RogueLife/src/comp/fighter.c

109 lines
2.5 KiB
C

#include "comp/entity.h"
#include "comp/fighter.h"
#include "comp/visible.h"
#include "enemies.h"
#include <stdlib.h>
#include <math.h>
#include <stdarg.h>
#include <gint/defs/util.h>
fighter_stats_t fighter_stats_add(int amount, ...)
{
va_list args;
va_start(args, amount);
fighter_stats_t m = { 0 };
for(int i = 0; i < amount; i++) {
fighter_stats_t op = va_arg(args, fighter_stats_t);
m.HP += op.HP;
m.ATK += op.ATK;
m.DEF += op.DEF;
m.MAG += op.MAG;
}
va_end(args);
return m;
}
fighter_stats_t fighter_stats_instantiate(fighter_stats_t const *base,
fighter_stats_t const *slope, int level)
{
fighter_stats_t m;
m.HP = base->HP + level * slope->HP;
m.ATK = base->ATK + level * slope->ATK;
m.DEF = base->DEF + level * slope->DEF;
m.MAG = base->MAG + level * slope->MAG;
return m;
}
void fighter_set_stats(fighter_t *f, fighter_stats_t const *stats)
{
f->HP_max = stats->HP;
f->ATK = stats->ATK;
f->MAG = stats->MAG;
f->DEF = stats->DEF;
}
void fighter_increase_stats(fighter_t *f, fighter_stats_t const *growth)
{
int previous_HP_max = f->HP_max;
f->HP_max += growth->HP;
f->HP += (f->HP_max - previous_HP_max);
f->ATK += growth->ATK;
f->MAG += growth->MAG;
f->DEF += growth->DEF;
}
int fighter_damage(entity_t *e, int base_damage)
{
fighter_t *f = getcomp(e, fighter);
if(f->HP == 0) return 0;
base_damage = max(base_damage - f->DEF, 0);
int variation = (base_damage >= 4) ? (rand() % (base_damage / 4)) : 0;
int damage = (base_damage * 7) / 8 + variation;
damage = max(damage, 1);
if(f->HP < damage) f->HP = 0;
else f->HP -= damage;
if(f->enemy) {
if(f->HP == 0)
visible_set_anim(e, f->enemy->id->anim_death, 4);
else
visible_set_anim(e, f->enemy->id->anim_hit, 3);
}
else {
visible_set_anim(e, &anims_player_Hit, 3);
}
return damage;
}
void fighter_effect_stun(entity_t *e, fixed_t duration)
{
fighter_t *f = getcomp(e, fighter);
f->stun_delay = max(f->stun_delay, duration);
}
void fighter_effect_invulnerability(entity_t *e, fixed_t duration)
{
fighter_t *f = getcomp(e, fighter);
f->invulnerability_delay = max(f->invulnerability_delay, duration);
}
void fighter_effect_speed(entity_t *e, fixed_t duration)
{
fighter_t *f = getcomp(e, fighter);
f->speed_delay = max(f->speed_delay, duration);
}
void fighter_destroy(entity_t *e)
{
fighter_t *f = getcomp(e, fighter);
free(f->enemy);
}