1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
|
#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"
#include <stdio.h>
#include <stdlib.h>
static int compute_damages(const struct character_t *src, const struct character_t *dest,
enum damages_type_t type, enum element_t element)
{
int avg;
int min;
int max;
/* we optimize if the target is invulnerable */
if (element != ELEMENT_NONE && dest->affinities[element] == AFFINITY_INVULNERABILITY)
return 0;
if (type == DAMAGES_PHYSICAL) {
avg = src->strength * 60 - dest->defense * 50;
} else if (type == DAMAGES_MAGICAL) {
avg = src->magic * 60 - dest->spirit * 50;
}
if (avg <= 0)
return 0;
if (element != ELEMENT_NONE) {
switch (dest->affinities[element]) {
case AFFINITY_SENSITIVE:
avg *= 2;
break;
case AFFINITY_RESISTANCE:
avg /= 2;
break;
case AFFINITY_ABSORPTION:
avg = -avg;
break;
case AFFINITY_NONE:
break;
default:
abort();
}
}
min = avg - avg / 4;
max = avg + avg / 4;
return rand() % (max - min + 1) + min;
}
static int compute_cure(const struct character_t *src, const struct character_t *dest)
{
int avg, max, min;
/* TODO maybe we should use the dest to compute the cure ? */
(void) dest;
avg = src->magic * 20;
min = avg - avg / 4;
max = avg + avg / 4;
return rand() % (max - min + 1) + min;
}
void attack(SURFACES *surfaces, POSITIONS *positions, struct character_t *src, struct character_t *dest, void *data)
{
int damages;
(void) data;
damages = compute_damages(src, dest, DAMAGES_PHYSICAL, ELEMENT_NONE);
damage_target_hp(surfaces, positions, dest, damages);
}
void cast_element(SURFACES *surfaces, POSITIONS *positions, struct character_t *src, struct character_t *dest, void *data)
{
int damages;
enum element_t elem = *((enum element_t *)data);
/* TODO remove the MP */
damages = compute_damages(src, dest, DAMAGES_MAGICAL, elem);
damage_target_hp(surfaces, positions, dest, damages);
}
void cast_cure(SURFACES *surfaces, POSITIONS *positions, struct character_t *src, struct character_t *dest, void *data)
{
int cure;
(void) data;
cure = compute_cure(src, dest);
cure_target_hp(surfaces, positions, dest, cure);
}
void use_potion(SURFACES *surfaces, POSITIONS *positions, struct character_t *src, struct character_t *dest, void *data)
{
int type = *((int *)data);
int cure;
switch (type) {
case POTION:
cure = 1000;
src->team->objects.potions--;
break;
case POTIONPLUS:
cure = 4000;
src->team->objects.potionsplus--;
break;
default:
abort();
}
cure_target_hp(surfaces, positions, dest, cure);
}
void use_ether(SURFACES *surfaces, POSITIONS *positions, struct character_t *src, struct character_t *dest, void *data)
{
int type = *((int *)data);
int cure;
switch (type) {
case ETHER:
cure = 10;
src->team->objects.ethers--;
break;
case ETHERPLUS:
cure = 40;
src->team->objects.ethersplus--;
break;
default:
abort();
}
cure_target_mp(surfaces, positions, dest, cure);
}
|