastra nei
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* vicoli a U -> dinamica di gioco per seminarli.
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* 4. Attivazione: il fantasma insegue solo se entro il raggio di nebbia (Chebyshev <=
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* fog_radius), coerente col fog of war.
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* 5. Collisione Pixel-Perfect: la morte scatta se i pixel fisici di un qualunque fantasma
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* si sovrappongono a quelli del giocatore (|dx|<12, |dy|<6).
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*/
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void update_enemy_logic(void) {
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// Posizione pixel del giocatore (interpolata se in movimento), usata per la collisione.
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int16_t p_px = is_moving ? (start_px + (((target_px - start_px) * (int16_t)move_progress) >> 4))
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: ((player_lx - player_ly) * 16 + 96);
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int16_t p_py = is_moving ? (start_py + (((target_py - start_py) * (int16_t)move_progress) >> 4))
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: ((player_lx + player_ly) * 8 + 16);
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for (uint8_t i = 0; i < num_enemies; i++) {
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// 1. Aggiorna l'interpolazione del movimento visivo
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if (enemy_is_moving[i]) {
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enemy_move_progress[i]++;
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if (enemy_move_progress[i] == 16) {
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enemy_is_moving[i] = 0;
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enemy_lx[i] = enemy_target_lx[i];
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enemy_ly[i] = enemy_target_ly[i];
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// Pausa prima del prossimo passo (scalata col livello).
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enemy_cooldown[i] = enemy_step_cooldown;
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}
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}
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// 2. Decrementa il timer di riposo
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if (enemy_cooldown[i] > 0) {
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enemy_cooldown[i]--;
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}
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// 3. AI PATHFINDING (greedy) se pronto a muoversi
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if (!enemy_is_moving[i] && enemy_cooldown[i] == 0) {
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int8_t dx = (int8_t)player_lx - (int8_t)enemy_lx[i];
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int8_t dy = (int8_t)player_ly - (int8_t)enemy_ly[i];
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int8_t abs_dx = (dx < 0) ? -dx : dx;
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int8_t abs_dy = (dy < 0) ? -dy : dy;
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int8_t dist = (abs_dx > abs_dy) ? abs_dx : abs_dy;
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// Insegue solo se entro il raggio di nebbia.
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if (dist <= (int8_t)fog_radius) {
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int8_t best_nx = (int8_t)enemy_lx[i];
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int8_t best_ny = (int8_t)enemy_ly[i];
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int16_t min_dist_sq = (int16_t)dx * dx + (int16_t)dy * dy;
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if (enemy_lx[i] + 1 < map_size && maze[enemy_ly[i]][enemy_lx[i] + 1] != 0) {
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int8_t ndx = (int8_t)player_lx - (int8_t)(enemy_lx[i] + 1);
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int16_t d_sq = (int16_t)ndx * ndx + (int16_t)dy * dy;
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if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i] + 1; best_ny = enemy_ly[i]; }
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}
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if (enemy_ly[i] + 1 < map_size && maze[enemy_ly[i] + 1][enemy_lx[i]] != 0) {
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int8_t ndy = (int8_t)player_ly - (int8_t)(enemy_ly[i] + 1);
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int16_t d_sq = (int16_t)dx * dx + (int16_t)ndy * ndy;
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if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i]; best_ny = enemy_ly[i] + 1; }
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}
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if (enemy_lx[i] > 0 && maze[enemy_ly[i]][enemy_lx[i] - 1] != 0) {
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int8_t ndx = (int8_t)player_lx - (int8_t)(enemy_lx[i] - 1);
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int16_t d_sq = (int16_t)ndx * ndx + (int16_t)dy * dy;
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if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i] - 1; best_ny = enemy_ly[i]; }
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}
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if (enemy_ly[i] > 0 && maze[enemy_ly[i] - 1][enemy_lx[i]] != 0) {
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int8_t ndy = (int8_t)player_ly - (int8_t)(enemy_ly[i] - 1);
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int16_t d_sq = (int16_t)dx * dx + (int16_t)ndy * ndy;
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if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i]; best_ny = enemy_ly[i] - 1; }
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}
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if (best_nx != (int8_t)enemy_lx[i] || best_ny != (int8_t)enemy_ly[i]) {
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enemy_is_moving[i] = 1;
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enemy_move_progress[i] = 0;
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enemy_start_lx[i] = (int8_t)enemy_lx[i];
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enemy_start_ly[i] = (int8_t)enemy_ly[i];
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enemy_target_lx[i] = best_nx;
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enemy_target_ly[i] = best_ny;
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enemy_start_px[i] = (enemy_start_lx[i] - enemy_start_ly[i]) * 16 + 96;
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enemy_start_py[i] = (enemy_start_lx[i] + enemy_start_ly[i]) * 8 + 16;
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enemy_target_px[i] = (enemy_target_lx[i] - enemy_target_ly[i]) * 16 + 96;
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enemy_target_py[i] = (enemy_target_lx[i] + enemy_target_ly[i]) * 8 + 16;
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}
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}
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}
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// 4. RENDERING (telecamera relativa)
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int16_t enemy_px, enemy_py;
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if (enemy_is_moving[i]) {
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enemy_px = enemy_start_px[i] + (((enemy_target_px[i] - enemy_start_px[i]) * (int16_t)enemy_move_progress[i]) >> 4);
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enemy_py = enemy_start_py[i] + (((enemy_target_py[i] - enemy_start_py[i]) * (int16_t)enemy_move_progress[i]) >> 4);
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} else {
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enemy_px = (enemy_lx[i] - enemy_ly[i]) * 16 + 96;
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enemy_py = (enemy_lx[i] + enemy_ly[i]) * 8 + 16;
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}
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int16_t enemy_screen_x = ((enemy_px - scroll_x) & 255) + 24;
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int16_t enemy_screen_y = ((enemy_py - scroll_y) & 255) + 16;
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// Visibilita': solo se entro il raggio di nebbia e on-screen.
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int8_t edx = (int8_t)player_lx - (int8_t)enemy_lx[i];
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int8_t edy = (int8_t)player_ly - (int8_t)enemy_ly[i];
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if (edx < 0) edx = -edx;
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if (edy < 0) edy = -edy;
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uint8_t ep_dist = (edx > edy) ? edx : edy;
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if (ep_dist <= fog_radius && enemy_screen_x >= -8 && enemy_screen_x <= 168 && enemy_screen_y >= -8 && enemy_screen_y <= 152) {
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move_metasprite(enemy_metasprites[0], player_TILE_COUNT, 2 + i * 2, enemy_screen_x, enemy_screen_y);
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} else {
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move_metasprite(enemy_metasprites[0], player_TILE_COUNT, 2 + i * 2, 0, 0);
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}
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// 5. COLLISIONE FATALE (pixel-perfect) contro questo fantasma
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int16_t dxc = p_px - enemy_px;
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int16_t dyc = p_py - enemy_py;
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if (dxc < 0) dxc = -dxc;
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if (dyc < 0) dyc = -dyc;
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if (dxc < 12 && dyc < 6) {
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game_over = 1;
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game_over_timer = 45;
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update_stamina_display(); // nasconde l'HUD (game_over attivo)
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// Sound effect della cattura (slide down sul canale 1)
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NR10_REG = 0x1E;
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NR11_REG = 0x10;
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NR12_REG = 0xF3;
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NR13_REG = 0x00;
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NR14_REG = 0xC6;
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return; // un fantasma ti ha preso: basta per questo frame
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}
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}
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} |