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Copy pathAI.c
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602 lines (576 loc) · 28.3 KB
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#include <math.h>
#include <stdlib.h>
#include "character.h"
#include "projectile.h"
#include "main.h"
#include "bg.h"
#include "imgload.h"
#include "AI.h"
/* Globális változó (kívülről is látható) */
enum difficulty diff;
/* A modul saját függvényei: */
static int Will_i_get_hit(struct character *who, struct projectile *projs);
static void Melee_AI(struct character *iter, struct character *player, struct character *Enemy, struct projectile *projs, double distance);
static void Ranged_AI(struct character *iter, struct character *player, struct character *Enemy, struct projectile *projs, double distance);
static int Reaction_time(enum difficulty Diff) ;
/** A függvény nevéből is könnyű kitalálni, hogy ez a mesterséges intelligenciáért felelős
* fv, ez mondja meg a friendly és az enemey karaktereknek hogy mit csináljanak. Érdekessége
* hogy a hunter (az íjász) kivételével az összes többi karakternek ugyan az az AI-ja,
* csak a skilljeikből fakadó különbségekből játszanak teljesen másképp. */
void AI(int Tick, struct character *chars, struct character *player, struct projectile *projs) {
struct character *iter;
for(iter = chars; iter != NULL; iter = iter->next) {
if(iter->side == enemy || iter->side == friendly) {
// Általános AI (Preprocess)
if(iter->act == dead)
continue;
if(iter->side == enemy && iter->loc.x < framesize)
iter->walk.vx = 1;
if(iter->side == enemy && iter->loc.x + framesize > kx)
iter->walk.vx = -1;
// Az AIhoz segédszámitások
// Megkeresi a legközelebbi, támadható ellenséget (NULL-t ad vissza ha ilyen nincs)
struct character *Enemy = NearestEnemy(chars, iter);
// Megnézi hogy a képernyőn van-e a karakter és az ellenség is(vagy voltak-e már a képernyőn valaha)
if(Enemy != NULL && Enemy->spotted == false && -2*framesize/3 < Enemy->loc.x && Enemy->loc.x < kx - framesize/3)
Enemy->spotted = true;
if(iter != NULL && iter->spotted == false && -2*framesize/3 < iter->loc.x && iter->loc.x < kx - framesize/3)
iter->spotted = true;
// Woody kövesse a karakterünket ha nincs kit ölni
if( (Enemy == NULL || Enemy->spotted == false) && iter->side == friendly && TerrainMax != 0) {
if(rand()%2 == 0 || iter->walk.vx || iter->walk.vz) {
if(player->loc.x > iter->loc.x + framesize)
iter->walk.vx = 1;
else if(player->loc.x + framesize < iter->loc.x)
iter->walk.vx = -1;
else if(fabs(player->loc.x - iter->loc.x) > 3*framesize/4 || !((iter->loc.x + framesize + 10 < kx && 0 < iter->walk.vx) || (10 < iter->loc.x && iter->walk.vx < 0)))
iter->walk.vx = 0;
if(player->loc.y > iter->loc.y + framesize)
iter->walk.vz = 1;
else if(player->loc.y + framesize < iter->loc.y)
iter->walk.vz = -1;
else if(fabs(player->loc.y - iter->loc.y) > 3*framesize/4 || !((kyTop < iter->loc.y && iter->walk.vz < 0) || (iter->shadowRect.y < kyBottom && 0 < iter->walk.vz)))
iter->walk.vz = 0;
if(fabs(player->loc.x - iter->loc.x) > kx/2 && iter->state == a_walk && iter->s_melee_No != 0 && iter->s_melee_cd < GetTicks()) {
iter->act = s_melee;
iter->melee.x = (player->loc.x - iter->loc.x > 0) ? (player->loc.x - framesize) : (player->loc.x + framesize);
iter->melee.y = player->loc.y + framesize/2;
if(iter->melee.y < kyTop + framesize)
iter->melee.y = kyTop + framesize;
iter->state = 0;
iter->melee.s_cd = GetTicks() + iter->s_melee_cd;
iter->dmg = iter->melee.s_dmg;
}
}
if(iter->walk.vx == 1)
iter->dir = right;
else if (iter->walk.vx == -1)
iter->dir = left;
else {
if(player->loc.x > iter->loc.x + framesize)
iter->dir = right;
else if(player->loc.x + framesize < iter->loc.x)
iter->dir = left;
}
continue;
}
// A többi karakter, meg ha nincs ki ellen harcolni(mert minden ellenség halott, vagy nincs még a képernyőn), akkor ne csináljon semmit
if(Enemy == NULL || (iter->side == friendly && TerrainMax == 0 && (Enemy->loc.x < -framesize || Enemy->loc.x > kx) )) {
if(player != NULL) {
// Ez a feltétel azért van, hogy lehessen lökdösni Woody-t :)
if(fabs(player->loc.x - iter->loc.x) > 3*framesize/4 || !((iter->loc.x + framesize + 10 < kx && 0 < iter->walk.vx) || (10 < iter->loc.x && iter->walk.vx < 0)))
iter->walk.vx = 0;
if(fabs(player->loc.y - iter->loc.y) > 3*framesize/4 || !((kyTop < iter->loc.y && iter->walk.vz < 0) || (iter->shadowRect.y < kyBottom && 0 < iter->walk.vz)))
iter->walk.vz = 0;
} else if(!benchmark) { // Ez a feltétel annyira nem fontos, csak a játék végén kb 2mp erejéig számit
iter->walk.vx = 0;
iter->walk.vz = 0;
}
continue;
}
// Az ellenségek ne támadjanak ha még nem lettek felfedezve
if(iter->side == enemy && iter->spotted == false)
continue;
// A karakter és az ellensége közti távolság
int distance = sqrt(pow(Enemy->loc.x - iter->loc.x, 2) + pow(Enemy->loc.y - iter->loc.y, 2));
// A karakter nézzen az ellensége felé
if(iter->loc.x > Enemy->loc.x && iter->act == a_walk)
iter->dir = left;
if(iter->loc.x < Enemy->loc.x && iter->act == a_walk)
iter->dir = right;
// Karakterfüggő AI
switch (iter->chrname) {
case bandit:
case woody:
case flare:
case mark:
case jack:
case dummy:
case julian:
Melee_AI(iter, player, Enemy, projs, distance);
break;
case hunter:
Ranged_AI(iter, player, Enemy, projs, distance);
break;
default:
break;
}
}
}
}
/** Ez a fv visszaadja a legközelebbi támadható elenséget a paraméterben kapott karakterhez képest.
* Ha nincsen ellenség, akkor NULL-t ad vissza */
struct character * NearestEnemy(struct character *chars, struct character *who) {
struct character *iter;
int minDist = 10000;
// Először megkeresem a miniumumot
for(iter=chars; iter!=NULL; iter=iter->next) {
if( ((who->side != enemy && iter->side == enemy) || (who->side == enemy && iter->side != enemy)) && iter->act != dead) {
if( (int)sqrt(pow(who->loc.x - iter->loc.x, 2) + pow(who->loc.y - iter->loc.y, 2)) < minDist)
minDist = (int)sqrt(pow(who->loc.x - iter->loc.x, 2) + pow(who->loc.y - iter->loc.y, 2));
}
}
// Majd visszadom azt amelyiknek a távolsága egyenlő a minimum távolsággal
for(iter=chars; iter!=NULL; iter=iter->next) {
if( ((who->side != enemy && iter->side == enemy) || (who->side == enemy && iter->side != enemy)) && iter->act != dead) {
if( (int)sqrt(pow(who->loc.x - iter->loc.x, 2) + pow(who->loc.y - iter->loc.y, 2)) == minDist)
return iter;
}
}
return NULL;
}
/** Megmondja hogy van-e még ellenség a pályán */
int Is_there_enemy(struct character *chars) {
struct character *iter;
for(iter=chars; iter!=NULL; iter=iter->next) {
if(iter->side == enemy)
return 1;
}
return 0;
}
/** Megmondja hogy van-e még szövetséges a pályán */
int Is_there_ally(struct character *chars) {
struct character *iter;
for(iter=chars; iter!=NULL; iter=iter->next) {
if(iter->side != enemy)
return 1;
}
return 0;
}
/** Megnézi hogy az adott karaktert 1-2 körön belül el fogja-e találni egy lövedék.
* 0-t ad vissza ha nem, 1-t ha bal oldalról, 2-t ha jobb oldalról
* 3-at ha mindkét oldalról veszély fenyegeti */
static int Will_i_get_hit(struct character *who, struct projectile *projs) {
int Left = false, Right = false;
struct projectile *p;
for(p = projs; p != NULL; p = p->next)
// Ha a p egy ellenség lövedéke
if((p->side != enemy && who->side == enemy) || (p->side == enemy && who->side != enemy))
// És még nem robbant fel
if(p->vanish == false && p->exp == false)
// És a közelben van
if(fabs(p->x - who->loc.x) < 1.5 * framesize && (fabs(p->y - who->loc.y) < p->dmg.range[0] || p->type == jump_attack_proj || p->type == jump_attack2_proj)) {
// És a megfelelő irányba néz
if(who->loc.x > p->x && (p->dir == right || p->type == jump_attack2_proj))
Left = true;
if(who->loc.x < p->x && (p->dir == left || p->type == jump_attack2_proj))
Right = true;
}
return (Left + 2*Right);
}
/** Lényegében ez a fv végzi a karakterek 90%ánál (kivéve az íjászt) a tényleges mesterséges intelligenciát. */
static void Melee_AI(struct character *iter, struct character *player, struct character *Enemy, struct projectile *projs, double distance) {
enum difficulty Diff = diff;
// A barátok legyenek okosak
if(iter->side == friendly)
Diff = Hard;
// Ha a játkosunk halott akkor ne csináljanak semmit, csak álljanak egyhelybe (és lehajtott fővel tisztelegjenek) */
if(!benchmark && player->act == dead) {
iter->walk.vx = 0;
iter->walk.vz = 0;
} else {
// A karakterek mozogjanak a legközelebbi ellenségünk felé, egy kicsi randommal fűszerezve, hogy reálisabb legyen a mozgás.
if(iter->act != a_walk && iter->act != jump) {
iter->walk.vx = 0;
iter->walk.vz = 0;
} else if(((iter->walk.vx == 0 && iter->walk.vz == 0) || Reaction_time(Diff)) && iter->impulse_x == 0 && iter->impulse_z == 0) {
if(Enemy->loc.x + framesize/2 < iter->loc.x) {
iter->dir = left;
iter->walk.vx = -1;
} else if (Enemy->loc.x > iter->loc.x + framesize/2 ) {
iter->dir = right;
iter->walk.vx = 1;
} else
iter->walk.vx = 0;
if(Enemy->loc.y + framesize / 4 < iter->loc.y)
iter->walk.vz = -1;
else if(Enemy->loc.y > iter->loc.y + framesize/4)
iter->walk.vz = 1;
else
iter->walk.vz = 0;
}
// Ha az AI szintje nehéz, akkor az karakterek megpróbálnak védekezni is, persze csak ha kell
if(Diff == Hard) {
int defence;
if( (defence = Will_i_get_hit(iter,projs)) && (iter->act == a_walk || iter->act == a_melee)) {
if(defence == 1) {
if(iter->def.la != NULL && iter->def.cd < GetTicks()) {
iter->dir = left;
iter->act = def;
iter->hit.cd = GetTicks() + 600;
iter->state = 0;
}
}
if(defence == 2) {
if(iter->def.ra != NULL && iter->def.cd < GetTicks()) {
iter->dir = right;
iter->act = def;
iter->hit.cd = GetTicks() + 600;
iter->state = 0;
}
}
if(defence == 3) {
if(iter->counter_No != 0 && iter->counter.cd < GetTicks()) {
iter->act = counter;
iter->state = 0;
iter->counter.cd = GetTicks() + iter->counter.cd;
iter->dmg = iter->counter.dmg;
} else {
iter->act = jump;
iter->vy = -5;
}
}
}
}
// Ha nem kell védekeznie, akkor támad
if(iter->act == a_walk && Enemy->act != ground && Reaction_time(Diff)) {
// Meleek
// A_melee
if(fabs(Enemy->loc.y - iter->loc.y) < 3 * framesize / 4 && iter->melee.a_cd < GetTicks() && iter->a_melee_No != 0) {
if(distance < framesize) {
iter->act = a_melee;
iter->state = 0;
iter->melee.next = iter->a_melee_No;
iter->melee.a_cd = GetTicks() + iter->a_melee_cd;
iter->dmg = iter->melee.a_dmg;
}
}
// S_walk
if(fabs(Enemy->loc.y - iter->loc.y) < framesize/2 && iter->walk.cd < GetTicks() && iter->s_walk_No != 0 && iter->act == a_walk && rand()%(Diff+1) != 0) {
if(distance > framesize && distance < 3 * framesize) {
iter->act = s_walk;
iter->vx = iter->dir == right ? 7 : -7;
iter->state = 0;
iter->walk.state = 0;
iter->walk.cd = GetTicks() + iter->s_walk_cd;
iter->dmg = iter->walk.dmg;
}
}
// Ranged skillek
if(fabs(Enemy->loc.y - iter->loc.y) < framesize/2 && distance > 1.5 * framesize && iter->act == a_walk && iter->loc.x > -framesize && iter->loc.x < kx && rand()%(Diff+2) != 0) {
// S_ranged
if(iter->s_cast_No != 0 && iter->ranged.s_cd < GetTicks() && rand()%(Diff+2) != 0 && rand()%2 == 0) {
iter->act = s_ranged;
iter->state = 0;
iter->dmg = iter->ranged.s_dmg;
}
// A_ranged
else if(iter->a_cast_No != 0 && iter->ranged.a_cd < GetTicks() && rand()%(Diff+2) != 0 && rand()%2 == 0) {
iter->act = a_ranged;
iter->state = 0;
iter->dmg = iter->ranged.a_dmg;
}
}
// Jump_attack
if(distance < 1.5 * framesize && fabs(Enemy->loc.y - iter->loc.y) < framesize && iter->jump.cd1 < GetTicks() && iter->jump_attack_No != 0 && iter->act == a_walk && rand()%(Diff+2) != 0) {
iter->act = jump;
iter->vy = -4;
}
// Jump_attack_2
if(iter->jump_attack2_No != 0 && iter->jump.cd2 < GetTicks() && iter->act == a_walk && Enemy->loc.x > framesize
&& Enemy->loc.x + framesize < kx && iter->loc.x > -framesize && iter->loc.x < kx && rand()%(Diff+1) != 0) {
iter->act = jump;
iter->vy = -4;
}
if(iter->act == a_walk) {
// Teleport
if(iter->s_melee_No != 0 && iter->melee.s_cd < GetTicks() && distance > 2 * framesize
&& Enemy->loc.x > framesize && Enemy->loc.x + framesize < kx && rand()%(Diff+1) != 0) {
iter->act = s_melee;
iter->state = 0;
if(iter->dir == right)
iter->melee.x = Enemy->loc.x;
else
iter->melee.x = Enemy->loc.x + framesize;
iter->melee.y = Enemy->loc.y + framesize;
if(Enemy->loc.y < kyTop + framesize)
iter->melee.y = kyTop + framesize;
iter->melee.s_cd = GetTicks() + iter->s_melee_cd;
iter->dmg = iter->melee.s_dmg;
} else if(rand()%25 == 0) { // Flip
iter->act = jump;
iter->vy = -4;
}
}
}
//Jump
if(iter->act == jump && iter->jump.second == false && rand()%2 == 0) {
// Jump_Attack
if(distance < 1.5 * framesize && fabs(Enemy->loc.y - iter->loc.y) < 2 * framesize && iter->jump.cd1 < GetTicks() && iter->jump_attack_No != 0) {
iter->act = jump_attack;
iter->state = 0;
iter->jump.cd1 = GetTicks() + iter->jump_attack_cd;
iter->dmg = iter->jump.dmg1;
}
// Jump_Attack_2
else if(iter->jump_attack2_No != 0 && iter->jump.cd2 < GetTicks() && distance >= 1.5 * framesize
&& Enemy->loc.x > framesize && Enemy->loc.x + framesize < kx && iter->act == jump) {
iter->act = jump_attack2;
iter->state = 0;
iter->jump.x = Enemy->loc.x;
iter->jump.y = Enemy->loc.y;
if(iter->jump.y < kyTop)
iter->jump.y = kyTop;
if(iter->jump.y > kyBottom - framesize/2)
iter->jump.y = kyBottom - framesize/2;
iter->jump.cd2 = GetTicks() + iter->jump_attack_cd;
iter->dmg = iter->jump.dmg2;
}
// Flip
if(iter->act == jump) {
iter->act = flip;
iter->flip.type = forward;
if(iter->dir == right) {
iter->flip.angle = -5;
iter->flip.current = RotateSurface (iter->jump.ra, -5);
iter->flip.base = iter->jump.ra;
iter->vx = 4;
iter->loc.x -= iter->flip.current->w/2 - iter->jump.ra->w/2;
iter->loc.y -= iter->flip.current->h/2 - iter->jump.ra->h/2;
iter->flip.x = iter->flip.current->w/2;
iter->flip.y = iter->flip.current->h/2;
} else {
iter->flip.angle = 5;
iter->flip.current = RotateSurface (iter->jump.la, 5);
iter->flip.base = iter->jump.la;
iter->vx = -4;
iter->loc.x -= iter->flip.current->w/2 - iter->jump.la->w/2;
iter->loc.y -= iter->flip.current->h/2 - iter->jump.la->h/2;
iter->flip.x = iter->flip.current->w/2;
iter->flip.y = iter->flip.current->h/2;
}
iter->flip.angle_inc = 10;
iter->vy = -3;
iter->state = 0;
iter->jump.second = true;
}
}
// Counter
if((iter->act == hit || iter->act == ground) && iter->counter_No != 0 && iter->counter.cd < GetTicks() && rand()%((Diff*5) + 1) != 0) {
if(distance < 1.4 * framesize) {
iter->act = counter;
iter->state = 0;
iter->counter.cd = GetTicks() + iter->counter.cd;
iter->dmg = iter->counter.dmg;
}
}
// Teleport
if(iter->act == air && iter->s_melee_No != 0 && iter->melee.s_cd < GetTicks() && rand()%(Diff+1) != 0
&& Enemy->loc.x > framesize && Enemy->loc.x + framesize < kx) {
iter->act = s_melee;
iter->state = 0;
iter->melee.x = rand()%(kx - 2 * framesize) + framesize;
iter->melee.y = kyBottom - rand()%(kyBottom - kyTop - framesize);
iter->melee.s_cd = GetTicks() + iter->s_melee_cd;
iter->dmg = iter->melee.s_dmg;
}
}
}
/** A hunternek az AI-ja */
static void Ranged_AI(struct character *iter, struct character *player, struct character *Enemy, struct projectile *projs, double distance) {
enum difficulty Diff = diff;
// Bár íjász haver a jelenlegi verzióban nincs, de később még lehet
if(iter->side == friendly)
Diff = Hard;
// Az íjászok is haggyák abba a lövöldözést ha meghalt a karakterünk
if(!benchmark && player->act == dead) {
iter->walk.vx = 0;
iter->walk.vz = 0;
} else {
// A mozgásra egy picit összetettebb, mint a közelharcos karaktereknek, ő alapvetően
// megpróbál távolságot tartani, de ha túl közel került egy ellenség akkor ő is inkább
// közelharci fegyverként használja az íját, illetve a nehezségtől függően, néha
// meg is próbál elugrani a közeli ellenségek elől.
if(iter->act == a_walk && ((iter->walk.vx == 0 && iter->walk.vz == 0)
|| Reaction_time(Diff)) && iter->impulse_x == 0 && iter->impulse_z == 0) {
bool close = false;
bool melee_range = false;
if(Enemy->loc.x + 5 * framesize - 5 < iter->loc.x) {
iter->dir = left;
iter->walk.vx = -1;
} else if (Enemy->loc.x > iter->loc.x + 5 * framesize - 5) {
iter->dir = right;
iter->walk.vx = 1;
} else {
if(Enemy->loc.x > iter->loc.x)
iter->dir = right;
else
iter->dir = left;
if(!(Enemy->loc.x + framesize - 5 < iter->loc.x) && !(Enemy->loc.x > iter->loc.x + framesize - 5))
melee_range = true;
else if(!(Enemy->loc.x + 2 * framesize - 5 < iter->loc.x) && !(Enemy->loc.x > iter->loc.x + 2 * framesize - 5))
close = true;
if(iter->loc.x < 0)
iter->walk.vx = 1;
else if(iter->loc.x > kx)
iter->walk.vx = -1;
else
iter->walk.vx = 0;
}
if(Enemy->loc.y + framesize / 4 < iter->loc.y)
iter->walk.vz = -1;
else if(Enemy->loc.y > iter->loc.y + framesize/4)
iter->walk.vz = 1;
else
iter->walk.vz = 0;
if(melee_range && iter->walk.vz == 0 && iter->melee.a_cd < GetTicks() && rand()%(Diff+2) != 0) {
if(Enemy->loc.x < iter->loc.x) {
iter->dir = left;
iter->act = a_melee;
iter->state = 0;
iter->melee.next = iter->a_melee_No;
iter->melee.a_cd = GetTicks() + iter->a_melee_cd;
iter->dmg = iter->melee.a_dmg;
} else {
iter->dir = right;
iter->act = a_melee;
iter->state = 0;
iter->melee.next = iter->a_melee_No;
iter->melee.a_cd = GetTicks() + iter->a_melee_cd;
iter->dmg = iter->melee.a_dmg;
}
} else if((melee_range || close) && iter->jump.cd1 < GetTicks() && rand()%(Diff+1) != 0) {
iter->vy = -4;
iter->act = jump;
iter->walk.vx = 0;
if(Enemy->loc.y > iter->loc.y + framesize/2)
iter->walk.vz = 1;
else if (Enemy->loc.y + framesize/2 < iter->loc.y)
iter->walk.vz = -1;
else
iter->walk.vz = 0;
} else if(close && iter->walk.vz == 0 && iter->melee.a_cd < GetTicks()) {
if(Enemy->loc.x < iter->loc.x)
iter->walk.vx = -1;
else
iter->walk.vx = 1;
} else if((melee_range || close) && iter->walk.vz == 0) {
if(Enemy->loc.x < iter->loc.x)
iter->walk.vx = 1;
else
iter->walk.vx = -1;
}
}
// Az ugrás közbeni mozgása
else if(iter->act == jump) {
if((TerrainRect.x > 0 || (TerrainRect.x == 0 && iter->loc.x > 3*framesize))
&& (TerrainRect.x < TerrainMax || (TerrainRect.x == TerrainMax && iter->loc.x < kx - 3*framesize))) {
if(Enemy->loc.x < iter->loc.x && iter->walk.vx == 0) {
iter->walk.vx = 2;
iter->dir = left;
} else if(iter->walk.vx == 0) {
iter->walk.vx = -2;
iter->dir = right;
}
} else {
if(TerrainRect.x > 0 && iter->walk.vx == 0) {
iter->walk.vx = -2;
iter->dir = left;
} else if(TerrainRect.x == 0 && iter->walk.vx == 0) {
iter->walk.vx = 2;
iter->dir = right;
}
}
iter->jump.cd1 = GetTicks() + iter->jump_attack_cd;
}
// Ha az AI nehézségi szintje Hard akkor védekezik is ha kell
if(Diff == Hard) {
int defence;
if( (defence = Will_i_get_hit(iter,projs)) && (iter->act == a_walk || iter->act == a_melee)) {
if(defence == 1) {
if(iter->def.la != NULL && iter->def.cd < GetTicks()) {
iter->dir = left;
iter->act = def;
iter->hit.cd = GetTicks() + 600;
iter->state = 0;
}
}
if(defence == 2) {
if(iter->def.ra != NULL && iter->def.cd < GetTicks()) {
iter->dir = right;
iter->act = def;
iter->hit.cd = GetTicks() + 600;
iter->state = 0;
}
}
if(defence == 3) {
if(iter->counter_No != 0 && iter->counter.cd < GetTicks()) {
iter->act = counter;
iter->state = 0;
iter->counter.cd = GetTicks() + iter->counter.cd;
iter->dmg = iter->counter.dmg;
} else {
iter->act = jump;
iter->vy = -5;
}
}
}
}
// Ha nem kell védekeznie, akkor támad
// S_ranged
if(Reaction_time(Diff) && iter->s_cast_No != 0 && iter->loc.x > 0 && iter->loc.x < kx && Enemy->act != ground && fabs(Enemy->loc.x - iter->loc.x) < 6 * framesize
&& ((Enemy->loc.x + 2 * framesize - 5 < iter->loc.x) || (Enemy->loc.x > iter->loc.x + 2 * framesize - 5)) && fabs(Enemy->loc.y - iter->loc.y) < framesize / 2
&& GetTicks() > iter->ranged.s_cd && iter->act == a_walk) {
if(iter->loc.x > Enemy->loc.x) {
iter->dir = left;
iter->act = s_ranged;
iter->state = 0;
iter->dmg = iter->ranged.s_dmg;
}
if(iter->loc.x < Enemy->loc.x) {
iter->dir = right;
iter->act = s_ranged;
iter->state = 0;
iter->dmg = iter->ranged.s_dmg;
}
} else if(Reaction_time(Diff) && iter->a_cast_No != 0 && iter->loc.x > 0 && iter->loc.x < kx && Enemy->act != ground && fabs(Enemy->loc.x - iter->loc.x) < 6 * framesize
&& ((Enemy->loc.x + 2 * framesize - 5 < iter->loc.x) || (Enemy->loc.x > iter->loc.x + 2 * framesize - 5)) && fabs(Enemy->loc.y - iter->loc.y) < framesize / 2
&& GetTicks() > iter->ranged.a_cd && iter->act == a_walk && rand()%((Diff*10)+1) > 8) {
if(iter->loc.x > Enemy->loc.x) {
iter->dir = left;
iter->act = a_ranged;
iter->state = 0;
iter->dmg = iter->ranged.a_dmg;
}
if(iter->loc.x < Enemy->loc.x) {
iter->dir = right;
iter->act = a_ranged;
iter->state = 0;
iter->dmg = iter->ranged.a_dmg;
}
}
}
}
/** A Reakcióidő alapvetően a véletlenen alapul, de minden egyes próbálkozásnál
* egyre nagyobb az esélye hogy igazzal tér vissza (hogy a karakter ne ragadjon be úgy hogy áll és néz).
* Az átlagos és maximális reakcióidő függ a nehézségtől. */
static int Reaction_time(enum difficulty Diff) {
// Ez számolja hogy hányszor tért vissza hamissal a fv.
static int tries = 0;
int result = rand()%(Hard - Diff + 1) * (2*(Hard - Diff + 3) - tries);
if(result != 0)
tries++;
else
tries = 0;
return result == 0;
}