breakhack/src/item_builder.c

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#include <SDL.h>
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#include <stdlib.h>
#include "item_builder.h"
#include "texture.h"
#include "util.h"
#include "gui.h"
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#include "mixer.h"
#include "random.h"
#include "texturecache.h"
#include "sprite.h"
static ItemBuilder *builder = NULL;
void
item_builder_init(SDL_Renderer *renderer)
{
builder = ec_malloc(sizeof(ItemBuilder));
builder->renderer = renderer;
}
static void
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check_builder(void)
{
if (!builder)
fatal("item_builder_init() not run");
}
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;
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if (player->stats.hp > player->stats.maxhp)
player->stats.hp = player->stats.maxhp;
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mixer_play_effect(EAT);
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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 += (int) item->value;
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mixer_play_effect(BOTTLE);
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gui_log("You collect %u sips of health", (unsigned int) item->value);
}
static void
pickup_dagger(Item *item, Player *player)
{
player->daggers += (Uint32) item->value;
mixer_play_effect(DAGGER_PICKUP);
if (item->value > 1)
gui_log("You collect %u daggers", (Uint32) item->value);
else
gui_log("You collect a dagger");
}
static Item *
create_item(const char *path0, const char *path1, SDL_Rect clip, void (*cb)(Item*, Player*))
{
Item *item;
item = item_create();
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Texture *t0 = texturecache_add(path0);
Texture *t1 = NULL;
if (path1)
t1 = texturecache_add(path1);
item->sprite = sprite_create();
sprite_set_texture(item->sprite, t0, 0);
sprite_set_texture(item->sprite, t1, 1);
item->sprite->dim = GAME_DIMENSION;
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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;
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mixer_play_effect(COIN);
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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;
char label[50] = "";
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unsigned int highest_treasure;
unsigned int value;
amt = (unsigned int) 1 + get_random(5*current_level) % 40;
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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 = get_random(highest_treasure);
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SDL_Rect clip = CLIP16(0, 0);
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switch (value) {
case COPPER:
m_sprintf(label, 50, "%.0f copper", amt);
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amt /= 100;
break;
case SILVER:
m_sprintf(label, 50, "%.0f silver", amt);
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clip.x = 48;
amt /= 10;
break;
case GOLD:
m_sprintf(label, 50, "%.0f gold", amt);
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clip.y = 16;
break;
case PLATINUM:
m_sprintf(label, 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("Items/Money.png", NULL, clip, &pickup_gold);
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m_strcpy(item->label, 50, label);
item->value = amt;
return item;
}
Item *
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item_builder_build_item(ItemKey key, int level)
{
static const char *path_flesh = "Items/Flesh.png";
static const char *path_potion = "Items/Potion.png";
static const char *path_short_wep = "Items/ShortWep.png";
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check_builder();
Item *item = NULL;
switch (key) {
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case TREASURE:
item = create_treasure(level*2);
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break;
case FLESH:
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item = create_item(path_flesh,
NULL,
CLIP16(get_random(7) * 16, get_random(1) * 16),
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&eat_flesh);
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item->value = 1 + get_random(level);
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break;
case HEALTH:
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item = create_item(path_potion,
NULL,
CLIP16(0, 0),
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&drink_health);
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item->value = 1 + get_random(level);
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break;
case DAGGER:
item = create_item(path_short_wep,
NULL,
CLIP16(0, 0),
&pickup_dagger);
item->value = 1;
break;
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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("Items/Chest0.png",
NULL,
CLIP16(0, 32),
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NULL);
}
Item *
item_builder_build_container(const char *path0, const char *path1, SDL_Rect clip)
{
Item *chest = create_item(path0,
path1,
clip,
NULL);
chest->openable = true;
chest->sprite->animate = false;
return chest;
}
void
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item_builder_close(void)
{
free(builder);
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}