breakhack/src/item_builder.c

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#include <SDL2/SDL.h>
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#include <stdlib.h>
#include "item_builder.h"
#include "texture.h"
#include "util.h"
#include "gui.h"
static ItemBuilder *builder = NULL;
void
item_builder_init(SDL_Renderer *renderer)
{
builder = ec_malloc(sizeof(ItemBuilder));
builder->textures = ht_create(20);
builder->renderer = renderer;
}
static void
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check_builder(void)
{
if (!builder)
fatal("item_builder_init() not run");
}
static Texture *
load_texture(const char *path)
{
Texture *t = ht_get(builder->textures, path);
if (!t) {
t = texture_create();
texture_load_from_file(t, path, builder->renderer);
t->dim = (Dimension) { 32, 32 };
ht_set(builder->textures, path, t);
}
return t;
}
static void
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eat_flesh(Item *item, Player *player)
{
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int original_hp = player->stats.hp;
player->stats.hp += (int) item->value * player->stats.lvl;
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if (player->stats.hp > player->stats.maxhp)
player->stats.hp = player->stats.maxhp;
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gui_log("You eat some foul meat and gain %d health",
player->stats.hp - original_hp);
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}
static void
drink_health(Item *item, Player *player)
{
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player->potion_sips += item->value;
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gui_log("You collect %u sips of health", (unsigned int) item->value);
}
static Item *
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create_item(const char *path, SDL_Rect clip, void (*cb)(Item*, Player*))
{
Texture *t;
Item *item;
item = item_create();
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t = load_texture(path);
item->sprite = sprite_create();
sprite_set_texture(item->sprite, t, 0);
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item->sprite->clip = clip;
item->effect = cb;
return item;
}
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static void
pickup_gold(Item *item, Player *player)
{
player->gold += item->value;
gui_log("You pick up %s", &item->label);
}
static Item *
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create_treasure(int current_level)
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{
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double amt;
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char label[50];
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unsigned int highest_treasure;
unsigned int value;
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amt = (unsigned int) (rand() + (5*current_level)) % 40;
if (current_level > 9) {
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highest_treasure = TREASURE_COUNT;
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} else if (current_level > 3) {
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highest_treasure = PLATINUM;
} else {
highest_treasure = GOLD;
}
value = rand() % highest_treasure;
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SDL_Rect clip = { 0, 0, 16, 16 };
switch (value) {
case COPPER:
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m_sprintf(&label[0], 50, "%.0f copper", amt);
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amt /= 100;
break;
case SILVER:
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m_sprintf(&label[0], 50, "%.0f silver", amt);
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clip.x = 48;
amt /= 10;
break;
case GOLD:
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m_sprintf(&label[0], 50, "%.0f gold", amt);
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clip.y = 16;
break;
case PLATINUM:
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m_sprintf(&label[0], 50, "%.0f platinum", amt);
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clip.x = 48;
clip.y = 16;
amt *= 10;
break;
default:
break;
}
if (amt > 15 && amt < 30)
clip.x += 16;
else if (amt <= 15)
clip.x += 32;
Item *item = create_item("assets/Items/Money.png", clip, &pickup_gold);
m_strcpy(item->label, 50, label);
item->value = amt;
return item;
}
Item *
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item_builder_build_item(ItemKey key, int level)
{
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static const char *path_flesh = "assets/Items/Flesh.png";
static const char *path_potion = "assets/Items/Potion.png";
check_builder();
Item *item = NULL;
switch (key) {
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case TREASURE:
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item = create_treasure(level);
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break;
case FLESH:
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item = create_item(path_flesh,
(SDL_Rect) { 0, 0, 16, 16 },
&eat_flesh);
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item->value = 1;
break;
case HEALTH:
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item = create_item(path_potion,
(SDL_Rect) { 0, 0, 16, 16 },
&drink_health);
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item->value = 1 + (rand() % 2);
break;
default:
fatal("in item_builder_build() : Unhandled item key %d", key);
break;
}
return item;
}
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Item *
item_builder_build_sack(void)
{
return create_item("assets/Items/Chest0.png",
(SDL_Rect) { 0, 32, 16, 16 },
NULL);
}
void
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item_builder_close(void)
{
ht_destroy_custom(builder->textures, (void (*)(void*)) texture_destroy);
free(builder);
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}