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effect.c
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effect.c
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#include "enemy.h"
#include "color.h"
#define EFFECT_C
#include "effect.h"
////////////////////////////////////////////////////////////
// B1
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
// G2
void effect_poison_apply(enemy_t *enemy, effect_t *effect)
{
// Apply the green glow visual effect
enemy->fxflags |= ENEMY_EFFECT_POISON;
}
void effect_poison_remove(enemy_t *enemy, effect_t *effect)
{
// Remove the green glow
enemy->fxflags &= ~ENEMY_EFFECT_POISON;
}
void effect_poison_tick(enemy_t *enemy, effect_t *effect)
{
double damage;
// Poison damage, takes into consideration the green component of
// the enemy. Damage scales based on the area of the special: (0,64]
damage = color_special_area(&effect->color,1,2,1) / COLOR_MAX_SPECIAL_AREA;
damage *= (1.0 - enemy->color.s.y/COLOR_MAX_COLOR);
damage *= 64.0;
// Apply the damage
enemy->health -= damage;
}
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
void effect_burn_apply(enemy_t *enemy, effect_t *effect)
{
// Apply the green glow visual effect
enemy->fxflags |= ENEMY_EFFECT_BURN;
}
void effect_burn_remove(enemy_t *enemy, effect_t *effect)
{
// Remove the green glow
enemy->fxflags &= ~ENEMY_EFFECT_BURN;
}
void effect_burn_tick(enemy_t *enemy, effect_t *effect)
{
double damage;
// Burn damage, takes into consideration the red component of
// the enemy. Damage scales based on the area of the special: (0,96]
damage = color_special_area(&effect->color,2,1,1) / COLOR_MAX_SPECIAL_AREA;
damage *= (1.0 - enemy->color.s.x/COLOR_MAX_COLOR);
damage *= 96.0;
// Apply the damage
enemy->health -= damage;
}
// G2
// G3
////////////////////////////////////////////////////////////
// B2
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////////////////////////
// B3
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
void effect_chill_apply(enemy_t *enemy, effect_t *effect)
{
double slow_amount;
// Calculate slow amount (maximum slow is 90% of regular speed)
slow_amount = color_special_area(&effect->color,1,1,3) / COLOR_MAX_SPECIAL_AREA;
slow_amount *= .90;
slow_amount = 1.0 - slow_amount;
// Slow enemy
enemy->speed *= slow_amount;
// Apply the blue glow visual effect
enemy->fxflags |= ENEMY_EFFECT_CHILLED;
}
void effect_chill_remove(enemy_t *enemy, effect_t *effect)
{
double slow_amount;
// Calculate slow amount (maximum slow is 90% of regular speed)
slow_amount = color_special_area(&effect->color,1,1,3) / COLOR_MAX_SPECIAL_AREA;
slow_amount *= .90;
slow_amount = 1.0 - slow_amount;
// Remove the slow effect
enemy->speed /= slow_amount;
// Remove the blue glow
enemy->fxflags &= ~ENEMY_EFFECT_CHILLED;
}
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////////////////////////
// B4
////////////////////////////////////////////////////////////
////////////////////////////////////////
// R1
////////////////////////////////////////
// G1
void effect_frozen_apply(enemy_t *enemy, effect_t *effect)
{
// Apply the frozen effect
enemy->fxflags |= ENEMY_EFFECT_FROZEN;
}
void effect_frozen_remove(enemy_t *enemy, effect_t *effect)
{
// Remove the frozen effect
enemy->fxflags &= ~ENEMY_EFFECT_FROZEN;
}
// G2
// G3
////////////////////////////////////////
// R2
////////////////////////////////////////
// G1
// G2
// G3
////////////////////////////////////////
// R3
////////////////////////////////////////
// G1
// G2
// G3