RogueLife/src/enemies.c

152 lines
3.6 KiB
C

#include "comp/entity.h"
#include "comp/physical.h"
#include "comp/visible.h"
#include "comp/mechanical.h"
#include "comp/fighter.h"
#include "enemies.h"
#include <string.h>
/* Declare animations for an enemy */
#define ANIMS(name, I, W, A, H, D) \
.anim_idle = &anims_ ## name ## _ ## I, \
.anim_walking = &anims_ ## name ## _ ## W, \
.anim_attack = &anims_ ## name ## _ ## A, \
.anim_hit = &anims_ ## name ## _ ## H, \
.anim_death = &anims_ ## name ## _ ## D
static enemy_t const slime_1 = {
.name = "Slime",
.level = 1,
ANIMS(slime, Idle, Walking, Idle, Hit, Death),
.hitbox = (rect){ -fix(3)/16, fix(4)/16, -fix(2)/16, fix(3)/16 },
.limits = {
.max_speed = fix(1),
.friction = fix(0.6),
},
.stats = {
.HP = fix(1.4),
.ATK = fix(1.3),
.MAG = fix(1.0),
.DEF = fix(1.4),
},
.shadow_size = 4,
.xp = 2,
.z = 0,
};
static enemy_t const bat_2 = {
.name = "Bat",
.level = 2,
ANIMS(bat, Idle, Idle, Idle, Hit, Death),
.hitbox = (rect){ -fix(3)/16, fix(4)/16, -fix(2)/16, fix(3)/16 },
.limits = {
.max_speed = fix(1.8),
.friction = fix(0.8),
},
.stats = {
.HP = fix(1.5),
.ATK = fix(1.5),
.MAG = fix(1.3),
.DEF = fix(1.2),
},
.shadow_size = 4,
.xp = 6,
.z = fix(0.75),
};
static enemy_t const fire_slime_4 = {
.name = "Fire slime",
.level = 4,
ANIMS(fire_slime, Idle, Walking, Idle, Hit, Death),
.hitbox = (rect){ -fix(3)/16, fix(4)/16, -fix(2)/16, fix(3)/16 },
.limits = {
.max_speed = fix(1),
.friction = fix(0.6),
},
.stats = {
.HP = fix(1.4),
.ATK = fix(1.2),
.MAG = fix(1.4),
.DEF = fix(1.4),
},
.shadow_size = 4,
.xp = 14,
.z = 0,
};
static enemy_t const gunslinger_8 = {
.name = "Gunslinger",
.level = 8,
ANIMS(gunslinger, Idle, Walking, Fire, Hit, Death),
.hitbox = (rect){ -fix(3)/16, fix(4)/16, -fix(2)/16, fix(3)/16 },
.limits = {
.max_speed = fix(1.8),
.friction = fix(0.8),
},
.stats = {
.HP = fix(1.3),
.ATK = fix(1.6),
.MAG = fix(1.4),
.DEF = fix(1.2),
},
.shadow_size = 4,
.xp = 30,
.z = fix(0.375),
};
static enemy_t const * const enemies[] = {
[ENEMY_SLIME_1] = &slime_1,
[ENEMY_BAT_2] = &bat_2,
[ENEMY_FIRE_SLIME_4] = &fire_slime_4,
[ENEMY_GUNSLINGER_8] = &gunslinger_8,
};
enemy_t const *enemy_data(int enemy_id)
{
return enemies[enemy_id];
}
entity_t *enemy_make(int enemy_id)
{
if(enemy_id < 0 || (size_t)enemy_id >= sizeof enemies / sizeof *enemies)
return NULL;
entity_t *e = entity_make(physical, visible, mechanical, fighter);
if(e == NULL)
return NULL;
enemy_t const *data = enemies[enemy_id];
/* These will probably be overridden by the caller */
physical_t *p = getcomp(e, physical);
p->x = fix(0);
p->y = fix(0);
p->hitbox = data->hitbox;
p->facing = LEFT;
visible_t *v = getcomp(e, visible);
v->z = data->z;
v->sprite_plane = VERTICAL;
v->shadow_size = data->shadow_size;
visible_set_anim(e, data->anim_idle, 1);
mechanical_t *m = getcomp(e, mechanical);
m->limits = &data->limits;
m->vx = fix(0);
m->vy = fix(0);
m->dash = fix(0);
m->dash_facing = LEFT;
/* Instantiate fighter statistics */
fighter_t *f = getcomp(e, fighter);
memset(f, 0, sizeof *f);
f->enemy_data = data;
fighter_set_stats(f, &data->stats, data->level, fix(1.0));
f->HP = f->HP_max;
f->combo_length = 1;
return e;
}