Пример #1
0
void StatBlock::removeFromSummons() {

	if(summoner != NULL && !summoner->summons.empty()) {
		std::vector<StatBlock*>::iterator parent_ref = std::find(summoner->summons.begin(), summoner->summons.end(), this);

		if(parent_ref != summoner->summons.end())
			summoner->summons.erase(parent_ref);

		summoner = NULL;
	}

	removeSummons();
}
Пример #2
0
/**
 * Process per-frame actions
 */
void StatBlock::logic() {
	alive = !(hp <= 0 && !effects.triggered_death && !effects.revive);

	// handle party buffs
	if (enemym && powers) {
		while (!party_buffs.empty()) {
			int power_index = party_buffs.front();
			party_buffs.pop();
			Power *buff_power = &powers->powers[power_index];

			for (size_t i=0; i < enemym->enemies.size(); ++i) {
				if(enemym->enemies[i]->stats.hp > 0 &&
				   ((enemym->enemies[i]->stats.hero_ally && hero) || (enemym->enemies[i]->stats.enemy_ally && enemym->enemies[i]->stats.summoner == this)) &&
				   (buff_power->buff_party_power_id == 0 || buff_power->buff_party_power_id == enemym->enemies[i]->stats.summoned_power_index)
				) {
					powers->effect(&enemym->enemies[i]->stats, this, power_index, (hero ? Power::SOURCE_TYPE_HERO : Power::SOURCE_TYPE_ENEMY));
				}
			}
		}
	}

	// handle effect timers
	effects.logic();

	// apply bonuses from items/effects to base stats
	applyEffects();

	if (hero && effects.refresh_stats) {
		refresh_stats = true;
		effects.refresh_stats = false;
	}

	// preserve ratio on maxmp and maxhp changes
	float ratio;
	if (prev_maxhp != get(Stats::HP_MAX)) {
		ratio = static_cast<float>(prev_hp) / static_cast<float>(prev_maxhp);
		hp = static_cast<int>(ratio * static_cast<float>(get(Stats::HP_MAX)));
	}
	if (prev_maxmp != get(Stats::MP_MAX)) {
		ratio = static_cast<float>(prev_mp) / static_cast<float>(prev_maxmp);
		mp = static_cast<int>(ratio * static_cast<float>(get(Stats::MP_MAX)));
	}

	// handle cooldowns
	if (cooldown_ticks > 0) cooldown_ticks--; // global cooldown

	for (size_t i=0; i<powers_ai.size(); ++i) { // NPC/enemy powerslot cooldown
		if (powers_ai[i].ticks > 0) powers_ai[i].ticks--;
	}

	// HP regen
	if (get(Stats::HP_REGEN) > 0 && hp < get(Stats::HP_MAX) && hp > 0) {
		hp_ticker++;
		if (hp_ticker >= (60 * settings->max_frames_per_sec) / get(Stats::HP_REGEN)) {
			hp++;
			hp_ticker = 0;
		}
	}

	// MP regen
	if (get(Stats::MP_REGEN) > 0 && mp < get(Stats::MP_MAX) && hp > 0) {
		mp_ticker++;
		if (mp_ticker >= (60 * settings->max_frames_per_sec) / get(Stats::MP_REGEN)) {
			mp++;
			mp_ticker = 0;
		}
	}

	// handle buff/debuff durations
	if (transform_duration > 0)
		transform_duration--;

	// apply bleed
	if (effects.damage > 0 && hp > 0) {
		takeDamage(effects.damage);
		comb->addInt(effects.damage, pos, CombatText::MSG_TAKEDMG);
	}
	if (effects.damage_percent > 0 && hp > 0) {
		int damage = (get(Stats::HP_MAX)*effects.damage_percent)/100;
		takeDamage(damage);
		comb->addInt(damage, pos, CombatText::MSG_TAKEDMG);
	}

	if(effects.death_sentence)
		hp = 0;

	if(cooldown_hit_ticks > 0)
		cooldown_hit_ticks--;

	if (effects.stun) {
		// stun stops charge attacks
		state_ticks = 0;
		charge_speed = 0;
	}
	else if (state_ticks > 0) {
		state_ticks--;
	}

	// apply healing over time
	if (effects.hpot > 0) {
		comb->addString(msg->get("+%d HP",effects.hpot), pos, CombatText::MSG_BUFF);
		hp += effects.hpot;
		if (hp > get(Stats::HP_MAX)) hp = get(Stats::HP_MAX);
	}
	if (effects.hpot_percent > 0) {
		int hpot = (get(Stats::HP_MAX)*effects.hpot_percent)/100;
		comb->addString(msg->get("+%d HP",hpot), pos, CombatText::MSG_BUFF);
		hp += hpot;
		if (hp > get(Stats::HP_MAX)) hp = get(Stats::HP_MAX);
	}
	if (effects.mpot > 0) {
		comb->addString(msg->get("+%d MP",effects.mpot), pos, CombatText::MSG_BUFF);
		mp += effects.mpot;
		if (mp > get(Stats::MP_MAX)) mp = get(Stats::MP_MAX);
	}
	if (effects.mpot_percent > 0) {
		int mpot = (get(Stats::MP_MAX)*effects.mpot_percent)/100;
		comb->addString(msg->get("+%d MP",mpot), pos, CombatText::MSG_BUFF);
		mp += mpot;
		if (mp > get(Stats::MP_MAX)) mp = get(Stats::MP_MAX);
	}

	// set movement type
	// some creatures may shift between movement types
	if (intangible) movement_type = MapCollision::MOVE_INTANGIBLE;
	else if (flying) movement_type = MapCollision::MOVE_FLYING;
	else movement_type = MapCollision::MOVE_NORMAL;

	if (hp == 0)
		removeSummons();

	if (effects.knockback_speed != 0) {
		float theta = Utils::calcTheta(knockback_srcpos.x, knockback_srcpos.y, knockback_destpos.x, knockback_destpos.y);
		knockback_speed.x = effects.knockback_speed * cosf(theta);
		knockback_speed.y = effects.knockback_speed * sinf(theta);

		mapr->collider.unblock(pos.x, pos.y);
		mapr->collider.move(pos.x, pos.y, knockback_speed.x, knockback_speed.y, movement_type, mapr->collider.getCollideType(hero));
		mapr->collider.block(pos.x, pos.y, hero_ally);
	}
	else if (charge_speed != 0.0f) {
		float tmp_speed = charge_speed * speedMultiplyer[direction];
		float dx = tmp_speed * static_cast<float>(directionDeltaX[direction]);
		float dy = tmp_speed * static_cast<float>(directionDeltaY[direction]);

		mapr->collider.unblock(pos.x, pos.y);
		mapr->collider.move(pos.x, pos.y, dx, dy, movement_type, mapr->collider.getCollideType(hero));
		mapr->collider.block(pos.x, pos.y, hero_ally);
	}


	// enemies heal rapidly while not in combat
	if (!in_combat && !hero_ally && !hero) {
		if (alive && pc->stats.alive) {
			hp++;
			if (hp > get(Stats::HP_MAX))
				hp = get(Stats::HP_MAX);
		}
	}

	if (waypoint_pause_ticks > 0)
		waypoint_pause_ticks--;

	// check for revive
	if (hp <= 0 && effects.revive) {
		hp = get(Stats::HP_MAX);
		alive = true;
		corpse = false;
		if (hero)
			cur_state = AVATAR_STANCE;
		else
			cur_state = ENEMY_STANCE;
	}

	// check for bleeding to death
	if (hp <= 0 && !hero && cur_state != ENEMY_DEAD && cur_state != ENEMY_CRITDEAD) {
		for (size_t i = 0; i < effects.effect_list.size(); ++i) {
			if (effects.effect_list[i].type == Effect::DAMAGE || effects.effect_list[i].type == Effect::DAMAGE_PERCENT) {
				bleed_source_type = effects.effect_list[i].source_type;
				break;
			}
		}
		effects.triggered_death = true;
		cur_state = ENEMY_DEAD;
	}
	else if (hp <= 0 && hero && cur_state != AVATAR_DEAD) {
		effects.triggered_death = true;
		cur_state = AVATAR_DEAD;
	}
}
Пример #3
0
/**
 * Process per-frame actions
 */
void StatBlock::logic() {
	if (hp <= 0 && !effects.triggered_death && !effects.revive) alive = false;
	else alive = true;

	// handle effect timers
	effects.logic();

	// apply bonuses from items/effects to base stats
	applyEffects();

	// preserve ratio on maxmp and maxhp changes
	float ratio;
	if (prev_maxhp != get(STAT_HP_MAX)) {
		ratio = (float)pres_hp / (float)prev_maxhp;
		hp = (int)(ratio * get(STAT_HP_MAX));
	}
	if (prev_maxmp != get(STAT_MP_MAX)) {
		ratio = (float)pres_mp / (float)prev_maxmp;
		mp = (int)(ratio * get(STAT_MP_MAX));
	}

	// handle cooldowns
	if (cooldown_ticks > 0) cooldown_ticks--; // global cooldown

	for (int i=0; i<POWERSLOT_COUNT; i++) { // NPC/enemy powerslot cooldown
		if (power_ticks[i] > 0) power_ticks[i]--;
	}

	// HP regen
	if (get(STAT_HP_REGEN) > 0 && hp < get(STAT_HP_MAX) && hp > 0) {
		hp_ticker++;
		if (hp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_HP_REGEN)) {
			hp++;
			hp_ticker = 0;
		}
	}

	// MP regen
	if (get(STAT_MP_REGEN) > 0 && mp < get(STAT_MP_MAX) && hp > 0) {
		mp_ticker++;
		if (mp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_MP_REGEN)) {
			mp++;
			mp_ticker = 0;
		}
	}

	// handle buff/debuff durations
	if (transform_duration > 0)
		transform_duration--;

	// apply bleed
	if (effects.damage > 0 && hp > 0) {
		takeDamage(effects.damage);
		comb->addMessage(effects.damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}
	if (effects.damage_percent > 0 && hp > 0) {
		int damage = (get(STAT_HP_MAX)*effects.damage_percent)/100;
		takeDamage(damage);
		comb->addMessage(damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}

	if(effects.death_sentence)
		hp = 0;

	if(cooldown_hit_ticks > 0)
		cooldown_hit_ticks--;

	// apply healing over time
	if (effects.hpot > 0) {
		comb->addMessage(msg->get("+%d HP",effects.hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += effects.hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.hpot_percent > 0) {
		int hpot = (get(STAT_HP_MAX)*effects.hpot_percent)/100;
		comb->addMessage(msg->get("+%d HP",hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.mpot > 0) {
		comb->addMessage(msg->get("+%d MP",effects.mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += effects.mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}
	if (effects.mpot_percent > 0) {
		int mpot = (get(STAT_MP_MAX)*effects.mpot_percent)/100;
		comb->addMessage(msg->get("+%d MP",mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}

	// set movement type
	// some creatures may shift between movement types
	if (intangible) movement_type = MOVEMENT_INTANGIBLE;
	else if (flying) movement_type = MOVEMENT_FLYING;
	else movement_type = MOVEMENT_NORMAL;

	if (hp == 0)
		removeSummons();
}
Пример #4
0
/**
 * Process per-frame actions
 */
void StatBlock::logic() {
	if (hp <= 0 && !effects.triggered_death && !effects.revive) alive = false;
	else alive = true;

	// handle party buffs
	if (enemym && powers) {
		while (!party_buffs.empty()) {
			int power_index = party_buffs.front();
			party_buffs.pop();
			Power *buff_power = &powers->powers[power_index];

			for (size_t i=0; i < enemym->enemies.size(); ++i) {
				if(enemym->enemies[i]->stats.hp > 0 &&
				   ((enemym->enemies[i]->stats.hero_ally && hero) || (enemym->enemies[i]->stats.enemy_ally && enemym->enemies[i]->stats.summoner == this)) &&
				   (buff_power->buff_party_power_id == 0 || buff_power->buff_party_power_id == enemym->enemies[i]->stats.summoned_power_index)
				) {
					powers->effect(&enemym->enemies[i]->stats, this, power_index, (hero ? SOURCE_TYPE_HERO : SOURCE_TYPE_ENEMY));
				}
			}
		}
	}

	// handle effect timers
	effects.logic();

	// apply bonuses from items/effects to base stats
	applyEffects();

	if (hero && effects.refresh_stats) {
		refresh_stats = true;
		effects.refresh_stats = false;
	}

	// preserve ratio on maxmp and maxhp changes
	float ratio;
	if (prev_maxhp != get(STAT_HP_MAX)) {
		ratio = static_cast<float>(pres_hp) / static_cast<float>(prev_maxhp);
		hp = static_cast<int>(ratio * static_cast<float>(get(STAT_HP_MAX)));
	}
	if (prev_maxmp != get(STAT_MP_MAX)) {
		ratio = static_cast<float>(pres_mp) / static_cast<float>(prev_maxmp);
		mp = static_cast<int>(ratio * static_cast<float>(get(STAT_MP_MAX)));
	}

	// handle cooldowns
	if (cooldown_ticks > 0) cooldown_ticks--; // global cooldown

	for (size_t i=0; i<powers_ai.size(); ++i) { // NPC/enemy powerslot cooldown
		if (powers_ai[i].ticks > 0) powers_ai[i].ticks--;
	}

	// HP regen
	if (get(STAT_HP_REGEN) > 0 && hp < get(STAT_HP_MAX) && hp > 0) {
		hp_ticker++;
		if (hp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_HP_REGEN)) {
			hp++;
			hp_ticker = 0;
		}
	}

	// MP regen
	if (get(STAT_MP_REGEN) > 0 && mp < get(STAT_MP_MAX) && hp > 0) {
		mp_ticker++;
		if (mp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_MP_REGEN)) {
			mp++;
			mp_ticker = 0;
		}
	}

	// handle buff/debuff durations
	if (transform_duration > 0)
		transform_duration--;

	// apply bleed
	if (effects.damage > 0 && hp > 0) {
		takeDamage(effects.damage);
		comb->addInt(effects.damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}
	if (effects.damage_percent > 0 && hp > 0) {
		int damage = (get(STAT_HP_MAX)*effects.damage_percent)/100;
		takeDamage(damage);
		comb->addInt(damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}

	if(effects.death_sentence)
		hp = 0;

	if(cooldown_hit_ticks > 0)
		cooldown_hit_ticks--;

	if (effects.stun) {
		// stun stops charge attacks
		state_ticks = 0;
		charge_speed = 0;
	}
	else if (state_ticks > 0) {
		state_ticks--;
	}

	// apply healing over time
	if (effects.hpot > 0) {
		comb->addString(msg->get("+%d HP",effects.hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += effects.hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.hpot_percent > 0) {
		int hpot = (get(STAT_HP_MAX)*effects.hpot_percent)/100;
		comb->addString(msg->get("+%d HP",hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.mpot > 0) {
		comb->addString(msg->get("+%d MP",effects.mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += effects.mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}
	if (effects.mpot_percent > 0) {
		int mpot = (get(STAT_MP_MAX)*effects.mpot_percent)/100;
		comb->addString(msg->get("+%d MP",mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}

	// set movement type
	// some creatures may shift between movement types
	if (intangible) movement_type = MOVEMENT_INTANGIBLE;
	else if (flying) movement_type = MOVEMENT_FLYING;
	else movement_type = MOVEMENT_NORMAL;

	if (hp == 0)
		removeSummons();

	if (effects.knockback_speed != 0) {
		float theta = calcTheta(knockback_srcpos.x, knockback_srcpos.y, knockback_destpos.x, knockback_destpos.y);
		knockback_speed.x = effects.knockback_speed * cosf(theta);
		knockback_speed.y = effects.knockback_speed * sinf(theta);

		mapr->collider.unblock(pos.x, pos.y);
		mapr->collider.move(pos.x, pos.y, knockback_speed.x, knockback_speed.y, movement_type, hero);
		mapr->collider.block(pos.x, pos.y, hero_ally);
	}
	else if (charge_speed != 0.0f) {
		float tmp_speed = charge_speed * speedMultiplyer[direction];
		float dx = tmp_speed * static_cast<float>(directionDeltaX[direction]);
		float dy = tmp_speed * static_cast<float>(directionDeltaY[direction]);

		mapr->collider.unblock(pos.x, pos.y);
		mapr->collider.move(pos.x, pos.y, dx, dy, movement_type, hero);
		mapr->collider.block(pos.x, pos.y, hero_ally);
	}
}
Пример #5
0
/**
 * Process per-frame actions
 */
void StatBlock::logic() {
	if (hp <= 0 && !effects.triggered_death && !effects.revive) alive = false;
	else alive = true;

	// handle effect timers
	effects.logic();

	// apply bonuses from items/effects to base stats
	applyEffects();

	// preserve ratio on maxmp and maxhp changes
	float ratio;
	if (prev_maxhp != get(STAT_HP_MAX)) {
		ratio = static_cast<float>(pres_hp) / static_cast<float>(prev_maxhp);
		hp = static_cast<int>(ratio * static_cast<float>(get(STAT_HP_MAX)));
	}
	if (prev_maxmp != get(STAT_MP_MAX)) {
		ratio = static_cast<float>(pres_mp) / static_cast<float>(prev_maxmp);
		mp = static_cast<int>(ratio * static_cast<float>(get(STAT_MP_MAX)));
	}

	// handle cooldowns
	if (cooldown_ticks > 0) cooldown_ticks--; // global cooldown

	for (size_t i=0; i<powers_ai.size(); ++i) { // NPC/enemy powerslot cooldown
		if (powers_ai[i].ticks > 0) powers_ai[i].ticks--;
	}

	// HP regen
	if (get(STAT_HP_REGEN) > 0 && hp < get(STAT_HP_MAX) && hp > 0) {
		hp_ticker++;
		if (hp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_HP_REGEN)) {
			hp++;
			hp_ticker = 0;
		}
	}

	// MP regen
	if (get(STAT_MP_REGEN) > 0 && mp < get(STAT_MP_MAX) && hp > 0) {
		mp_ticker++;
		if (mp_ticker >= (60 * MAX_FRAMES_PER_SEC)/get(STAT_MP_REGEN)) {
			mp++;
			mp_ticker = 0;
		}
	}

	// handle buff/debuff durations
	if (transform_duration > 0)
		transform_duration--;

	// apply bleed
	if (effects.damage > 0 && hp > 0) {
		takeDamage(effects.damage);
		comb->addMessage(effects.damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}
	if (effects.damage_percent > 0 && hp > 0) {
		int damage = (get(STAT_HP_MAX)*effects.damage_percent)/100;
		takeDamage(damage);
		comb->addMessage(damage, pos, COMBAT_MESSAGE_TAKEDMG);
	}

	if(effects.death_sentence)
		hp = 0;

	if(cooldown_hit_ticks > 0)
		cooldown_hit_ticks--;

	// apply healing over time
	if (effects.hpot > 0) {
		comb->addMessage(msg->get("+%d HP",effects.hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += effects.hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.hpot_percent > 0) {
		int hpot = (get(STAT_HP_MAX)*effects.hpot_percent)/100;
		comb->addMessage(msg->get("+%d HP",hpot), pos, COMBAT_MESSAGE_BUFF);
		hp += hpot;
		if (hp > get(STAT_HP_MAX)) hp = get(STAT_HP_MAX);
	}
	if (effects.mpot > 0) {
		comb->addMessage(msg->get("+%d MP",effects.mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += effects.mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}
	if (effects.mpot_percent > 0) {
		int mpot = (get(STAT_MP_MAX)*effects.mpot_percent)/100;
		comb->addMessage(msg->get("+%d MP",mpot), pos, COMBAT_MESSAGE_BUFF);
		mp += mpot;
		if (mp > get(STAT_MP_MAX)) mp = get(STAT_MP_MAX);
	}

	// set movement type
	// some creatures may shift between movement types
	if (intangible) movement_type = MOVEMENT_INTANGIBLE;
	else if (flying) movement_type = MOVEMENT_FLYING;
	else movement_type = MOVEMENT_NORMAL;

	if (hp == 0)
		removeSummons();

	if (effects.knockback_speed != 0) {
		float theta = calcTheta(knockback_srcpos.x, knockback_srcpos.y, knockback_destpos.x, knockback_destpos.y);
		knockback_speed.x = effects.knockback_speed * static_cast<float>(cos(theta));
		knockback_speed.y = effects.knockback_speed * static_cast<float>(sin(theta));
	}

	if (effects.knockback_speed != 0) {
		mapr->collider.unblock(pos.x, pos.y);
		mapr->collider.move(pos.x, pos.y, knockback_speed.x, knockback_speed.y, movement_type, hero);
		mapr->collider.block(pos.x, pos.y, hero_ally);
	}
}