Makes critical hits cause bleeding
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@ -135,13 +135,13 @@ damage_surroundings(Monster *m, RoomMatrix *rm)
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RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
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if (r->monster) {
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int dmg = stats_fight(&m->stats, &r->monster->stats);
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monster_hit(r->monster, dmg);
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gui_log("%s takes %d damage from the explosion", r->monster->label, dmg);
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CombatResult result = stats_fight(&m->stats, &r->monster->stats);
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monster_hit(r->monster, result.dmg, result.critical);
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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} else if (r->player) {
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int dmg = stats_fight(&m->stats, &r->player->stats);
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player_hit(r->player, dmg);
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gui_log("You take %d damage from the explosion", dmg);
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CombatResult result = stats_fight(&m->stats, &r->player->stats);
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player_hit(r->player, result.dmg);
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gui_log("You take %d damage from the explosion", result.dmg);
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}
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}
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}
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@ -314,14 +314,14 @@ has_collided(Monster *monster, RoomMatrix *matrix, Vector2d direction)
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RoomSpace *space = roommatrix_get_space_for(matrix, &monster->sprite->pos);
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if (space->player && monster->state.current == AGRESSIVE) {
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unsigned int dmg = stats_fight(&monster->stats,
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CombatResult result = stats_fight(&monster->stats,
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&space->player->stats);
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player_hit(space->player, dmg);
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player_hit(space->player, result.dmg);
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if (dmg > 0) {
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if (result.dmg > 0) {
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gui_log("%s hit you for %u damage",
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monster->label, dmg);
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monster->label, result.dmg);
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camera_shake(direction, 300);
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} else {
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gui_log("%s missed you", monster->label);
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@ -563,7 +563,7 @@ apply_bleed_damage(Player *p, Monster *m)
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return;
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uint32_t dmg = m->stats.lvl * 2;
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monster_hit(m, dmg);
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monster_hit(m, dmg, false);
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m->stats.hp -= dmg;
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player_monster_kill_check(p, m);
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}
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@ -685,7 +685,7 @@ monster_update(Monster *m, UpdateData *data)
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}
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void
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monster_hit(Monster *monster, unsigned int dmg)
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monster_hit(Monster *monster, unsigned int dmg, bool critical)
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{
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if (dmg > 0) {
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Position p = monster->sprite->pos;
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@ -703,6 +703,9 @@ monster_hit(Monster *monster, unsigned int dmg)
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C_YELLOW,
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&monster->sprite->pos);
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}
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if (critical)
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monster_set_bleeding(monster);
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monster_behaviour_check_post_hit(monster);
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}
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@ -878,7 +881,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
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if (space->trap) {
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int dmg = space->trap->damage * 3;
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m->stats.hp -= dmg;
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monster_hit(m, dmg);
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monster_hit(m, dmg, false);
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gui_log("%s takes %d damage from a trap", m->label, dmg);
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} else if (space->damaging) {
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LinkedList *objects = space->objects;
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@ -888,7 +891,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
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if (!o->damage)
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return;
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m->stats.hp -= o->damage * 3;
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monster_hit(m, o->damage * 3);
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monster_hit(m, o->damage * 3, false);
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}
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} else if (has_collided(m, rm, direction)) {
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m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
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@ -103,7 +103,7 @@ void
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monster_render_top_layer(Monster*, RoomMatrix*, Camera*);
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void
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monster_hit(Monster*, unsigned int dmg);
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monster_hit(Monster*, unsigned int dmg, bool critical);
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void
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monster_update_stats_for_level(Monster*, unsigned int level);
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@ -103,7 +103,7 @@ particle_engine_init(void)
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void
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particle_engine_bleed(Position pos, Dimension dim)
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{
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particle_engine_bloodspray(pos, dim, 5);
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particle_engine_bloodspray(pos, dim, 10);
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}
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void
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@ -133,16 +133,16 @@ on_monster_collision(Player *player,
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RoomMatrix *matrix,
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Vector2d direction)
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{
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unsigned int hit = stats_fight(&player->stats,
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CombatResult result = stats_fight(&player->stats,
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&monster->stats);
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mixer_play_effect(SWING0 + get_random(2));
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monster_hit(monster, hit);
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monster_hit(monster, result.dmg, result.critical);
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animation_run(player->swordAnimation);
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if (hit > 0) {
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if (result.dmg > 0) {
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gui_log("You hit %s for %u damage",
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monster->lclabel, hit);
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monster->lclabel, result.dmg);
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player->stat_data.hits += 1;
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mixer_play_effect(SWORD_HIT);
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} else {
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@ -119,14 +119,14 @@ projectile_update(Projectile *p, UpdateData *data)
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if (space->monster) {
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Stats tmpStats = data->player->stats;
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tmpStats.dmg *= 2;
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Uint32 dmg = stats_fight(&tmpStats, &space->monster->stats);
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if (dmg > 0) {
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gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, dmg);
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CombatResult result = stats_fight(&tmpStats, &space->monster->stats);
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if (result.dmg > 0) {
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gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, result.dmg);
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data->player->stat_data.hits += 1;
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} else {
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gui_log("%s dodged your dagger", space->monster->label);
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}
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monster_hit(space->monster, dmg);
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monster_hit(space->monster, result.dmg, result.critical);
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player_monster_kill_check(data->player, space->monster);
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alive = player_has_artifact(data->player, PIERCING_DAGGERS) > p->collisionCount;
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projectilePos = space->monster->sprite->pos;
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44
src/skill.c
44
src/skill.c
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@ -319,12 +319,12 @@ skill_use_flurry(Skill *skill, SkillData *data)
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unsigned int hitCount = 0;
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for (size_t i = 0; i < 3; ++i) {
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unsigned int originalHp = monster->stats.hp;
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0 && originalHp > 0) {
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gui_log("You hit for %u damage", dmg);
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CombatResult result = stats_fight(&data->player->stats, &monster->stats);
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if (result.dmg > 0 && originalHp > 0) {
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gui_log("You hit for %u damage", result.dmg);
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hitCount++;
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}
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monster_hit(monster, dmg);
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monster_hit(monster, result.dmg, result.critical);
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}
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if (hitCount == 1) {
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mixer_play_effect(SWORD_HIT);
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@ -436,9 +436,9 @@ skill_bash(Skill *skill, SkillData *data)
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mixer_play_effect(SWING0);
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if (monster) {
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gui_log("You bash %s with your shield", monster->lclabel);
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0) {
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gui_log("You hit for %u damage", dmg);
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CombatResult result = stats_fight(&data->player->stats, &monster->stats);
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if (result.dmg > 0) {
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gui_log("You hit for %u damage", result.dmg);
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if (monster->stats.hp > 0) {
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gui_log("%s seems dazed and confused", monster->label);
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monster_set_state(monster, STUNNED,
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@ -449,7 +449,7 @@ skill_bash(Skill *skill, SkillData *data)
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} else {
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gui_log("You missed %s", monster->lclabel);
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}
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monster_hit(monster, dmg);
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monster_hit(monster, result.dmg, result.critical);
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} else {
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gui_log("You bash your shield at nothing");
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}
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@ -491,13 +491,13 @@ skill_trip(Skill *skill, SkillData *data)
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mixer_play_effect(SWING0 + get_random(2));
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animation_run(data->player->swordAnimation);
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if (space->monster) {
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int dmg = stats_fight(&data->player->stats, &space->monster->stats);
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if (dmg)
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CombatResult result = stats_fight(&data->player->stats, &space->monster->stats);
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if (result.dmg)
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mixer_play_effect(SWORD_HIT);
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gui_log("You trip %s causing it to fall away from you", space->monster->lclabel);
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monster_hit(space->monster, dmg);
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monster_hit(space->monster, result.dmg, result.critical);
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player_monster_kill_check(data->player, space->monster);
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if (dmg && space->monster->stats.hp > 0) {
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if (result.dmg && space->monster->stats.hp > 0) {
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Uint32 pushCount = 1 + player_has_artifact(data->player, PUSH_BACK);
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for (Uint32 i = 0; i < pushCount; ++i) {
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monster_push(space->monster, data->player, data->matrix, data->direction);
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@ -564,11 +564,11 @@ skill_backstab(Skill *skill, SkillData *data)
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monster_push(m, data->player, data->matrix, reverseDirection);
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m->stats.disadvantage = true;
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int dmg = stats_fight(&data->player->stats, &m->stats);
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CombatResult result = stats_fight(&data->player->stats, &m->stats);
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m->stats.disadvantage = false;
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monster_hit(m, dmg);
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monster_hit(m, result.dmg, result.critical);
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player_monster_kill_check(data->player, m);
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if (dmg) {
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if (result.dmg) {
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mixer_play_effect(SWORD_HIT);
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monster_set_state(m, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN)));
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monster_set_bleeding(m);
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@ -680,13 +680,13 @@ skill_charge_check_path(SkillData *data,
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Stats tmpStats = player->stats;
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tmpStats.dmg *= steps > 0 ? steps : 1;
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mixer_play_effect(SWING0 + get_random(2));
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unsigned int dmg = stats_fight(&tmpStats, &monster->stats);
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if (dmg > 0) {
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gui_log("You charged %s for %u damage", monster->lclabel, dmg);
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CombatResult result = stats_fight(&tmpStats, &monster->stats);
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if (result.dmg > 0) {
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gui_log("You charged %s for %u damage", monster->lclabel, result.dmg);
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mixer_play_effect(SWORD_HIT);
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data->player->stat_data.hits += 1;
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}
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monster_hit(monster, dmg);
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monster_hit(monster, result.dmg, result.critical);
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player_monster_kill_check(data->player, monster);
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}
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@ -886,10 +886,10 @@ skill_erupt(Skill *skill, SkillData *data)
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RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
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if (r->monster) {
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player->stats.advantage = true;
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int dmg = stats_fight(&player->stats, &r->monster->stats);
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CombatResult result = stats_fight(&player->stats, &r->monster->stats);
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player->stats.advantage = false;
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monster_hit(r->monster, dmg);
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gui_log("%s takes %d damage from the explosion", r->monster->label, dmg);
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monster_hit(r->monster, result.dmg, result.critical);
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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monster_set_bleeding(r->monster);
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int lvl = 1 + player_has_artifact(player, PUSH_BACK);
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19
src/stats.c
19
src/stats.c
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@ -61,31 +61,30 @@ get_defence_roll(Stats *defender)
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return roll + defender->def;
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}
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unsigned int
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CombatResult
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stats_fight(Stats *attacker, Stats *defender)
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{
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bool critical = false;
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CombatResult result = { 0, false };
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int atkRoll = get_attack_roll(attacker);
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int defRoll = get_defence_roll(defender);
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if (atkRoll - attacker->atk == 20)
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critical = get_attack_roll(attacker) > defRoll;
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result.critical = get_attack_roll(attacker) > defRoll;
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int dmgRoll = 0;
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if (atkRoll >= defRoll) {
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if (attacker->dmg > 0)
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dmgRoll = get_random(attacker->dmg - 1) + 1;
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result.dmg = get_random(attacker->dmg - 1) + 1;
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else
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dmgRoll = 1;
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result.dmg = 1;
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if (critical) {
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dmgRoll = dmgRoll * 2;
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if (result.critical) {
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result.dmg = result.dmg * 2;
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gui_log("CRITICAL HIT!");
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}
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defender->hp -= dmgRoll;
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defender->hp -= result.dmg;
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}
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return dmgRoll;
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return result;
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}
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@ -31,7 +31,12 @@ typedef struct Stats_t {
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bool disadvantage;
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} Stats;
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unsigned int
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typedef struct CombatResult {
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unsigned int dmg;
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bool critical;
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} CombatResult;
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CombatResult
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stats_fight(Stats *attacker, Stats *defender);
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#endif // STATS_H_
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