101 lines
2.5 KiB
C
101 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_stat_model_t fighter_stat_model_add(int amount, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, amount);
|
|
|
|
fighter_stat_model_t model = { 0 };
|
|
|
|
for(int i = 0; i < amount; i++) {
|
|
fighter_stat_model_t op = va_arg(args, fighter_stat_model_t);
|
|
model.HP += op.HP;
|
|
model.ATK += op.ATK;
|
|
model.DEF += op.DEF;
|
|
model.MAG += op.MAG;
|
|
}
|
|
|
|
va_end(args);
|
|
return model;
|
|
}
|
|
|
|
static int instantiate_stat(fixed_t affinity, fixed_t multiplier, int level)
|
|
{
|
|
float a = f2double(affinity);
|
|
float x = level;
|
|
float y = powf(x, a) + x + 3 * a;
|
|
return fround(multiplier * (int)y);
|
|
}
|
|
|
|
fighter_stat_model_t fighter_stat_model_instantiate(
|
|
fighter_stat_model_t const *model, int level, fixed_t multiplier)
|
|
{
|
|
fighter_stat_model_t m;
|
|
m.HP = fix(instantiate_stat(model->HP, 2 * multiplier, level));
|
|
m.ATK = fix(instantiate_stat(model->ATK, fix(1.6), level));
|
|
m.DEF = fix(instantiate_stat(model->DEF, fix(0.9), level));
|
|
m.MAG = fix(instantiate_stat(model->MAG, fix(1.2), level));
|
|
return m;
|
|
}
|
|
|
|
void fighter_set_stats(fighter_t *f, fighter_stat_model_t const *instance)
|
|
{
|
|
f->HP_max = ffloor(instance->HP);
|
|
f->ATK = ffloor(instance->ATK);
|
|
f->MAG = ffloor(instance->MAG);
|
|
f->DEF = ffloor(instance->DEF);
|
|
}
|
|
|
|
int fighter_damage(entity_t *e, int base_damage)
|
|
{
|
|
fighter_t *f = getcomp(e, fighter);
|
|
|
|
if(f->HP == 0) return 0;
|
|
|
|
base_damage -= f->DEF;
|
|
if(base_damage <= 0) return 0;
|
|
|
|
int variation = (base_damage >= 4) ? (rand() % (base_damage / 4)) : 0;
|
|
int damage = (base_damage * 7) / 8 + variation;
|
|
|
|
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_stun(entity_t *e, fixed_t duration)
|
|
{
|
|
fighter_t *f = getcomp(e, fighter);
|
|
f->stun_delay = max(f->stun_delay, duration);
|
|
}
|
|
|
|
void fighter_invulnerability(entity_t *e, fixed_t duration)
|
|
{
|
|
fighter_t *f = getcomp(e, fighter);
|
|
f->invulnerability_delay = max(f->invulnerability_delay, duration);
|
|
}
|
|
|
|
void fighter_destroy(entity_t *e)
|
|
{
|
|
fighter_t *f = getcomp(e, fighter);
|
|
free(f->enemy);
|
|
}
|