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Avatar.cpp
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Avatar.cpp
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/*
Copyright © 2011-2012 Clint Bellanger
Copyright © 2012 Igor Paliychuk
This file is part of FLARE.
FLARE 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.
FLARE 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
FLARE. If not, see http://www.gnu.org/licenses/
*/
/**
* class Avatar
*
* Contains logic and rendering routines for the player avatar.
*/
#include "SDL_gfxBlitFunc.h"
#include "Animation.h"
#include "Avatar.h"
#include "CombatText.h"
#include "FileParser.h"
#include "Hazard.h"
#include "MapRenderer.h"
#include "PowerManager.h"
#include "SharedResources.h"
#include "UtilsParsing.h"
#include <sstream>
using namespace std;
Avatar::Avatar(PowerManager *_powers, MapRenderer *_map) : Entity(_map), powers(_powers) {
init();
// default hero animation data
stats.cooldown = 4;
// load the hero's animations from hero definition file
loadAnimations("animations/hero.txt");
loadLayerDefinitions();
}
void Avatar::init() {
stats.hero_cooldown.resize(POWER_COUNT);
// name, base, look are set by GameStateNew so don't reset it here
// other init
sprites = 0;
transformed_sprites = 0;
stats.cur_state = AVATAR_STANCE;
stats.pos.x = map->spawn.x;
stats.pos.y = map->spawn.y;
stats.direction = map->spawn_dir;
current_power = 0;
newLevelNotification = false;
lockSwing = false;
lockCast = false;
lockShoot = false;
stats.hero = true;
stats.humanoid = true;
stats.level = 1;
stats.xp = 0;
stats.physical_character = 1;
stats.mental_character = 1;
stats.offense_character = 1;
stats.defense_character = 1;
stats.physical_additional = 0;
stats.mental_additional = 0;
stats.offense_additional = 0;
stats.defense_additional = 0;
stats.speed = 14;
stats.dspeed = 10;
stats.recalc();
log_msg = "";
stats.cooldown_ticks = 0;
haz = NULL;
img_gfx.resize(4,"");
body = -1;
transform_triggered = false;
setPowers = false;
revertPowers = false;
last_transform = "";
untransform_power = getUntransformPower();
stats.hero_cooldown = vector<int>(POWER_COUNT, 0);
for (int i=0; i<4; i++) {
sound_steps[i] = NULL;
}
sound_melee = NULL;
sound_hit = NULL;
sound_die = NULL;
sound_block = NULL;
level_up = NULL;
}
/**
* Load avatar sprite layer definitions into vector.
*/
void Avatar::loadLayerDefinitions() {
Layer_def temp;
FileParser infile;
if(infile.open(mods->locate("engine/hero_options.txt"))) {
while(infile.next()) {
infile.val = infile.val + ',';
if(infile.key == "layer") {
temp.type = eatFirstString(infile.val,',');
temp.pos.x = eatFirstInt(infile.val,',');
temp.pos.y = eatFirstInt(infile.val,',');
temp.pos.w = eatFirstInt(infile.val,',');
temp.pos.h = eatFirstInt(infile.val,',');
layer_def.push_back(temp);
}
}
infile.close();
} else fprintf(stderr, "Unable to open engine/hero_options.txt!\n");
}
/**
* Return index of item with "type" inside image gfx vector.
*/
int Avatar::findGfx(std::vector<Layer_gfx> _img_gfx, std::string type) {
for (unsigned int i=0; i<_img_gfx.size(); i++) {
if (type == _img_gfx[i].type) return i;
}
return -1;
}
void Avatar::loadGraphics(std::vector<Layer_gfx> _img_gfx) {
bool change_graphics = false;
vector<SDL_Surface*> gfx_surf;
SDL_Rect src;
SDL_Rect dest;
if (img_gfx.size() < _img_gfx.size()) img_gfx.resize(_img_gfx.size(), "");
// Default appearance
// Find body gfx index
if (body == -1) {
for (unsigned int i=0; i<_img_gfx.size(); i++) {
if (_img_gfx[i].type == "body") body = i;
}
}
if (_img_gfx[body].gfx == "") _img_gfx[body].gfx = "clothes";
// Check if we really need to change the graphics
for (unsigned int i=0; i<_img_gfx.size(); i++) {
if (img_gfx[i] != _img_gfx[i].gfx) {
change_graphics = true;
break;
}
}
if (change_graphics) {
for (unsigned int i=0; i<_img_gfx.size(); i++) {
img_gfx[i] =_img_gfx[i].gfx;
}
} else return;
// composite the hero graphic
if (sprites) SDL_FreeSurface(sprites);
sprites = IMG_Load(mods->locate("images/avatar/" + stats.base + "/" + img_gfx[body] + ".png").c_str());
if (sprites == NULL) {
fprintf(stderr, "Couldn't load body image: %s\n", IMG_GetError());
SDL_Quit();
}
for (unsigned int i=0; i<layer_def.size(); i++) {
// find item, that should be rendered on current layer
int k = findGfx(_img_gfx, layer_def[i].type);
if (layer_def[i].type == "head") {
gfx_surf.push_back(IMG_Load(mods->locate("images/avatar/" + stats.base + "/" + stats.head + ".png").c_str()));
}
else if (img_gfx[k] != "") {
gfx_surf.push_back(IMG_Load(mods->locate("images/avatar/" + stats.base + "/" + img_gfx[k] + ".png").c_str()));
}
else gfx_surf.push_back(NULL);
src.w = dest.w = layer_def[i].pos.w;
src.h = dest.h = layer_def[i].pos.h;
src.x = dest.x = layer_def[i].pos.x;
src.y = dest.y = layer_def[i].pos.y;
if (gfx_surf[i]) {
SDL_gfxBlitRGBA(gfx_surf[i], &src, sprites, &dest);
SDL_FreeSurface(gfx_surf[i]);
}
}
// optimize
SDL_Surface *cleanup = sprites;
sprites = SDL_DisplayFormatAlpha(sprites);
SDL_FreeSurface(cleanup);
}
void Avatar::loadSounds() {
if (audio && SOUND_VOLUME) {
Mix_FreeChunk(sound_melee);
Mix_FreeChunk(sound_hit);
Mix_FreeChunk(sound_die);
Mix_FreeChunk(sound_block);
Mix_FreeChunk(level_up);
sound_melee = Mix_LoadWAV(mods->locate("soundfx/melee_attack.ogg").c_str());
sound_hit = Mix_LoadWAV(mods->locate("soundfx/" + stats.base + "_hit.ogg").c_str());
sound_die = Mix_LoadWAV(mods->locate("soundfx/" + stats.base + "_die.ogg").c_str());
sound_block = Mix_LoadWAV(mods->locate("soundfx/powers/block.ogg").c_str());
level_up = Mix_LoadWAV(mods->locate("soundfx/level_up.ogg").c_str());
if (!sound_melee || !sound_hit || !sound_die || !level_up) {
printf("Mix_LoadWAV: %s\n", Mix_GetError());
}
}
}
/**
* Walking/running steps sound depends on worn armor
*/
void Avatar::loadStepFX(const string& stepname) {
string filename = stats.sfx_step;
if (stepname != "") {
filename = stepname;
}
// clear previous sounds
for (int i=0; i<4; i++) {
Mix_FreeChunk(sound_steps[i]);
sound_steps[i] = NULL;
}
// load new sounds
if (audio && SOUND_VOLUME) {
sound_steps[0] = Mix_LoadWAV(mods->locate("soundfx/steps/step_" + filename + "1.ogg").c_str());
sound_steps[1] = Mix_LoadWAV(mods->locate("soundfx/steps/step_" + filename + "2.ogg").c_str());
sound_steps[2] = Mix_LoadWAV(mods->locate("soundfx/steps/step_" + filename + "3.ogg").c_str());
sound_steps[3] = Mix_LoadWAV(mods->locate("soundfx/steps/step_" + filename + "4.ogg").c_str());
} else {
sound_steps[0] = NULL;
sound_steps[1] = NULL;
sound_steps[2] = NULL;
sound_steps[3] = NULL;
}
}
bool Avatar::pressing_move() {
if(MOUSE_MOVE) {
return inpt->pressing[MAIN1];
} else {
return inpt->pressing[UP] || inpt->pressing[DOWN] || inpt->pressing[LEFT] || inpt->pressing[RIGHT];
}
}
void Avatar::set_direction() {
// handle direction changes
if(MOUSE_MOVE) {
Point target = screen_to_map(inpt->mouse.x, inpt->mouse.y, stats.pos.x, stats.pos.y);
// if no line of movement to target, use pathfinder
if( !map->collider.line_of_movement(stats.pos.x, stats.pos.y, target.x, target.y, stats.movement_type) ) {
vector<Point> path;
// if a path is returned, target first waypoint
if ( map->collider.compute_path(stats.pos, target, path, 1000, stats.movement_type) ) {
target = path.back();
}
}
stats.direction = face(target.x, target.y);
} else {
if(inpt->pressing[UP] && inpt->pressing[LEFT]) stats.direction = 1;
else if(inpt->pressing[UP] && inpt->pressing[RIGHT]) stats.direction = 3;
else if(inpt->pressing[DOWN] && inpt->pressing[RIGHT]) stats.direction = 5;
else if(inpt->pressing[DOWN] && inpt->pressing[LEFT]) stats.direction = 7;
else if(inpt->pressing[LEFT]) stats.direction = 0;
else if(inpt->pressing[UP]) stats.direction = 2;
else if(inpt->pressing[RIGHT]) stats.direction = 4;
else if(inpt->pressing[DOWN]) stats.direction = 6;
// Adjust for ORTHO tilesets
if (TILESET_ORIENTATION == TILESET_ORTHOGONAL &&
(inpt->pressing[UP] || inpt->pressing[DOWN] ||
inpt->pressing[LEFT] || inpt->pressing[RIGHT]))
stats.direction = stats.direction == 7 ? 0 : stats.direction + 1;
}
}
void Avatar::handlePower(int actionbar_power) {
if (actionbar_power != 0 && stats.cooldown_ticks == 0) {
const Power &power = powers->getPower(actionbar_power);
Point target = screen_to_map(inpt->mouse.x, inpt->mouse.y + power.aim_assist, stats.pos.x, stats.pos.y);
if (!MOUSE_AIM) {
switch (stats.direction) {
case 0:
target = screen_to_map(VIEW_W_HALF-TILE_W, VIEW_H_HALF, stats.pos.x, stats.pos.y);
break;
case 1:
target = screen_to_map(VIEW_W_HALF-TILE_W, VIEW_H_HALF-TILE_H, stats.pos.x, stats.pos.y);
break;
case 2:
target = screen_to_map(VIEW_W_HALF, VIEW_H_HALF-TILE_H, stats.pos.x, stats.pos.y);
break;
case 3:
target = screen_to_map(VIEW_W_HALF+TILE_W, VIEW_H_HALF-TILE_H, stats.pos.x, stats.pos.y);
break;
case 4:
target = screen_to_map(VIEW_W_HALF+TILE_W, VIEW_H_HALF, stats.pos.x, stats.pos.y);
break;
case 5:
target = screen_to_map(VIEW_W_HALF+TILE_W, VIEW_H_HALF+TILE_H, stats.pos.x, stats.pos.y);
break;
case 6:
target = screen_to_map(VIEW_W_HALF, VIEW_H_HALF+TILE_H, stats.pos.x, stats.pos.y);
break;
case 7:
target = screen_to_map(VIEW_W_HALF-TILE_W, VIEW_H_HALF+TILE_H, stats.pos.x, stats.pos.y);
break;
default:
break;
}
}
// check requirements
if (!stats.canUsePower(power, actionbar_power))
return;
if (power.requires_los && !map->collider.line_of_sight(stats.pos.x, stats.pos.y, target.x, target.y))
return;
if (power.requires_empty_target && !map->collider.is_empty(target.x, target.y))
return;
if (stats.hero_cooldown[actionbar_power] > 0)
return;
if (!powers->hasValidTarget(actionbar_power,&stats,target))
return;
stats.hero_cooldown[actionbar_power] = power.cooldown; //set the cooldown timer
current_power = actionbar_power;
act_target = target;
// is this a power that requires changing direction?
if (power.face) {
stats.direction = face(target.x, target.y);
}
switch (power.new_state) {
case POWSTATE_SWING: // handle melee powers
stats.cur_state = AVATAR_MELEE;
break;
case POWSTATE_SHOOT: // handle ranged powers
stats.cur_state = AVATAR_SHOOT;
break;
case POWSTATE_CAST: // handle ment powers
stats.cur_state = AVATAR_CAST;
break;
case POWSTATE_BLOCK: // handle blocking
stats.cur_state = AVATAR_BLOCK;
stats.blocking = true;
break;
case POWSTATE_INSTANT: // handle instant powers
powers->activate(current_power, &stats, target);
break;
}
}
}
/**
* logic()
* Handle a single frame. This includes:
* - move the avatar based on buttons pressed
* - calculate the next frame of animation
* - calculate camera position based on avatar position
*
* @param actionbar_power The actionbar power activated. 0 means no power.
* @param restrictPowerUse rather or not to allow power usage on mouse1
*/
void Avatar::logic(int actionbar_power, bool restrictPowerUse) {
// clear current space to allow correct movement
map->collider.unblock(stats.pos.x, stats.pos.y);
int stepfx;
stats.logic();
if (stats.forced_move_duration > 0) {
move();
// calc new cam position from player position
// cam is focused at player position
map->cam.x = stats.pos.x;
map->cam.y = stats.pos.y;
map->hero_tile.x = stats.pos.x / 32;
map->hero_tile.y = stats.pos.y / 32;
map->collider.block(stats.pos.x, stats.pos.y);
return;
}
if (stats.stun_duration > 0) {
map->collider.block(stats.pos.x, stats.pos.y);
return;
}
bool allowed_to_move;
bool allowed_to_use_power;
// check level up
if (stats.xp >= stats.xp_table[stats.level] && stats.level < MAX_CHARACTER_LEVEL) {
stats.level_up = true;
stats.level++;
stringstream ss;
ss << msg->get("Congratulations, you have reached level %d!", stats.level);
if (stats.level < stats.max_spendable_stat_points) {
ss << " " << msg->get("You may increase one attribute through the Character Menu.");
newLevelNotification = true;
}
log_msg = ss.str();
stats.recalc();
if (level_up)
Mix_PlayChannel(-1, level_up, 0);
}
// check for bleeding spurt
if (stats.bleed_duration % 30 == 1) {
CombatText::Instance()->addMessage(1, stats.pos, COMBAT_MESSAGE_TAKEDMG, true);
powers->activate(POWER_SPARK_BLOOD, &stats, stats.pos);
}
// check for bleeding to death
if (stats.hp == 0 && !(stats.cur_state == AVATAR_DEAD)) {
stats.cur_state = AVATAR_DEAD;
}
// assist mouse movement
if (!inpt->pressing[MAIN1]) drag_walking = false;
// handle animation
activeAnimation->advanceFrame();
// handle transformation
if (stats.transform_type != "" && stats.transform_type != "untransform" && transform_triggered == false) transform();
if (stats.transform_type != "" && stats.transform_duration == 0) untransform();
switch(stats.cur_state) {
case AVATAR_STANCE:
setAnimation("stance");
// allowed to move or use powers?
if (MOUSE_MOVE) {
allowed_to_move = restrictPowerUse && (!inpt->lock[MAIN1] || drag_walking);
allowed_to_use_power = !allowed_to_move;
}
else {
allowed_to_move = true;
allowed_to_use_power = true;
}
// handle transitions to RUN
if (allowed_to_move)
set_direction();
if (pressing_move() && allowed_to_move) {
if (MOUSE_MOVE && inpt->pressing[MAIN1]) {
inpt->lock[MAIN1] = true;
drag_walking = true;
}
if (move()) { // no collision
stats.cur_state = AVATAR_RUN;
}
}
// handle power usage
if(allowed_to_use_power)
handlePower(actionbar_power);
break;
case AVATAR_RUN:
setAnimation("run");
stepfx = rand() % 4;
if (activeAnimation->isFirstFrame() || activeAnimation->isActiveFrame()) {
if (sound_steps[stepfx])
Mix_PlayChannel(-1, sound_steps[stepfx], 0);
}
// allowed to move or use powers?
if (MOUSE_MOVE) {
allowed_to_use_power = !(restrictPowerUse && !inpt->lock[MAIN1]);
}
else {
allowed_to_use_power = true;
}
// handle direction changes
set_direction();
// handle transition to STANCE
if (!pressing_move()) {
stats.cur_state = AVATAR_STANCE;
break;
}
else if (!move()) { // collide with wall
stats.cur_state = AVATAR_STANCE;
break;
}
// handle power usage
if(allowed_to_use_power)
handlePower(actionbar_power);
break;
case AVATAR_MELEE:
setAnimation("melee");
if (activeAnimation->isFirstFrame()) {
if (sound_melee)
Mix_PlayChannel(-1, sound_melee, 0);
}
// do power
if (activeAnimation->isActiveFrame()) {
powers->activate(current_power, &stats, act_target);
}
if (activeAnimation->getTimesPlayed() >= 1) {
stats.cur_state = AVATAR_STANCE;
if (stats.haste_duration == 0) stats.cooldown_ticks += stats.cooldown;
}
break;
case AVATAR_CAST:
setAnimation("ment");
// do power
if (activeAnimation->isActiveFrame()) {
powers->activate(current_power, &stats, act_target);
}
if (activeAnimation->getTimesPlayed() >= 1) {
stats.cur_state = AVATAR_STANCE;
if (stats.haste_duration == 0) stats.cooldown_ticks += stats.cooldown;
}
break;
case AVATAR_SHOOT:
setAnimation("ranged");
// do power
if (activeAnimation->isActiveFrame()) {
powers->activate(current_power, &stats, act_target);
}
if (activeAnimation->getTimesPlayed() >= 1) {
stats.cur_state = AVATAR_STANCE;
if (stats.haste_duration == 0) stats.cooldown_ticks += stats.cooldown;
}
break;
case AVATAR_BLOCK:
setAnimation("block");
stats.addEffect("block");
if (powers->powers[actionbar_power].new_state != POWSTATE_BLOCK) {
stats.cur_state = AVATAR_STANCE;
stats.blocking = false;
}
break;
case AVATAR_HIT:
setAnimation("hit");
if (activeAnimation->getTimesPlayed() >= 1) {
stats.cur_state = AVATAR_STANCE;
}
break;
case AVATAR_DEAD:
if (stats.transformed) {
stats.transform_duration = 0;
untransform();
}
setAnimation("die");
if (activeAnimation->isFirstFrame() && activeAnimation->getTimesPlayed() < 1) {
if (sound_die)
Mix_PlayChannel(-1, sound_die, 0);
if (stats.permadeath) {
log_msg = msg->get("You are defeated. Game over! Press Enter to exit to Title.");
}
else {
log_msg = msg->get("You are defeated. You lose half your %s. Press Enter to continue.", CURRENCY);
}
}
if (activeAnimation->getTimesPlayed() >= 1) {
stats.corpse = true;
}
// allow respawn with Accept if not permadeath
if (inpt->pressing[ACCEPT]) {
map->teleportation = true;
map->teleport_mapname = map->respawn_map;
if (stats.permadeath) {
// set these positions so it doesn't flash before jumping to Title
map->teleport_destination.x = stats.pos.x;
map->teleport_destination.y = stats.pos.y;
}
else {
stats.hp = stats.maxhp;
stats.mp = stats.maxmp;
stats.alive = true;
stats.corpse = false;
stats.cur_state = AVATAR_STANCE;
// remove temporary effects
stats.clearEffects();
// set teleportation variables. GameEngine acts on these.
map->teleport_destination.x = map->respawn_point.x;
map->teleport_destination.y = map->respawn_point.y;
}
}
break;
default:
break;
}
// calc new cam position from player position
// cam is focused at player position
map->cam.x = stats.pos.x;
map->cam.y = stats.pos.y;
map->hero_tile.x = stats.pos.x / 32;
map->hero_tile.y = stats.pos.y / 32;
// check for map events
map->checkEvents(stats.pos);
// decrement all cooldowns
for (int i = 0; i < POWER_COUNT; i++){
stats.hero_cooldown[i] -= 1000 / MAX_FRAMES_PER_SEC;
if (stats.hero_cooldown[i] < 0) stats.hero_cooldown[i] = 0;
}
// make the current square solid
map->collider.block(stats.pos.x, stats.pos.y);
}
/**
* Called by HazardManager
* Return false on a miss
*/
bool Avatar::takeHit(Hazard h) {
if (stats.cur_state != AVATAR_DEAD) {
CombatText *combat_text = CombatText::Instance();
// check miss
int avoidance = stats.avoidance;
if (stats.blocking) avoidance *= 2;
if (MAX_AVOIDANCE < avoidance) avoidance = MAX_AVOIDANCE;
if (rand() % 100 > (h.accuracy - avoidance + 25)) {
combat_text->addMessage("miss", stats.pos, COMBAT_MESSAGE_MISS, true);
return false;
}
int dmg;
if (h.dmg_min == h.dmg_max) dmg = h.dmg_min;
else dmg = h.dmg_min + (rand() % (h.dmg_max - h.dmg_min + 1));
// apply elemental resistance
int vulnerable;
for (unsigned int i=0; i<stats.vulnerable.size(); i++) {
if (h.trait_elemental == (signed)i) {
if (MAX_RESIST < stats.vulnerable[i]) vulnerable = MAX_RESIST;
else vulnerable = stats.vulnerable[i];
dmg = (dmg * vulnerable) / 100;
}
}
// apply absorption
int absorption;
if (!h.trait_armor_penetration) { // armor penetration ignores all absorption
if (stats.absorb_min == stats.absorb_max) absorption = stats.absorb_min;
else absorption = stats.absorb_min + (rand() % (stats.absorb_max - stats.absorb_min + 1));
if (stats.blocking) {
absorption += absorption + stats.absorb_max; // blocking doubles your absorb amount
}
if (absorption > 0) {
if ((dmg*100)/absorption > MAX_BLOCK)
absorption = (absorption * MAX_BLOCK) /100;
if ((dmg*100)/absorption > MAX_ABSORB && !stats.blocking)
absorption = (absorption * MAX_ABSORB) /100;
// Sometimes, the absorb limits cause absorbtion to drop to 1
// This could be confusing to a player that has something with an absorb of 1 equipped
// So we round absorption up in this case
if (absorption == 0) absorption = 1;
}
dmg = dmg - absorption;
if (dmg <= 0) {
dmg = 0;
if (h.trait_elemental < 0) {
if (stats.blocking && MAX_BLOCK < 100) dmg = 1;
else if (!stats.blocking && MAX_ABSORB < 100) dmg = 1;
} else {
if (MAX_RESIST < 100) dmg = 1;
}
if (sound_block)
Mix_PlayChannel(-1, sound_block, 0);
activeAnimation->reset(); // shield stutter
}
}
int prev_hp = stats.hp;
combat_text->addMessage(dmg, stats.pos, COMBAT_MESSAGE_TAKEDMG, true);
stats.takeDamage(dmg);
// after effects
if (stats.hp > 0 && stats.immunity_duration == 0 && dmg > 0) {
if (h.stun_duration > stats.stun_duration) {
stats.stun_duration_total = stats.stun_duration = h.stun_duration;
stats.addEffect("stun");
}
if (h.slow_duration > stats.slow_duration) {
stats.slow_duration_total = stats.slow_duration = h.slow_duration;
stats.addEffect("slow");
}
if (h.bleed_duration > stats.bleed_duration) {
stats.bleed_duration_total = stats.bleed_duration = h.bleed_duration;
stats.addEffect("bleed");
}
if (h.immobilize_duration > stats.immobilize_duration) {
stats.immobilize_duration_total = stats.immobilize_duration = h.immobilize_duration;
stats.addEffect("immobilize");
}
if (h.forced_move_duration > stats.forced_move_duration) stats.forced_move_duration_total = stats.forced_move_duration = h.forced_move_duration;
if (h.forced_move_speed != 0) {
float theta = powers->calcTheta(h.src_stats->pos.x, h.src_stats->pos.y, stats.pos.x, stats.pos.y);
stats.forced_speed.x = static_cast<int>(ceil(h.forced_move_speed * cos(theta)));
stats.forced_speed.y = static_cast<int>(ceil(h.forced_move_speed * sin(theta)));
}
if (h.hp_steal != 0) {
int steal_amt = (dmg * h.hp_steal) / 100;
if (steal_amt == 0 && dmg > 0) steal_amt = 1;
combat_text->addMessage(msg->get("+%d HP",steal_amt), h.src_stats->pos, COMBAT_MESSAGE_BUFF, false);
h.src_stats->hp = min(h.src_stats->hp + steal_amt, h.src_stats->maxhp);
}
// if (h.mp_steal != 0) { //enemies don't have MP
}
// post effect power
if (h.post_power > 0 && dmg > 0) {
powers->activate(h.post_power, h.src_stats, stats.pos);
}
if (stats.hp <= 0) {
stats.cur_state = AVATAR_DEAD;
// raise the death penalty flag. Another module will read this and reset.
stats.death_penalty = true;
}
else if (prev_hp > stats.hp) { // only interrupt if damage was taken
if (sound_hit)
Mix_PlayChannel(-1, sound_hit, 0);
stats.cur_state = AVATAR_HIT;
}
return true;
}
return false;
}
void Avatar::transform() {
transform_triggered = true;
stats.transformed = true;
setPowers = true;
charmed_stats = new StatBlock();
charmed_stats->load("enemies/" + stats.transform_type + ".txt");
// transform the hero graphic
if (last_transform != charmed_stats->gfx_prefix) {
if (transformed_sprites) SDL_FreeSurface(transformed_sprites);
transformed_sprites = IMG_Load(mods->locate("images/enemies/" + charmed_stats->gfx_prefix + ".png").c_str());
if(!transformed_sprites) {
fprintf(stderr, "Couldn't load image: %s\n", IMG_GetError());
SDL_Quit();
}
last_transform = charmed_stats->gfx_prefix;
}
SDL_SetColorKey( transformed_sprites, SDL_SRCCOLORKEY, SDL_MapRGB(transformed_sprites->format, 255, 0, 255) );
// optimize
SDL_Surface *cleanup = transformed_sprites;
transformed_sprites = SDL_DisplayFormatAlpha(transformed_sprites);
SDL_FreeSurface(cleanup);
// temporary save hero stats
hero_stats = new StatBlock();
*hero_stats = stats;
// replace some hero stats
stats.speed = charmed_stats->speed;
stats.dspeed = charmed_stats->dspeed;
stats.flying = charmed_stats->flying;
stats.humanoid = charmed_stats->humanoid;
stats.animations = charmed_stats->animations;
stats.animationSpeed = charmed_stats->animationSpeed;
loadAnimations("animations/" + charmed_stats->animations + ".txt");
stats.cur_state = AVATAR_STANCE;
// damage
if (charmed_stats->dmg_melee_min > stats.dmg_melee_min)
stats.dmg_melee_min = charmed_stats->dmg_melee_min;
if (charmed_stats->dmg_melee_max > stats.dmg_melee_max)
stats.dmg_melee_max = charmed_stats->dmg_melee_max;
if (charmed_stats->dmg_ment_min > stats.dmg_ment_min)
stats.dmg_ment_min = charmed_stats->dmg_ment_min;
if (charmed_stats->dmg_ment_max > stats.dmg_ment_max)
stats.dmg_ment_max = charmed_stats->dmg_ment_max;
if (charmed_stats->dmg_ranged_min > stats.dmg_ranged_min)
stats.dmg_ranged_min = charmed_stats->dmg_ranged_min;
if (charmed_stats->dmg_ranged_max > stats.dmg_ranged_max)
stats.dmg_ranged_max = charmed_stats->dmg_ranged_max;
// dexterity
if (charmed_stats->absorb_min > stats.absorb_min)
stats.absorb_min = charmed_stats->absorb_min;
if (charmed_stats->absorb_max > stats.absorb_max)
stats.absorb_max = charmed_stats->absorb_max;
if (charmed_stats->avoidance > stats.avoidance)
stats.avoidance = charmed_stats->avoidance;
if (charmed_stats->accuracy > stats.accuracy)
stats.accuracy = charmed_stats->accuracy;
if (charmed_stats->crit > stats.crit)
stats.crit = charmed_stats->crit;
// resistances
for (unsigned int i=0; i<stats.vulnerable.size(); i++) {
if (charmed_stats->vulnerable[i] < stats.vulnerable[i])
stats.vulnerable[i] = charmed_stats->vulnerable[i];
}
loadStepFX("NULL");
}
void Avatar::untransform() {
// Only allow untransform when on a valid tile
if (!map->collider.valid_position(stats.pos.x,stats.pos.y,MOVEMENT_NORMAL)) return;
stats.transformed = false;
transform_triggered = false;
stats.transform_type = "";
revertPowers = true;
// revert some hero stats to last saved
stats.speed = hero_stats->speed;
stats.dspeed = hero_stats->dspeed;
stats.flying = hero_stats->flying;
stats.humanoid = hero_stats->humanoid;
stats.animations = hero_stats->animations;
stats.animationSpeed = hero_stats->animationSpeed;
loadAnimations("animations/hero.txt");
stats.cur_state = AVATAR_STANCE;
// This is a bit of a hack.
// In order to switch to the stance animation, we can't already be in a stance animation
setAnimation("run");
stats.dmg_melee_min = hero_stats->dmg_melee_min;
stats.dmg_melee_max = hero_stats->dmg_melee_max;
stats.dmg_ment_min = hero_stats->dmg_ment_min;
stats.dmg_ment_max = hero_stats->dmg_ment_max;
stats.dmg_ranged_min = hero_stats->dmg_ranged_min;
stats.dmg_ranged_max = hero_stats->dmg_ranged_max;
stats.absorb_min = hero_stats->absorb_min;
stats.absorb_max = hero_stats->absorb_max;
stats.avoidance = hero_stats->avoidance;
stats.accuracy = hero_stats->accuracy;
stats.crit = hero_stats->crit;
for (unsigned int i=0; i<stats.vulnerable.size(); i++) {
stats.vulnerable[i] = hero_stats->vulnerable[i];
}
delete charmed_stats;
delete hero_stats;
}
/**
* Find untransform power index to use for manual untransfrom ability
*/
int Avatar::getUntransformPower() {
for (unsigned id=0; id<powers->powers.size(); id++) {
if (powers->powers[id].spawn_type == "untransform" && powers->powers[id].requires_item == -1)
return id;
}
return 0;
}
/**
* getRender()
* Map objects need to be drawn in Z order, so we allow a parent object (GameEngine)
* to collect all mobile sprites each frame.
*/
Renderable Avatar::getRender() {
Renderable r = activeAnimation->getCurrentFrame(stats.direction);
if (stats.transformed)
r.sprite = transformed_sprites;
else
r.sprite = sprites;
r.map_pos = stats.pos;
return r;
}
Avatar::~Avatar() {
SDL_FreeSurface(sprites);
if (transformed_sprites) SDL_FreeSurface(transformed_sprites);
Mix_FreeChunk(sound_melee);
Mix_FreeChunk(sound_hit);
Mix_FreeChunk(sound_die);
Mix_FreeChunk(sound_block);
Mix_FreeChunk(sound_steps[0]);
Mix_FreeChunk(sound_steps[1]);
Mix_FreeChunk(sound_steps[2]);
Mix_FreeChunk(sound_steps[3]);
Mix_FreeChunk(level_up);
delete haz;
}