120 lines
2.3 KiB
C
120 lines
2.3 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MONSTER_H_
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#define MONSTER_H_
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#include <SDL.h>
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#include "sprite.h"
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#include "stats.h"
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#include "actiontext.h"
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#include "player.h"
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#include "linkedlist.h"
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struct UpdateData;
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typedef enum {
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PACIFIST,
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NORMAL,
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HOSTILE,
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GUERILLA,
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COWARD,
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SENTINEL,
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FIRE_DEMON,
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SORCERER,
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ASSASSIN
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} MonsterBehaviour;
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typedef enum {
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PASSIVE,
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AGRESSIVE,
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SCARED,
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STATIONARY,
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SLEEPING,
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SCANNING,
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STUNNED
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} StateType;
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typedef struct State {
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StateType current;
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StateType last;
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unsigned int stepsSinceChange;
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Uint8 forceCount;
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} State;
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typedef struct MonsterStateIndicator {
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Sprite *sprite;
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bool shownOnPlayerRoomEnter;
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int displayCount;
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} MonsterStateIndicator;
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typedef struct Monster {
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char *label;
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char *lclabel;
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Sprite *sprite;
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Stats stats;
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State state;
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MonsterStateIndicator stateIndicator;
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MonsterBehaviour behaviour;
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unsigned int steps;
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bool boss;
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} Monster;
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Monster* monster_create(void);
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void
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monster_update_pos(Monster*, Position);
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bool
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monster_move(Monster*, RoomMatrix*, Map*);
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void
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monster_render(Monster*, Camera*);
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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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void
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monster_update_stats_for_level(Monster*, unsigned int level);
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void
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monster_update(Monster*, struct UpdateData*);
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void
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monster_drop_loot(Monster*, Map*, Player*);
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void
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monster_set_behaviour(Monster *, MonsterBehaviour behaviour);
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void
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monster_set_state(Monster *m, StateType state, Uint8 forceCount);
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void
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monster_push(Monster *, Player *, RoomMatrix*, Vector2d dir);
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void
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monster_reset_steps(Monster *m);
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void
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monster_destroy(Monster*);
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#endif // MONSTER_H_
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