RogueLife/src/enemies.c

112 lines
2.7 KiB
C

#include "enemies.h"
#include <stdlib.h>
static enemy_t const slime = {
.name = "Slime",
.hitbox = (frect_t){ -FIX(3)/16, FIX(4)/16, -FIX(2)/16, FIX(3)/16 },
.sprite = (frect_t){ -FIX(5)/16, FIX(5)/16, -FIX(4)/16, FIX(3)/16 },
.anim_idle = anim_slime_idle_down,
.anim_death = anim_slime_death,
.movement_params = {
.max_speed = FIX(1),
.propulsion = FIX(12),
},
.HP = {
.base = FIX(10),
.growth = FIX(5),
.affinity = FIX(3),
},
.ATK = {
.base = FIX(5),
.growth = FIX(2),
.affinity = FIX(1),
},
.DEF = {
.base = FIX(2),
.growth = FIX(1),
.affinity = FIX(1)/2,
},
};
static enemy_t const bat = {
.name = "Bat",
.hitbox = (frect_t){ -FIX(3)/16, FIX(4)/16, -FIX(2)/16, FIX(3)/16 },
.sprite = (frect_t){ -FIX(5)/16, FIX(5)/16, -FIX(4)/16, FIX(3)/16 },
.anim_idle = anim_bat_idle_down,
.anim_death = anim_bat_death,
.movement_params = {
.max_speed = FIX(2),
.propulsion = FIX(8),
},
.HP = {
.base = FIX(8),
.growth = FIX(4),
.affinity = FIX(2),
},
.ATK = {
.base = FIX(8),
.growth = FIX(2),
.affinity = FIX(2),
},
.DEF = {
.base = FIX(2),
.growth = FIX(2),
.affinity = FIX(1),
},
};
enemy_t const * const enemies[] = {
[ENEMY_SLIME] = &slime,
[ENEMY_BAT] = &bat,
};
int instantiate_stat(enemy_stat_t const *stat, int level)
{
fixed_t value = stat->base + stat->growth * (level - 1) +
stat->affinity * (level * (level - 1) / 2);
fixed_t variation = value / 8;
value = (value - variation) + (rand() % (2 * variation));
return ffloor(value);
}
entity_t *enemy_spawn(int enemy_id, int level)
{
if(enemy_id < 0 || (size_t)enemy_id >= sizeof enemies / sizeof *enemies)
return NULL;
entity_t *e = malloc(sizeof *e);
if(!e) return NULL;
enemy_t const *data = enemies[enemy_id];
/* These will probably be overridden by the caller */
e->movement.x = 0;
e->movement.y = 0;
e->movement.vx = 0;
e->movement.vy = 0;
e->movement.facing = DOWN;
e->movement.dash = 0;
e->movement.dash_facing = DOWN;
e->movement.dash_particle_cooldown = fix(0);
e->movement_params = &data->movement_params;
entity_set_anim(e, data->anim_idle);
e->hitbox = data->hitbox;
e->sprite = data->sprite;
e->current_attack = NULL;
e->attack_follows_movement = false;
e->identity = enemy_id;
e->HP = instantiate_stat(&data->HP, level);
e->ATK = instantiate_stat(&data->ATK, level);
e->DEF = instantiate_stat(&data->DEF, level);
return e;
}