RogueLife/src/player.c

79 lines
1.9 KiB
C

#include "player.h"
#include "item.h"
#include "aoe.h"
#include <gint/defs/util.h>
static int xp_to_next_level(int level)
{
return 5 * (level + 2) * (level + 2);
}
fighter_stats_t player_compute_growth(entity_t *e, int *equips)
{
player_data_t *p = getcomp(e, fighter)->player;
fighter_stats_t m[3] = {
item_stat_model(p->inventory[equips[0]]),
item_stat_model(p->inventory[equips[1]]),
item_stat_model(p->inventory[equips[2]]),
};
return fighter_stats_add(4, m[0], m[1], m[2], p->stats_growth);
}
bool player_add_xp(entity_t *e, int points)
{
fighter_t *f = getcomp(e, fighter);
player_data_t *p = f->player;
bool leveled_up = false;
p->xp_current += max(points, 0);
while(p->xp_current >= p->xp_to_next_level) {
p->xp_current -= p->xp_to_next_level;
p->xp_level++;
p->xp_to_next_level = xp_to_next_level(p->xp_level);
fighter_stats_t growth = player_compute_growth(e, p->equipment);
fighter_increase_stats(f, &growth);
leveled_up = true;
}
return leveled_up;
}
void player_compute_skills(entity_t *e, int *equips, int *skills)
{
player_data_t *p = getcomp(e, fighter)->player;
int *inv = p->inventory;
for(int i = 0; i < 6; i++)
skills[i] = -1;
/* Default attack */
skills[0] = AOE_SLASH;
/* Sword/staff */
if(equips[0] >= 0)
item_skills(inv[equips[0]], &skills[0], &skills[1], &skills[2]);
/* Armor */
if(equips[1] >= 0)
item_skills(inv[equips[1]], &skills[3], &skills[4], NULL);
/* Accessory */
if(equips[2] >= 0)
item_skills(inv[equips[2]], &skills[5], NULL, NULL);
}
bool player_give_item(entity_t *e, int item)
{
player_data_t *p = getcomp(e, fighter)->player;
for(int i = 0; i < 8; i++) {
if(p->inventory[i] < 0) {
p->inventory[i] = item;
return true;
}
}
return false;
}