115 lines
2.9 KiB
C
115 lines
2.9 KiB
C
#include "comp/entity.h"
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#include "comp/fighter.h"
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#include "comp/visible.h"
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#include "enemies.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdarg.h>
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#include <gint/defs/util.h>
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fighter_stat_model_t fighter_stat_model_mul(int amount, ...)
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{
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va_list args;
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va_start(args, amount);
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fighter_stat_model_t model = {
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.HP = fix(1),
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.ATK = fix(1),
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.DEF = fix(1),
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.MAG = fix(1), };
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for(int i = 0; i < amount; i++) {
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fighter_stat_model_t op = va_arg(args, fighter_stat_model_t);
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model.HP = fmul(model.HP , op.HP);
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model.ATK = fmul(model.ATK, op.ATK);
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model.DEF = fmul(model.DEF, op.DEF);
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model.MAG = fmul(model.MAG, op.MAG);
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}
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va_end(args);
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return model;
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}
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static int instantiate_stat(fixed_t affinity, fixed_t multiplier, int level)
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{
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float a = f2double(affinity);
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float x = level;
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float y = powf(x, a) + x + 3 * a;
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return fround(multiplier * (int)y);
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}
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fighter_stat_model_t fighter_stat_model_instantiate(
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fighter_stat_model_t const *model, fighter_stat_model_t const *equipment,
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int level, fixed_t hp_multiplier)
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{
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fighter_stat_model_t m;
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m.HP = fix(instantiate_stat(model->HP, 3 * hp_multiplier, level));
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m.ATK = fix(instantiate_stat(model->ATK, fix(1.6), level));
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m.DEF = fix(instantiate_stat(model->DEF, fix(0.7), level));
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m.MAG = fix(instantiate_stat(model->MAG, fix(1.2), level));
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/* Apply equipment boost */
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if(equipment) {
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m.HP = fmul(m.HP, equipment->HP);
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m.ATK = fmul(m.ATK, equipment->ATK);
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m.DEF = fmul(m.DEF, equipment->DEF);
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m.MAG = fmul(m.MAG, equipment->MAG);
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}
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return m;
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}
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void fighter_set_stats(fighter_t *f, fighter_stat_model_t const *instance)
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{
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f->HP_max = ffloor(instance->HP);
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f->ATK = ffloor(instance->ATK);
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f->MAG = ffloor(instance->MAG);
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f->DEF = ffloor(instance->DEF);
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}
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int fighter_damage(entity_t *e, int base_damage)
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{
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fighter_t *f = getcomp(e, fighter);
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if(f->HP == 0) return 0;
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base_damage = max(base_damage - f->DEF, 0);
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int variation = (base_damage >= 4) ? (rand() % (base_damage / 4)) : 0;
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int damage = (base_damage * 7) / 8 + variation;
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damage = max(damage, 1);
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if(f->HP < damage) f->HP = 0;
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else f->HP -= damage;
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if(f->enemy) {
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if(f->HP == 0)
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visible_set_anim(e, f->enemy->id->anim_death, 4);
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else
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visible_set_anim(e, f->enemy->id->anim_hit, 3);
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}
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else {
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visible_set_anim(e, &anims_player_Hit, 3);
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}
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return damage;
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}
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void fighter_stun(entity_t *e, fixed_t duration)
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{
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fighter_t *f = getcomp(e, fighter);
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f->stun_delay = max(f->stun_delay, duration);
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}
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void fighter_invulnerability(entity_t *e, fixed_t duration)
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{
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fighter_t *f = getcomp(e, fighter);
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f->invulnerability_delay = max(f->invulnerability_delay, duration);
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}
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void fighter_destroy(entity_t *e)
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{
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fighter_t *f = getcomp(e, fighter);
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free(f->enemy);
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}
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