breakhack/src/skill.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 <stdlib.h>
#include <string.h>
#include "texturecache.h"
#include "skill.h"
#include "util.h"
#include "player.h"
#include "roommatrix.h"
#include "stats.h"
#include "monster.h"
#include "mixer.h"
#include "gui.h"
#include "random.h"
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#include "particle_engine.h"
#include "projectile.h"
#include "linkedlist.h"
#include "item.h"
#include "animation.h"
#include "artifact.h"
#include "trap.h"
#include "tooltip.h"
static char *flurry_tooltip[] = {
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"FLURRY", "",
"",
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" Hits an adjecant enemy with a flurry of three strikes.", "",
" Each strike has the same odds of hitting as a regular attack", "",
"",
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"COOLDOWN:", "",
" 5 turns", "",
"",
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"USAGE:", "",
" activate the skill (press ", "1", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
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"Press ", "ESC", " to close", "", "",
NULL
};
static char *bash_tooltip[] = {
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"BASH", "",
"",
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" Bashes an adjecant enemy with your shield", "",
" On a successful hit the target will be stunned for 2 turns", "",
"",
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"COOLDOWN:", "",
" 3 turns", "",
"",
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"USAGE:", "",
" activate the skill (press ", "2", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
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"Press ", "ESC", " to close", "",
NULL
};
static char *trip_tooltip[] = {
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"TRIP", "",
"",
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" Trips an adjecant enemy causing him to fall (move), in", "",
" the direction you tripped it in.", "",
" On a successful hit the enemy will also be stunned." "",
"",
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" This can be combined with traps and pits to great effect.", "",
"",
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"COOLDOWN:", "",
" 3 turns", "",
"",
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"USAGE:", "",
" activate the skill (press ", "2", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
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"Press ", "ESC", " to close", "",
NULL
};
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static char *backstab_tooltip[] = {
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"BACKSTAB", "",
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"",
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" You flip over an adjecant enemy taking it's place and", "",
" it taking yours, finnishing off with a stab in the back", "",
" of your foe.", "",
" A successful attack will also leave the enemy stunned.", "",
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"",
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"COOLDOWN:", "",
" 5 turns", "",
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"",
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"USAGE:", "",
" activate the skill (press ", "1", ")", "",
" followed by a direction (left, right, up or down)", "",
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"",
"",
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"Press ", "ESC", " to close", "",
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NULL
};
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static char *phase_tooltip[] = {
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"PHASE", "",
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"",
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" You phase out of existence for a time. While you are phased you", "",
" are unaffected by gravity, traps and enemies won't see you.", "",
" You can also pass through enemies.", "",
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"",
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" The effect lasts for 3 turns", "",
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"",
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"COOLDOWN:", "",
" 8 turns", "",
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"",
"USAGE:",
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" activate the skill (press ", "3", ")", "",
" then move as normal", "",
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"",
"",
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"Press ", "ESC", " to close", "",
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NULL
};
static char *charge_tooltip[] = {
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"CHARGE", "",
"",
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" You charge in a chosen direction into the first obstructing", "",
" object. Charging into an enemy can deliver massive damage.", "",
"",
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" Damage is affected by charge distance.", "",
" Longer distance, more damage.", "",
"",
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"COOLDOWN:", "",
" 5 turns", "",
"",
"USAGE:",
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" activate the skill (press ", "3", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
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"Press ", "ESC", " to close", "",
NULL
};
static char *dagger_tooltip[] = {
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"THROW DAGGER", "",
"",
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" You throw a dagger in the chosen direction.", "",
"",
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" Damage is affected by throwing distance.", "",
" Longer distance, more damage.", "",
"",
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" Dagger supply is not infinite, your current dagger", "",
" inventory is displayed in the panel to the right.", "",
"",
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"COOLDOWN:", "",
" 0 turns", "",
"",
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"USAGE:", "",
" activate the skill (press ", "4", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
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"Press ", "ESC", " to close", "",
NULL
};
static char *health_tooltip[] = {
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"DRINK HEALTH", "",
"",
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" You take a sip from your health vial", "",
"",
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" The current amount of sips in your vials is", "",
" displayed in the panel to the right.", "",
"",
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"COOLDOWN:", "",
" 0 turns", "",
"",
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"USAGE:", "",
" Sip health (press ", "5", ")", "",
"",
"",
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"Press ", "ESC", " to close", "",
NULL
};
static Skill *
create_default(const char *s_label, Sprite *s)
{
Skill *skill = ec_malloc(sizeof(Skill));
m_strcpy(skill->label, 20, s_label);
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skill->resetTime = 5;
skill->resetCountdown = 0;
skill->icon = s;
skill->actionRequired = true;
skill->instantUse = false;
skill->active = false;
skill->available = NULL;
skill->use = NULL;
skill->levelcap = 1;
skill->tooltip = NULL;
return skill;
}
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static bool
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check_skill_validity(Position *playerPos, Position *targetPos, SkillData *data)
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{
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*playerPos = position_to_matrix_coords(&data->player->sprite->pos);
*targetPos = *playerPos;
targetPos->x += (int) data->direction.x;
targetPos->y += (int) data->direction.y;
player_turn(data->player, &data->direction);
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if (!position_in_roommatrix(targetPos)) {
return false;
}
return true;
}
static bool
skill_use_flurry(Skill *skill, SkillData *data)
{
UNUSED (skill);
Position playerPos, targetPos;
if (!check_skill_validity(&playerPos, &targetPos, data)) {
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return false;
}
animation_run(data->player->swordAnimation);
Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(TRIPPLE_SWING);
if (monster) {
gui_log("You attack %s with a flurry of strikes", monster->lclabel);
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unsigned int hitCount = 0;
for (size_t i = 0; i < 3; ++i) {
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unsigned int originalHp = monster->stats.hp;
unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0 && originalHp > 0) {
gui_log("You hit for %u damage", dmg);
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hitCount++;
}
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monster_hit(monster, dmg);
}
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if (hitCount == 1) {
mixer_play_effect(SWORD_HIT);
} else if (hitCount == 2) {
mixer_play_effect(DOUBLE_SWORD_HIT);
} else if (hitCount == 3) {
mixer_play_effect(TRIPPLE_SWORD_HIT);
}
data->player->stat_data.hits += hitCount;
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} else {
gui_log("You swing at thin air with a flurry of strikes");
}
player_monster_kill_check(data->player, monster);
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return true;
}
static Skill *
create_flurry(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(0, 0);
s->fixed = true;
Skill *skill = create_default("Flurry", s);
skill->levelcap = 2;
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skill->use = skill_use_flurry;
return skill;
}
static bool
skill_throw_dagger_available(Player *player)
{
return player->daggers > 0;
}
static bool
skill_throw_dagger(Skill *skill, SkillData *data)
{
UNUSED(skill);
if (data->player->daggers == 0)
return false;
data->player->daggers--;
Projectile *p = projectile_dagger_create();
if (vector2d_equals(VECTOR2D_UP, data->direction)) {
p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY };
p->sprite->flip = SDL_FLIP_VERTICAL;
}
else if (vector2d_equals(VECTOR2D_DOWN, data->direction)) {
p->velocity = (Vector2d) { 0, DAGGER_VELOCITY };
p->sprite->flip = SDL_FLIP_HORIZONTAL;
}
else if (vector2d_equals(VECTOR2D_RIGHT, data->direction)) {
p->velocity = (Vector2d) { DAGGER_VELOCITY, 0 };
p->sprite->flip = SDL_FLIP_HORIZONTAL;
}
else {
p->velocity = (Vector2d) { -DAGGER_VELOCITY, 0 };
p->sprite->angle = -270;
}
player_turn(data->player, &data->direction);
mixer_play_effect(SWOOSH);
p->sprite->pos = data->player->sprite->pos;
linkedlist_append(&data->player->projectiles, p);
return true;
}
static Skill *
create_throw_dagger(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(64, 0);
s->fixed = true;
Skill *skill = create_default("Throw dagger", s);
skill->levelcap = 1;
skill->instantUse = false;
skill->resetTime = 1;
skill->available = skill_throw_dagger_available;
skill->use = skill_throw_dagger;
skill->actionRequired = false;
return skill;
}
static bool
skill_bash(Skill *skill, SkillData *data)
{
UNUSED (skill);
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Position playerPos, targetPos;
if (!check_skill_validity(&playerPos, &targetPos, data)) {
return false;
}
animation_run(data->player->swordAnimation);
Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(SWING0);
if (monster) {
gui_log("You bash %s with your shield", monster->lclabel);
unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
if (dmg > 0) {
gui_log("You hit for %u damage", dmg);
if (monster->stats.hp > 0) {
gui_log("%s seems dazed and confused", monster->label);
monster_set_state(monster, STUNNED,
(Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN)));
}
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mixer_play_effect(SLAM);
data->player->stat_data.hits += 1;
} else {
gui_log("You missed %s", monster->lclabel);
}
monster_hit(monster, dmg);
} else {
gui_log("You bash your shield at nothing");
}
player_monster_kill_check(data->player, monster);
return true;
}
static Skill *
create_bash(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(96, 0);
s->fixed = true;
Skill *skill = create_default("Bash", s);
skill->levelcap = 3;
skill->instantUse = false;
skill->resetTime = 3;
skill->available = NULL;
skill->use = skill_bash;
skill->actionRequired = true;
return skill;
}
static bool
skill_trip(Skill *skill, SkillData *data)
{
UNUSED (skill);
Position playerPos, targetPos;
if (!check_skill_validity(&playerPos, &targetPos, data)) {
return false;
}
RoomSpace *space = &data->matrix->spaces[targetPos.x][targetPos.y];
mixer_play_effect(SWING0 + get_random(2));
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animation_run(data->player->swordAnimation);
if (space->monster) {
int dmg = stats_fight(&data->player->stats, &space->monster->stats);
if (dmg)
mixer_play_effect(SWORD_HIT);
gui_log("You trip %s causing it to fall away from you", space->monster->lclabel);
monster_hit(space->monster, dmg);
player_monster_kill_check(data->player, space->monster);
if (dmg && space->monster->stats.hp > 0) {
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Uint32 pushCount = 1 + player_has_artifact(data->player, PUSH_BACK);
for (Uint32 i = 0; i < pushCount; ++i) {
monster_push(space->monster, data->player, data->matrix, data->direction);
if (space->monster->stats.hp <= 0 || space->monster->sprite->state == SPRITE_STATE_FALLING) {
break;
}
}
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monster_set_state(space->monster, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN)));
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}
} else {
gui_log("You flail at the air");
}
return true;
}
static Skill *
create_trip(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(32, 32);
s->fixed = true;
Skill *skill = create_default("Trip", s);
skill->levelcap = 3;
skill->instantUse = false;
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skill->resetTime = 2;
skill->available = NULL;
skill->use = skill_trip;
skill->actionRequired = true;
return skill;
}
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static bool
skill_backstab(Skill *skill, SkillData *data)
{
UNUSED(skill);
Position playerPos, targetPos;
if (!check_skill_validity(&playerPos, &targetPos, data)) {
return false;
}
RoomSpace *targetSpace = &data->matrix->spaces[targetPos.x][targetPos.y];
if (targetSpace->occupied) {
return false;
}
Vector2d reverseDirection = data->direction;
reverseDirection.x *= -1;
reverseDirection.y *= -1;
mixer_play_effect(SWING0 + get_random(2));
data->player->sprite->pos.x += (int) data->direction.x * TILE_DIMENSION;
data->player->sprite->pos.y += (int) data->direction.y * TILE_DIMENSION;
player_turn(data->player, &reverseDirection);
animation_run(data->player->swordAnimation);
if (targetSpace->monster) {
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Monster *m = targetSpace->monster;
monster_push(m, data->player, data->matrix, reverseDirection);
m->stats.disadvantage = true;
int dmg = stats_fight(&data->player->stats, &m->stats);
m->stats.disadvantage = false;
monster_hit(m, dmg);
player_monster_kill_check(data->player, m);
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if (dmg) {
mixer_play_effect(SWORD_HIT);
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monster_set_state(m, STUNNED, (Uint8)(3 + player_has_artifact(data->player, INCREASED_STUN)));
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}
}
return true;
}
static Skill *
create_backstab(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
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s->clip = CLIP32(0, 32);
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s->fixed = true;
Skill *skill = create_default("Backstab", s);
skill->levelcap = 2;
skill->instantUse = false;
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skill->resetTime = 2;
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skill->available = NULL;
skill->use = skill_backstab;
skill->actionRequired = true;
return skill;
}
static bool
skill_phase(Skill *skill, SkillData *data)
{
UNUSED(skill);
mixer_play_effect(FADE_OUT);
data->player->phase_count = 3;
return true;
}
static Skill *
create_phase(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
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s->clip = CLIP32(96, 32);
s->fixed = true;
Skill *skill = create_default("Phase", s);
skill->levelcap = 4;
skill->instantUse = true;
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skill->resetTime = 6;
skill->available = NULL;
skill->use = skill_phase;
skill->actionRequired = false;
return skill;
}
static bool
skill_sip_health_available(Player *player)
{
return player->potion_sips > 0 && player->stats.hp != player->stats.maxhp;
}
static bool
skill_sip_health(Skill *skill, SkillData *data)
{
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UNUSED (skill);
player_sip_health(data->player);
return true;
}
static Skill *
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create_sip_health(void)
{
Texture *t = texturecache_add("Items/Potion.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = DEFAULT_DIMENSION;
s->clip = CLIP16(0, 0);
s->fixed = true;
Skill *skill = create_default("Sip health", s);
skill->levelcap = 1;
skill->instantUse = true;
skill->available = skill_sip_health_available;
skill->use = skill_sip_health;
skill->resetTime = 0;
return skill;
}
static void
skill_charge_check_path(SkillData *data,
Position origin,
Position dest)
{
RoomMatrix *matrix = data->matrix;
Player *player = data->player;
Position itPos = origin;
Position lastPos = dest;
lastPos.x += (int) data->direction.x * 2;
lastPos.y += (int) data->direction.y * 2;
Uint8 steps = 1;
while (position_in_roommatrix(&itPos) && !position_equals(&itPos, &lastPos)) {
RoomSpace *space = &matrix->spaces[itPos.x][itPos.y];
if (space->monster) {
Monster *monster = matrix->spaces[itPos.x][itPos.y].monster;
Stats tmpStats = player->stats;
tmpStats.dmg *= steps > 0 ? steps : 1;
mixer_play_effect(SWING0 + get_random(2));
unsigned int dmg = stats_fight(&tmpStats, &monster->stats);
if (dmg > 0) {
gui_log("You charged %s for %u damage", monster->lclabel, dmg);
mixer_play_effect(SWORD_HIT);
data->player->stat_data.hits += 1;
}
monster_hit(monster, dmg);
player_monster_kill_check(data->player, monster);
}
// Pick up items in the path
LinkedList *items = space->items;
while (items != NULL) {
Item *item = items->data;
items = items->next;
item_collected(item, player);
}
LinkedList *artifacts = space->artifacts;
while (artifacts != NULL) {
Artifact *artifact = artifacts->data;
artifacts = artifacts->next;
player_add_artifact(player, artifact);
}
if (space->trap)
space->trap->sprite->animate = true;
itPos.x += (int) data->direction.x;
itPos.y += (int) data->direction.y;
steps++;
}
}
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static bool
skill_charge(Skill *skill, SkillData *data)
{
UNUSED(skill);
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Player *player = data->player;
RoomMatrix *matrix = data->matrix;
Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
Position destination = playerStartPos;
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// Find collider
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destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
Uint32 passThroughCount = 0;
Uint32 chargeThroughLvl = player_has_artifact(data->player, CHARGE_THROUGH);
Position lastAvailableDest = playerStartPos;
while (position_in_roommatrix(&destination))
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{
if (space->occupied || space->monster) {
if (!space->monster || passThroughCount >= chargeThroughLvl)
break;
else
passThroughCount++;
} else {
lastAvailableDest = destination;
}
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destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
space = &matrix->spaces[destination.x][destination.y];
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}
destination = lastAvailableDest;
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// Move player
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Position playerOriginPos = player->sprite->pos;
Sint32 xdiff = destination.x - playerStartPos.x;
Sint32 ydiff = destination.y - playerStartPos.y;
player->sprite->pos.x += xdiff * TILE_DIMENSION;
player->sprite->pos.y += ydiff * TILE_DIMENSION;
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Position playerDestinationPos = player->sprite->pos;
player_turn(data->player, &data->direction);
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// Add motion particles
bool horizontal = data->direction.x != 0;
Dimension particleArea;
if (horizontal)
particleArea = (Dimension) { abs(xdiff) * TILE_DIMENSION, TILE_DIMENSION };
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else
particleArea = (Dimension) { TILE_DIMENSION, abs(ydiff) * TILE_DIMENSION };
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Position speedLinePos;
if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y)
speedLinePos = playerOriginPos;
else
speedLinePos = playerDestinationPos;
particle_engine_speed_lines(speedLinePos, particleArea, horizontal);
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mixer_play_effect(SWOOSH);
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skill_charge_check_path(data, playerStartPos, destination);
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Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
if (destSpace->lethal)
player_set_falling(player);
else if (destSpace->trap)
trap_activate(destSpace->trap, player);
LinkedList *objects = destSpace->objects;
while (objects) {
object_damage(objects->data, player);
objects = objects->next;
}
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return true;
}
static Skill *
create_charge(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(32, 0);
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s->fixed = true;
Skill *skill = create_default("Charge", s);
skill->levelcap = 4;
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skill->use = skill_charge;
return skill;
}
Skill*
skill_create(enum SkillType t, Camera *cam)
{
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Skill *skill;
switch (t) {
case FLURRY:
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skill = create_flurry();
skill->tooltip = tooltip_create(flurry_tooltip, cam);
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break;
case SIP_HEALTH:
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skill = create_sip_health();
skill->tooltip = tooltip_create(health_tooltip, cam);
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break;
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case CHARGE:
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skill = create_charge();
skill->tooltip = tooltip_create(charge_tooltip, cam);
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break;
case DAGGER_THROW:
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skill = create_throw_dagger();
skill->tooltip = tooltip_create(dagger_tooltip, cam);
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break;
case BASH:
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skill = create_bash();
skill->tooltip = tooltip_create(bash_tooltip, cam);
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break;
case TRIP:
skill = create_trip();
skill->tooltip = tooltip_create(trip_tooltip, cam);
break;
case BACKSTAB:
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skill = create_backstab();
skill->tooltip = tooltip_create(backstab_tooltip, cam);
break;
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case PHASE:
skill = create_phase();
skill->tooltip = tooltip_create(phase_tooltip, cam);
break;
default:
fatal("Unknown SkillType %u", (unsigned int) t);
return NULL;
}
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#ifdef DEBUG
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skill->levelcap = 1;
#endif
return skill;
}
void
skill_destroy(Skill *skill)
{
sprite_destroy(skill->icon);
if (skill->tooltip)
sprite_destroy(skill->tooltip);
free(skill);
}