80 lines
2.4 KiB
C
80 lines
2.4 KiB
C
//---
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// fighter: Component for entities that participate in fights
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//
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// This component gives combat statistics and leveling properties to entities.
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//---
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#pragma once
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#include "comp/entity.h"
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#include "fixed.h"
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typedef struct
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{
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/* Hit Points */
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fixed_t HP;
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/* Physical attack */
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fixed_t ATK;
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/* Magical attack */
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fixed_t MAG;
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/* Physical and magical defense */
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fixed_t DEF;
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} fighter_stat_model_t;
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typedef struct
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{
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/* Current attack's effect area */
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entity_t *current_attack;
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/* Whether attack follows movement */
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uint8_t attack_follows_movement;
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/* Pointer to enemy data (NULL if player) */
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struct enemy_data *enemy;
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/* Pointer to player data (NULL if enemy) */
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struct player_data *player;
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/* Combat statistics */
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uint16_t HP, ATK, MAG, DEF, HP_max;
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/* Number of hits in main attack's combo (TODO: Delegate to weapon?) */
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uint8_t combo_length;
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/* Next hit to be dealt */
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uint8_t combo_next;
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/* Delay until ideal time to start next hit */
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fixed_t combo_delay;
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/* List of skills or equipped items. The first entry (skills[0]) usually
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means the normal attack and might be handled separately because of the
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combo system */
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int skills[6];
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/* Cooldown; positive while waiting, zero when the skill/item is ready */
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fixed_t actions_cooldown[6];
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/* Current status effects */
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fixed_t stun_delay;
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fixed_t invulnerability_delay;
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} fighter_t;
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/* Multiply equipment stat modifiers */
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fighter_stat_model_t fighter_stat_model_mul(int amount, ...);
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/* Instantiate a statistics model with optional equipment and HP multiplier */
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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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/* Initialize fighter's stats by using the instantiated stat model */
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void fighter_set_stats(fighter_t *f, fighter_stat_model_t const *instance);
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/* Damage entity for that amount of raw strength. Returns actual damage after
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DES is subtracted, and randomization. */
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int fighter_damage(entity_t *e, int base_damage);
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/* Stun the fighter for a specified duration. */
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void fighter_stun(entity_t *e, fixed_t duration);
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/* Make the fighter invulnerable for a specified duration. */
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void fighter_invulnerability(entity_t *e, fixed_t duration);
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/* Free dynamic data (enemy info). */
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void fighter_destroy(entity_t *e);
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