breakhack/src/monster.c

959 lines
22 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <assert.h>
#include <string.h>
#include "monster.h"
#include "util.h"
#include "player.h"
#include "monster.h"
#include "random.h"
#include "gui.h"
#include "item.h"
#include "item_builder.h"
#include "map.h"
#include "particle_engine.h"
#include "defines.h"
#include "update_data.h"
#include "actiontextbuilder.h"
#include "texturecache.h"
#include "trap.h"
#include "object.h"
#include "mixer.h"
static void
monster_set_sprite_clip_for_current_state(Monster *m)
{
switch (m->state.current) {
case AGRESSIVE:
m->stateIndicator.sprite->clip = CLIP16(16 * 11, 16 * 3);
break;
case SCARED:
m->stateIndicator.sprite->clip = CLIP16(16 * 12, 16 * 3);
break;
case SLEEPING:
m->stateIndicator.sprite->clip = CLIP16(16 * 10, 16 * 4);
break;
case SCANNING:
m->stateIndicator.sprite->clip = CLIP16(16 * 13, 16 * 4);
default:
break;
}
}
static void
monster_set_state_display_time(Monster *m)
{
switch (m->state.current) {
case SLEEPING:
m->stateIndicator.displayCount = -1;
break;
case PASSIVE:
case STATIONARY:
case STUNNED:
m->stateIndicator.displayCount = 0;
break;
default:
m->stateIndicator.displayCount = 5;
}
}
static void
monster_state_change(Monster *m, StateType newState)
{
if (m->state.current == newState)
return;
m->state.last = m->state.current;
m->state.current = newState;
m->state.stepsSinceChange = 0;
m->state.forceCount = 0;
monster_set_state_display_time(m);
if (newState == STUNNED) {
m->stats.disadvantage = true;
} else if (m->state.last == STUNNED) {
m->stats.disadvantage = false;
m->sprite->angle = 0;
}
monster_set_sprite_clip_for_current_state(m);
}
static void
monster_behaviour_check_post_hit(Monster *m)
{
if (m->state.stepsSinceChange < m->state.forceCount)
return;
switch (m->behaviour) {
case PACIFIST:
case COWARD:
monster_state_change(m, SCARED);
break;
case GUERILLA:
case ASSASSIN:
case SORCERER:
case FIRE_DEMON:
break;
default:
monster_state_change(m, AGRESSIVE);
break;
}
}
static void
damage_surroundings(Monster *m, RoomMatrix *rm)
{
Position roomPos = position_to_matrix_coords(&m->sprite->pos);
for (Sint32 i = -1; i <= 1; ++i) {
for (Sint32 j = -1; j <= 1; ++j) {
if (i == 0 && j == 0)
continue;
Position matrixPos = POS(roomPos.x + i, roomPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) {
CombatResult result = stats_fight(&m->stats, &r->monster->stats);
monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
} else if (r->player) {
CombatResult result = stats_fight(&m->stats, &r->player->stats);
player_hit(r->player, result.dmg);
gui_log("You take %d damage from the explosion", result.dmg);
}
}
}
}
static void
sorcerer_blast(Monster *m, RoomMatrix *rm)
{
gui_log("%s creates a magical explosion", m->label);
particle_engine_eldritch_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
mixer_play_effect(BURST);
damage_surroundings(m, rm);
}
static void
assassin_cloak_effect(Monster *m, bool cloak)
{
if (cloak)
gui_log("%s dissappears from sight", m->label);
else
gui_log("%s reappears, filled with rage", m->label);
particle_engine_fire_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
m->sprite->hidden = cloak;
m->stateIndicator.sprite->hidden = cloak;
mixer_play_effect(cloak ? FADE_OUT : FADE_IN);
}
static void
monster_behaviour_check_post_attack(Monster *m)
{
switch (m->behaviour) {
case GUERILLA:
case SORCERER:
case FIRE_DEMON:
monster_state_change(m, SCARED);
break;
case ASSASSIN:
assassin_cloak_effect(m, true);
monster_state_change(m, SCARED);
break;
default:
break;
}
}
static void
handle_sentinel_behaviour(Monster *m, RoomMatrix *rm)
{
if (m->state.current == AGRESSIVE)
return;
Position monsterPos = m->sprite->pos;
if (!position_in_room(&monsterPos, &rm->roomPos))
return;
monsterPos = position_to_matrix_coords(&monsterPos);
Position playerPos = rm->playerRoomPos;
unsigned int dx = abs(playerPos.x - monsterPos.x);
unsigned int dy = abs(playerPos.y - monsterPos.y);
if (dx < 3 && dy < 3)
monster_state_change(m, AGRESSIVE);
else if (dx <= 3 && dy <= 3)
monster_state_change(m, SCANNING);
else
monster_state_change(m, SLEEPING);
}
static void
monster_behaviour_check(Monster *m, RoomMatrix *rm)
{
if (m->state.stepsSinceChange < m->state.forceCount)
return;
switch (m->behaviour) {
case GUERILLA:
case SORCERER:
case FIRE_DEMON:
if (m->state.stepsSinceChange > 5
&& m->state.current == SCARED) {
monster_state_change(m, AGRESSIVE);
}
break;
case ASSASSIN:
if (m->state.stepsSinceChange > 5
&& m->state.current == SCARED) {
assassin_cloak_effect(m, false);
monster_state_change(m, AGRESSIVE);
}
break;
case SENTINEL:
handle_sentinel_behaviour(m, rm);
break;
default:
break;
}
}
static void
create_emitters(Monster *m)
{
// Bloodlust
ParticleEmitter *emitter = particle_emitter_create();
emitter->timestep = 0;
emitter->enabled = false;
emitter->particle_func = particle_engine_bloodlust;
m->emitters.bloodlust = emitter;
emitter = particle_emitter_create();
emitter->timestep = 1000;
emitter->enabled = false;
emitter->particle_func = particle_engine_bleed;
m->emitters.bleed = emitter;
}
Monster*
monster_create(void)
{
Monster *m = ec_malloc(sizeof(Monster));
m->sprite = sprite_create();
m->sprite->dim = GAME_DIMENSION;
m->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
m->sprite->rotationPoint = (SDL_Point) { 16, 16 };
m->stats = (Stats) {
12, // Max HP
12, // hp
2, // dmg
0, // atk
0, // def
1, // speed
1, // lvl
false, // advantage
false // disadvantage
};
m->label = NULL;
m->lclabel = NULL;
m->steps = 0;
m->stateIndicator.sprite = sprite_create();
sprite_set_texture(m->stateIndicator.sprite, texturecache_add("GUI/GUI0.png"), 0);
sprite_set_texture(m->stateIndicator.sprite, texturecache_add("GUI/GUI1.png"), 1);
m->stateIndicator.sprite->dim = GAME_DIMENSION;
m->stateIndicator.displayCount = 0;
m->stateIndicator.shownOnPlayerRoomEnter = false;
m->state.forceCount = 0;
m->boss = false;
m->items.keyType = LOCK_NONE;
monster_set_behaviour(m, NORMAL);
create_emitters(m);
return m;
}
void
monster_update_pos(Monster *m, Position pos)
{
m->sprite->pos = pos;
Position indicatorPos = pos;
indicatorPos.y -= 32;
m->stateIndicator.sprite->pos = indicatorPos;
}
static bool
has_collided(Monster *monster, RoomMatrix *matrix, Vector2d direction)
{
if (!position_in_room(&monster->sprite->pos, &matrix->roomPos))
return true;
RoomSpace *space = roommatrix_get_space_for(matrix, &monster->sprite->pos);
if (space->player && monster->state.current == AGRESSIVE) {
CombatResult result = stats_fight(&monster->stats,
&space->player->stats);
player_hit(space->player, result.dmg);
if (result.dmg > 0) {
gui_log("%s hit you for %u damage",
monster->label, result.dmg);
camera_shake(direction, 300);
} else {
gui_log("%s missed you", monster->label);
}
monster_behaviour_check_post_attack(monster);
}
return space->occupied || space->monster;
}
static bool
move(Monster *m, RoomMatrix *rm, Vector2d direction)
{
m->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
RoomSpace *space = roommatrix_get_space_for(rm, &m->sprite->pos);
if (has_collided(m, rm, direction) || space->lethal || space->trap || space->damaging) {
m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
m->sprite->pos.y -= TILE_DIMENSION * (int) direction.y;
return false;
}
return true;
}
static void
monster_drunk_walk(Monster *m, RoomMatrix *rm)
{
unsigned int i, maxMoveAttempts = 6;
if (get_random(5) >= 2)
return;
for (i = 0; i < maxMoveAttempts; ++i) {
int moveDir = get_random(3);
if (moveDir == 0 && move(m, rm, VECTOR2D_LEFT))
break;
else if (moveDir == 1 && move(m, rm, VECTOR2D_RIGHT))
break;
else if (moveDir == 2 && move(m, rm, VECTOR2D_UP))
break;
else if (moveDir == 3 && move(m, rm, VECTOR2D_DOWN))
break;
}
}
static Direction
get_optimal_move_towards(Monster *m, RoomMatrix *rm, const Position *dest)
{
int x_dist, y_dist;
Position mPos;
mPos = position_to_matrix_coords(&m->sprite->pos);
unsigned int currentScore = 100;
unsigned int chosenDirection = UP;
for (unsigned int i = 0; i < 4; ++i) {
Position next = mPos;
unsigned int nextScore = 0;
switch (i) {
case UP:
next.y -= 1;
break;
case DOWN:
next.y += 1;
break;
case LEFT:
next.x -= 1;
break;
case RIGHT:
next.x += 1;
break;
}
if (position_equals(&next, dest)) {
chosenDirection = (Direction) i;
break;
}
if (!position_in_roommatrix(&next))
continue;
x_dist = abs(next.x - dest->x);
y_dist = abs(next.y - dest->y);
if (rm->spaces[next.x][next.y].occupied
|| rm->spaces[next.x][next.y].lethal
|| rm->spaces[next.x][next.y].trap) {
nextScore += 50;
}
nextScore += x_dist > y_dist ? x_dist : y_dist;
if (nextScore < currentScore) {
currentScore = nextScore;
chosenDirection = (Direction) i;
}
}
return chosenDirection;
}
static void
monster_agressive_walk(Monster *m, RoomMatrix *rm)
{
unsigned int chosenDirection = get_optimal_move_towards(m, rm, &rm->playerRoomPos);
switch (chosenDirection) {
case UP:
move(m, rm, VECTOR2D_UP);
break;
case DOWN:
move(m, rm, VECTOR2D_DOWN);
break;
case LEFT:
move(m, rm, VECTOR2D_LEFT);
break;
case RIGHT:
move(m, rm, VECTOR2D_RIGHT);
break;
}
}
static void
monster_coward_walk(Monster *m, RoomMatrix *rm)
{
int x_dist, y_dist;
Position mPos;
mPos = position_to_matrix_coords(&m->sprite->pos);
x_dist = mPos.x - rm->playerRoomPos.x;
y_dist = mPos.y - rm->playerRoomPos.y;
if (abs(x_dist) > abs(y_dist)) {
if (x_dist > 0)
move(m, rm, VECTOR2D_RIGHT);
else
move(m, rm, VECTOR2D_LEFT);
} else {
if (y_dist > 0)
move(m, rm, VECTOR2D_DOWN);
else
move(m, rm, VECTOR2D_UP);
}
}
static void
on_monster_move(Monster *m, const Position *origPos, Map *map, RoomMatrix *rm)
{
Position currentTilePos = position_to_matrix_coords(&m->sprite->pos);
Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player;
if (player) {
Uint32 range = 3 + player_has_artifact(player, IMPROVED_HEARING) * 2;
bool withinHearingDist =
range > 3 && position_proximity(range,
&currentTilePos,
&rm->playerRoomPos);
RoomSpace *space = &rm->spaces[currentTilePos.x][currentTilePos.y];
if (space->light < 100 && withinHearingDist) {
Position alertPos = m->sprite->pos;
alertPos.x += TILE_DIMENSION >> 1;
alertPos.y += TILE_DIMENSION >> 1;
actiontextbuilder_create_text("!", C_WHITE, &alertPos);
}
}
if (rm->modifier->type == RMOD_TYPE_FIRE || m->behaviour == FIRE_DEMON) {
Object *o = object_create_fire();
o->sprite->pos = *origPos;
o->damage *= m->stats.lvl;
linkedlist_push(&map->objects, o);
}
if (m->behaviour == SORCERER) {
Object *o = object_create_green_gas();
o->sprite->pos = *origPos;
o->damage *= m->stats.lvl;
linkedlist_push(&map->objects, o);
}
}
static void
monster_walk(Monster *m, RoomMatrix *rm)
{
switch (m->state.current) {
case PASSIVE:
monster_drunk_walk(m, rm);
break;
case AGRESSIVE:
monster_agressive_walk(m, rm);
break;
case SCARED:
monster_coward_walk(m, rm);
break;
case STATIONARY:
case SLEEPING:
case SCANNING:
default:
break;
};
monster_update_pos(m, m->sprite->pos);
}
static bool
monster_check_steps(Monster *m)
{
m->steps++;
if (m->steps >= m->stats.speed) {
if (m->stateIndicator.displayCount > 0)
m->stateIndicator.displayCount -= 1;
m->state.stepsSinceChange += 1;
return true;
}
return false;
}
static bool
monster_perform_aoe_attack(Monster *m, RoomMatrix *rm)
{
if (m->state.current == AGRESSIVE && m->behaviour == SORCERER) {
Position tilePos = position_to_matrix_coords(&m->sprite->pos);
if (position_proximity(1, &tilePos, &rm->playerRoomPos)) {
sorcerer_blast(m, rm);
monster_behaviour_check_post_attack(m);
return true;
}
}
return false;
}
static void
apply_bleed_damage(Player *p, Monster *m)
{
if (!m->emitters.bleed->enabled)
return;
uint32_t dmg = m->stats.lvl * 2;
monster_hit(m, dmg, false);
m->stats.hp -= dmg;
player_monster_kill_check(p, m);
}
bool
monster_move(Monster *m, RoomMatrix *rm, Map *map)
{
apply_bleed_damage(roommatrix_get_player(rm), m);
Player *player = roommatrix_get_player(rm);
if (player && player->phase_count)
return true;
if (m->stats.hp <= 0 || m->sprite->state == SPRITE_STATE_FALLING)
return true;
if (m->state.forceCount) {
if (m->state.stepsSinceChange >= m->state.forceCount) {
monster_state_change(m, m->state.last);
monster_behaviour_check_post_hit(m);
}
}
if (m->state.current == STUNNED) {
m->state.stepsSinceChange += 1;
return true;
}
monster_behaviour_check(m, rm);
Position origPos = m->sprite->pos;
if (monster_perform_aoe_attack(m, rm)) {
return true;
}
Position originalMPos = position_to_matrix_coords(&m->sprite->pos);
rm->spaces[originalMPos.x][originalMPos.y].occupied = false;
rm->spaces[originalMPos.x][originalMPos.y].monster = NULL;
monster_walk(m, rm);
Position newPos = position_to_matrix_coords(&m->sprite->pos);
rm->spaces[newPos.x][newPos.y].occupied = true;
rm->spaces[newPos.x][newPos.y].monster = m;
if (!position_equals(&originalMPos, &newPos)) {
on_monster_move(m, &origPos, map, rm);
}
return monster_check_steps(m);
}
void
monster_reset_steps(Monster *m)
{
m->steps = 0;
}
static void
update_emitters(Monster *m)
{
Position pos = m->sprite->pos;
pos.x += 6;
pos.y += 6;
particle_emitter_update(m->emitters.bloodlust, pos, DIM(20, 20));
pos.x += 5;
pos.y += 5;
particle_emitter_update(m->emitters.bleed, pos, DIM(10, 10));
}
void
monster_update(Monster *m, UpdateData *data)
{
if (m->stats.hp <= 0)
return;
sprite_update(m->sprite, data);
update_emitters(m);
if (m->sprite->state == SPRITE_STATE_PLUMMETED) {
m->stats.hp = 0;
player_monster_kill_check(data->player, m);
return;
}
Position monsterRoomPos = position_to_room_coords(&m->sprite->pos);
if (position_equals(&data->matrix->roomPos, &monsterRoomPos)) {
if (!m->stateIndicator.shownOnPlayerRoomEnter) {
m->stateIndicator.shownOnPlayerRoomEnter = true;
monster_set_state_display_time(m);
} else {
m->stateIndicator.shownOnPlayerRoomEnter = false;
}
if (m->sprite->state != SPRITE_STATE_FALLING &&
m->sprite->state != SPRITE_STATE_PLUMMETED) {
RoomSpace *space = roommatrix_get_space_for(data->matrix, &m->sprite->pos);
if (space && space->lethal) {
m->sprite->state = SPRITE_STATE_FALLING;
}
}
}
if (m->state.current == STUNNED) {
Sprite *s = m->sprite;
if (s->angle > 30)
s->angle = -1;
else if (s->angle < -30)
s->angle = 0;
if (s->angle >= 0)
s->angle += 2;
else
s->angle -= 2;
}
}
void
monster_hit(Monster *monster, unsigned int dmg, bool critical)
{
if (dmg > 0) {
Position p = monster->sprite->pos;
p.x += 8;
p.y += 8;
Dimension d = { 8, 8 };
particle_engine_bloodspray(p, d, dmg);
char msg[10];
m_sprintf(msg, 10, "-%d", dmg);
actiontextbuilder_create_text(msg,
C_RED,
&monster->sprite->pos);
} else {
actiontextbuilder_create_text("Dodged",
C_YELLOW,
&monster->sprite->pos);
}
if (critical)
monster_set_bleeding(monster);
monster_behaviour_check_post_hit(monster);
}
void
monster_update_stats_for_level(Monster *m, unsigned int level)
{
m->stats.lvl = level;
m->stats.maxhp *= level;
m->stats.hp = m->stats.maxhp;
m->stats.dmg *= level;
m->stats.atk *= level;
m->stats.def *= level;
}
void
monster_drop_loot(Monster *monster, Map *map, Player *player)
{
static unsigned int treasure_drop_chance = 1;
unsigned int item_drop_chance = 1;
if (monster->sprite->state == SPRITE_STATE_FALLING)
return;
Item *item;
Item *items[3];
unsigned int item_count = 0;
bool player_full_health = player->stats.hp >= player->stats.maxhp;
Position monsterTilePos = monster->sprite->pos;
monsterTilePos.x -= (monsterTilePos.x % TILE_DIMENSION);
monsterTilePos.y -= (monsterTilePos.y % TILE_DIMENSION);
if (monster->boss) {
Artifact *a = artifact_create_random(player, 2);
a->sprite->pos = monsterTilePos;
linkedlist_append(&map->artifacts, a);
Item *treasure = item_builder_build_item(TREASURE, map->level*2);
treasure->sprite->pos = monsterTilePos;
linkedlist_append(&map->items, treasure);
}
if (monster->items.keyType != LOCK_NONE) {
Item *key = item_builder_build_key(monster->items.keyType);
key->sprite->pos = monsterTilePos;
linkedlist_append(&map->items, key);
}
if (strcmp(monster->label, "The Trader") == 0) {
Item *treasure = item_builder_build_treasure(PLATINUM, 10 * monster->stats.lvl);
treasure->sprite->pos = monsterTilePos;
linkedlist_append(&map->items, treasure);
}
if (strcmp(monster->label, "A Fairy") == 0) {
Item *treasure = item_builder_build_treasure(PLATINUM, 3 * monster->stats.lvl);
treasure->sprite->pos = monsterTilePos;
linkedlist_append(&map->items, treasure);
}
if (monster->stats.lvl > 2 && get_random(29) == 0) {
Artifact *a = artifact_create_random(player, 1);
a->sprite->pos = monsterTilePos;
linkedlist_append(&map->artifacts, a);
}
if (player->stats.hp < player->stats.maxhp / 2)
item_drop_chance = 0;
if (get_random(treasure_drop_chance) == 0) {
item = item_builder_build_item(TREASURE, map->level);
item->sprite->pos = monsterTilePos;
items[item_count++] = item;
}
if (get_random(item_drop_chance) == 0) {
ItemKey key;
key = get_random(DAGGER);
item = item_builder_build_item(key, map->level);
item->sprite->pos = monsterTilePos;
items[item_count++] = item;
}
if (!player_full_health && get_random(2) == 0) {
item = item_builder_build_item(FLESH, map->level);
item->sprite->pos = monsterTilePos;
items[item_count++] = item;
}
if (item_count == 0)
return;
gui_log("%s dropped something", monster->label);
if (item_count == 1) {
linkedlist_push(&map->items, items[0]);
} else {
Item *container = item_builder_build_sack();
container->sprite->pos = monsterTilePos;
unsigned int i;
for (i = 0; i < item_count; ++i) {
linkedlist_push(&container->items, items[i]);
}
linkedlist_push(&map->items, container);
}
}
void
monster_render(Monster *m, Camera *cam)
{
if (m->stats.hp <= 0)
return;
particle_emitter_render(m->emitters.bloodlust);
particle_emitter_render(m->emitters.bleed);
sprite_render(m->sprite, cam);
}
void
monster_render_top_layer(Monster *m, RoomMatrix *rm, Camera *cam)
{
if (m->stats.hp <= 0)
return;
Position mPos = position_to_matrix_coords(&m->sprite->pos);
mPos.y -= 1;
if (rm->spaces[mPos.x][mPos.y].player) {
sprite_set_alpha(m->stateIndicator.sprite, 110);
}
if (m->stateIndicator.displayCount != 0)
sprite_render(m->stateIndicator.sprite, cam);
if (rm->spaces[mPos.x][mPos.y].player) {
sprite_set_alpha(m->stateIndicator.sprite, 255);
}
}
void
monster_set_behaviour(Monster *m, MonsterBehaviour behaviour)
{
m->behaviour = behaviour;
switch (behaviour) {
case HOSTILE:
case GUERILLA:
case ASSASSIN:
case SORCERER:
case COWARD:
case FIRE_DEMON:
m->state.current = AGRESSIVE;
break;
case SENTINEL:
m->state.current = SLEEPING;
break;
case PACIFIST:
case NORMAL:
default:
m->state.current = PASSIVE;
break;
}
monster_set_sprite_clip_for_current_state(m);
}
void
monster_set_state(Monster *m, StateType state, Uint8 forceCount)
{
monster_state_change(m, state);
m->state.forceCount = forceCount;
}
void
monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
{
m->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
RoomSpace *space = roommatrix_get_space_for(rm, &m->sprite->pos);
if (space->trap) {
int dmg = space->trap->damage * 3;
m->stats.hp -= dmg;
monster_hit(m, dmg, false);
gui_log("%s takes %d damage from a trap", m->label, dmg);
} else if (space->damaging) {
LinkedList *objects = space->objects;
while (objects) {
Object *o = objects->data;
objects = objects->next;
if (!o->damage)
return;
m->stats.hp -= o->damage * 3;
monster_hit(m, o->damage * 3, false);
}
} else if (has_collided(m, rm, direction)) {
m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
m->sprite->pos.y -= TILE_DIMENSION * (int) direction.y;
}
monster_update_pos(m, m->sprite->pos);
player_monster_kill_check(p, m);
}
void
monster_set_bloodlust(Monster *m, bool bloodlust)
{
if (m->emitters.bloodlust->enabled == bloodlust || m->stats.hp <= 0) {
return;
}
m->emitters.bloodlust->enabled = bloodlust;
if (bloodlust) {
gui_log("%s rages with bloodlust", m->label);
monster_set_behaviour(m, HOSTILE);
m->stats.advantage = true;
m->stats.atk += 2;
m->stats.def += 2;
m->stats.dmg += 2;
m->stats.hp += 10;
m->stats.maxhp += 10;
} else {
gui_log("%s calms down from it's bloodlust", m->label);
monster_set_behaviour(m, NORMAL);
m->stats.advantage = false;
m->stats.atk -= 2;
m->stats.def -= 2;
m->stats.dmg -= 2;
m->stats.hp -= 10;
m->stats.maxhp -= 10;
}
}
void
monster_set_bleeding(Monster *m)
{
m->emitters.bleed->enabled = true;
gui_log("%s starts bleeding profusely", m->label);
}
void
monster_destroy(Monster *m)
{
sprite_destroy(m->sprite);
if (m->label)
free(m->label);
if (m->lclabel)
free(m->lclabel);
particle_emitter_destroy(m->emitters.bloodlust);
particle_emitter_destroy(m->emitters.bleed);
sprite_destroy(m->stateIndicator.sprite);
free(m);
}