1 /*
2 	C-Dogs SDL
3 	A port of the legendary (and fun) action/arcade cdogs.
4 
5 	Copyright (c) 2014-2017, 2020-2021 Cong Xu
6 	All rights reserved.
7 
8 	Redistribution and use in source and binary forms, with or without
9 	modification, are permitted provided that the following conditions are met:
10 
11 	Redistributions of source code must retain the above copyright notice, this
12 	list of conditions and the following disclaimer.
13 	Redistributions in binary form must reproduce the above copyright notice,
14 	this list of conditions and the following disclaimer in the documentation
15 	and/or other materials provided with the distribution.
16 
17 	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
18 	AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19 	IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
20 	ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
21 	LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22 	CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23 	SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
24 	INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
25 	CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26 	ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
27 	POSSIBILITY OF SUCH DAMAGE.
28  */
29 #include "actor_placement.h"
30 
31 #include "actors.h"
32 #include "ai_utils.h"
33 #include "game_events.h"
34 #include "gamedata.h"
35 #include "handle_game_events.h"
36 
PlacePlayerSimple(const Map * map)37 static struct vec2 PlacePlayerSimple(const Map *map)
38 {
39 	const int halfMap =
40 		MAX(map->Size.x * TILE_WIDTH, map->Size.y * TILE_HEIGHT) / 2;
41 	int attemptsAwayFromExits = 0;
42 
43 	struct vec2 pos = svec2_zero();
44 	bool ok = false;
45 	for (int j = 0; j < 10000 && !ok; j++)
46 	{
47 		pos = MapGetRandomPos(map);
48 		ok = MapIsPosOKForPlayer(map, pos, false);
49 		if (!ok)
50 			continue;
51 		if (attemptsAwayFromExits < 100)
52 		{
53 			attemptsAwayFromExits++;
54 			// Try to place at least half the map away from any exits
55 			for (int i = 0; i < (int)map->exits.size; i++)
56 			{
57 				const struct vec2 exitPos = MapGetExitPos(map, i);
58 				if (fabsf(pos.x - exitPos.x) > halfMap &&
59 					fabsf(pos.y - exitPos.y) > halfMap)
60 				{
61 					ok = false;
62 					break;
63 				}
64 			}
65 		}
66 	}
67 	return pos;
68 }
69 
PlaceActorNear(const Map * map,const struct vec2 nearPos,const bool allowAllTiles)70 static struct vec2 PlaceActorNear(
71 	const Map *map, const struct vec2 nearPos, const bool allowAllTiles)
72 {
73 	// Try a concentric rhombus pattern, clockwise from right
74 	// That is, start by checking right, below, left, above,
75 	// then continue with radius 2 right, below-right, below, below-left...
76 	// (start from S:)
77 	//      4
78 	//  9 3 S 1 5
79 	//    8 2 6
80 	//      7
81 #define TRY_LOCATION()                                                        \
82 	pos = svec2_add(nearPos, svec2(dx, dy));                                  \
83 	if (MapIsPosOKForPlayer(map, pos, allowAllTiles))                         \
84 	{                                                                         \
85 		return pos;                                                \
86 	}
87 	float dx = 0;
88 	float dy = 0;
89 	struct vec2 pos;
90 	TRY_LOCATION();
91 	const float inc = 1;
92 	for (float radius = 12;; radius += 12)
93 	{
94 		// Going from right to below
95 		for (dx = radius, dy = 0; dy < radius; dx -= inc, dy += inc)
96 		{
97 			TRY_LOCATION();
98 		}
99 		// below to left
100 		for (dx = 0, dy = radius; dy > 0; dx -= inc, dy -= inc)
101 		{
102 			TRY_LOCATION();
103 		}
104 		// left to above
105 		for (dx = -radius, dy = 0; dx < 0; dx += inc, dy -= inc)
106 		{
107 			TRY_LOCATION();
108 		}
109 		// above to right
110 		for (dx = 0, dy = -radius; dy < 0; dx += inc, dy += inc)
111 		{
112 			TRY_LOCATION();
113 		}
114 	}
115 }
116 
117 static bool TryPlaceOneAwayFromPlayers(
118 	const Map *map, const struct vec2 pos, void *data);
PlaceAwayFromPlayers(const Map * map,const bool giveUp,const PlacementAccessFlags paFlags)119 struct vec2 PlaceAwayFromPlayers(
120 	const Map *map, const bool giveUp, const PlacementAccessFlags paFlags)
121 {
122 	struct vec2 out;
123 	if (MapPlaceRandomPos(map, paFlags, TryPlaceOneAwayFromPlayers, &out))
124 	{
125 		return out;
126 	}
127 
128 	// Keep trying, but this time try spawning anywhere,
129 	// even close to player
130 	for (int i = 0; i < 10000 || !giveUp; i++)
131 	{
132 		const struct vec2 pos = MapGetRandomPos(map);
133 		if (MapIsTileAreaClear(map, pos, svec2i(ACTOR_W, ACTOR_H)))
134 		{
135 			return pos;
136 		}
137 	}
138 
139 	// Uh oh
140 	// TODO: scan map for a safe position, to use as default
141 	return svec2(TILE_WIDTH * 3 / 2, TILE_HEIGHT * 3 / 2);
142 }
TryPlaceOneAwayFromPlayers(const Map * map,const struct vec2 pos,void * data)143 static bool TryPlaceOneAwayFromPlayers(
144 	const Map *map, const struct vec2 pos, void *data)
145 {
146 	struct vec2 *out = data;
147 	// Try spawning out of players' sights
148 	*out = pos;
149 
150 	const TActor *closestPlayer = AIGetClosestPlayer(pos);
151 	if ((closestPlayer == NULL || CHEBYSHEV_DISTANCE(
152 									  pos.x, pos.y, closestPlayer->Pos.x,
153 									  closestPlayer->Pos.y) >= 150) &&
154 		MapIsTileAreaClear(map, pos, svec2i(ACTOR_W, ACTOR_H)))
155 	{
156 		*out = pos;
157 		return true;
158 	}
159 	return false;
160 }
161 
PlacePrisoner(const Map * map)162 struct vec2 PlacePrisoner(const Map *map)
163 {
164 	struct vec2 pos;
165 	do
166 	{
167 		do
168 		{
169 			pos = MapGetRandomPos(map);
170 		} while (!MapPosIsInLockedRoom(map, pos));
171 	} while (!MapIsTileAreaClear(map, pos, svec2i(ACTOR_W, ACTOR_H)));
172 	return pos;
173 }
174 
PlacePlayer(const Map * map,const PlayerData * p,const struct vec2 firstPos,const bool pumpEvents)175 struct vec2 PlacePlayer(
176 	const Map *map, const PlayerData *p, const struct vec2 firstPos,
177 	const bool pumpEvents)
178 {
179 	struct vec2 pos;
180 	if (IsPVP(gCampaign.Entry.Mode))
181 	{
182 		// In a PVP mode, always place players apart
183 		pos = PlaceAwayFromPlayers(map, false, PLACEMENT_ACCESS_ANY);
184 	}
185 	else if (
186 		ConfigGetEnum(&gConfig, "Interface.Splitscreen") ==
187 			SPLITSCREEN_NEVER &&
188 		!svec2_is_zero(firstPos))
189 	{
190 		// If never split screen, try to place players near the first player
191 		pos = PlaceActorNear(map, firstPos, true);
192 	}
193 	else if (!svec2i_is_zero(map->start))
194 	{
195 		// place players near the start point
196 		const struct vec2 startPoint = Vec2CenterOfTile(map->start);
197 		pos = PlaceActorNear(map, startPoint, true);
198 	}
199 	else
200 	{
201 		pos = PlacePlayerSimple(map);
202 	}
203 	GameEvent e = GameEventNewActorAdd(pos, &p->Char, false);
204 	e.u.ActorAdd.Direction = DIRECTION_DOWN;
205 	e.u.ActorAdd.PlayerUID = p->UID;
206 	Ammo2Net(&e.u.ActorAdd.Ammo_count, e.u.ActorAdd.Ammo, &p->ammo);
207 	GameEventsEnqueue(&gGameEvents, e);
208 
209 	if (pumpEvents)
210 	{
211 		// Process the events that actually place the players
212 		HandleGameEvents(&gGameEvents, NULL, NULL, NULL, NULL);
213 	}
214 
215 	return NetToVec2(e.u.ActorAdd.Pos);
216 }
217