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special.c
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special.c
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#include <string.h>
#include <math.h>
#include "vector.h"
#include "color.h"
#include "effect.h"
#include "enemy.h"
#include "gem.h"
#define SPECIAL_C
#include "special.h"
////////////////////////////////////////////////////////////////////////////////
// The functions which define the specials are below. Because the
// Color_Special_Map will be filled in with pointers, the definitions below
// never need to be exported from this file. For this reason they will be
// static.
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// B1
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
static void special_damage(enemy_t *enemy, gem_t *gem)
{
double damage;
// The damage is r+g+b (in [0,64] per axis), scaled by enemy color (+armor or -weakness)
//
// The reason you see this instead of something based on color_special_area(), is
// because this first lowly part of the color spectrum doesn't deserve such power.
damage = fmin(gem->color.s.x,64.0) * (1 - enemy->color.s.x/COLOR_MAX_COLOR);
damage += fmin(gem->color.s.y,64.0) * (1 - enemy->color.s.y/COLOR_MAX_COLOR);
damage += fmin(gem->color.s.z,64.0) * (1 - enemy->color.s.z/COLOR_MAX_COLOR);
// Apply the damage
enemy->health -= damage;
}
// G2
static void special_poison(enemy_t *enemy, gem_t *gem)
{
effect_t effect;
// Build the poison effect
effect.end = 0; // !!av: Need to add time so this junk can work
effect.apply = (effect_func_t)effect_poison_apply;
effect.remove = (effect_func_t)effect_poison_remove;
effect.tick = (effect_func_t)effect_poison_tick;
memcpy(&effect.color,&gem->color,sizeof(vector3_t));
// Apply the effect to the enemy
enemy_apply_effect(enemy,&effect);
}
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
static void special_fire(enemy_t *enemy, gem_t *gem)
{
double damage;
// Fire damage, takes into consideration the red component of
// the enemy. Damage scales based on the area of the special: (0,128]
damage = color_special_area(&gem->color,2,1,1) / COLOR_MAX_SPECIAL_AREA;
damage *= (1.0 - enemy->color.s.x/COLOR_MAX_COLOR);
damage *= 128.0;
// Apply the damage
enemy->health -= damage;
}
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
static void special_burn(enemy_t *enemy, gem_t *gem)
{
effect_t effect;
// Build the chill effect
effect.end = 0; // !!av: Need to add time so this junk can work
effect.apply = (effect_func_t)effect_burn_apply;
effect.remove = (effect_func_t)effect_burn_remove;
effect.tick = (effect_func_t)effect_burn_tick;
memcpy(&effect.color,&gem->color,sizeof(vector3_t));
// Apply the effect to the enemy
enemy_apply_effect(enemy,&effect);
}
// G2
// G3
////////////////////////////////////////////////////////////
// B2
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////////////////////////
// B3
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
static void special_chill(enemy_t *enemy, gem_t *gem)
{
effect_t effect;
// Build the chill effect
effect.end = 0; // !!av: Need to add time so this junk can work
effect.apply = (effect_func_t)effect_chill_apply;
effect.remove = (effect_func_t)effect_chill_remove;
effect.tick = ((void*)0);
memcpy(&effect.color,&gem->color,sizeof(vector3_t));
// Apply the effect to the enemy
enemy_apply_effect(enemy,&effect);
}
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////////////////////////
// B4
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
static void special_frozen(enemy_t *enemy, gem_t *gem)
{
effect_t effect;
// Build the freeze effect
effect.end = 0; // !!av: Need to add time so this junk can work
effect.apply = (effect_func_t)effect_frozen_apply;
effect.remove = (effect_func_t)effect_frozen_remove;
effect.tick = ((void*)0);
memcpy(&effect.color,&gem->color,sizeof(vector3_t));
// Apply the effect to the enemy
enemy_apply_effect(enemy,&effect);
}
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////////////////////////////////////////////
// Color_Special_Map: I^3 in [1,4] -> function pointer applying appricate effect
////////////////////////////////////////////////////////////////////////////////
special_t Color_Special_Map[4][4][4] =
{ // g1 // g2 // g3 // g4
{ { S111,S112,S113,S114 },{ S121,S122,S123,S124 },{ S131,S132,S133,S134 },{ S141,S142,S143,S144 } }, // r1
{ { S211,S212,S213,S214 },{ S221,S222,S223,S224 },{ S231,S232,S233,S234 },{ S241,S242,S243,S244 } }, // r2
{ { S311,S312,S313,S314 },{ S321,S322,S323,S324 },{ S331,S332,S333,S334 },{ S341,S342,S343,S344 } }, // r3
{ { S411,S412,S413,S414 },{ S421,S422,S423,S424 },{ S431,S432,S433,S434 },{ S441,S442,S443,S444 } } // r4
}; //b1 //b2 //b3 //b4 //b1 //b2 //b3 //b4 //b1 //b2 //b3 //b4 //b1 //b2 //b3 //b4