Simplify player health

merge-requests/2/head
Miloslav Číž 2020-10-05 16:18:19 +02:00
parent 2fb4b67c1d
commit 065b7aa21c
2 changed files with 20 additions and 25 deletions

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45
game.h
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@ -1891,34 +1891,32 @@ RCL_Vector2D SFG_resolveCollisionWithElement(
}
/**
Adds or substracts player's health, which either hurts him (negative value)
or heals him (positive value).
Adds or substracts player's health during the playing state due to taking
damage (negative value) or getting healed. Negative value will be corrected by
SFG_PLAYER_DAMAGE_MULTIPLIER in this function.
*/
void SFG_playerChangeHealth(int8_t healthAdd)
{
int16_t health = SFG_player.health;
health += healthAdd;
health = RCL_clamp(health,0,SFG_PLAYER_MAX_HEALTH);
SFG_player.health = health;
{
if (SFG_game.state != SFG_GAME_STATE_PLAYING)
return; // don't hurt during level starting phase
if (healthAdd < 0)
{
SFG_player.lastHurtFrame = SFG_game.frame;
SFG_processEvent(SFG_EVENT_VIBRATE,0);
SFG_processEvent(SFG_EVENT_PLAYER_HURT,-1 * healthAdd);
}
}
void SFG_playerChangeHealthWithMiltiplier(int8_t healthAdd)
{
if (healthAdd < 0)
healthAdd =
RCL_min(-1,
(((RCL_Unit) healthAdd) * SFG_PLAYER_DAMAGE_MULTIPLIER) /
RCL_UNITS_PER_SQUARE);
SFG_playerChangeHealth(healthAdd);
SFG_player.lastHurtFrame = SFG_game.frame;
SFG_processEvent(SFG_EVENT_VIBRATE,0);
SFG_processEvent(SFG_EVENT_PLAYER_HURT,-1 * healthAdd);
}
int16_t health = SFG_player.health;
health += healthAdd;
health = RCL_clamp(health,0,SFG_PLAYER_MAX_HEALTH);
SFG_player.health = health;
}
uint8_t SFG_distantSoundVolume(RCL_Unit x, RCL_Unit y, RCL_Unit z)
@ -2034,7 +2032,7 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_PUSH_AWAY_DISTANCE))
SFG_playerChangeHealthWithMiltiplier(-1 * damage);
SFG_playerChangeHealth(-1 * damage);
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
@ -2290,9 +2288,8 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
state = SFG_MONSTER_STATE_ATTACKING;
if (SFG_game.state == SFG_GAME_STATE_PLAYING)
SFG_playerChangeHealthWithMiltiplier(
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE));
SFG_playerChangeHealth(
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE));
SFG_playGameSound(3,255);
}
@ -2522,9 +2519,7 @@ void SFG_updateLevel()
{
eliminate = 1;
if (SFG_game.state == SFG_GAME_STATE_PLAYING) // don't hurt at start
SFG_playerChangeHealthWithMiltiplier(
-1 * SFG_getDamageValue(attackType));
SFG_playerChangeHealth(-1 * SFG_getDamageValue(attackType));
}
/* Check collision with the map (we don't use SFG_floorCollisionHeightAt