2018-02-24 07:13:28 +01:00
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2018-02-24 21:24:19 +01:00
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#include <stdlib.h>
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2018-02-24 07:13:28 +01:00
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#include <string.h>
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#include "texturecache.h"
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#include "skill.h"
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#include "util.h"
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2018-02-28 22:31:38 +01:00
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#include "player.h"
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#include "roommatrix.h"
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#include "stats.h"
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#include "monster.h"
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#include "mixer.h"
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#include "gui.h"
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#include "random.h"
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2018-03-01 19:37:57 +01:00
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#include "particle_engine.h"
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2018-03-10 22:04:03 +01:00
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#include "projectile.h"
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#include "linkedlist.h"
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2018-03-12 09:09:03 +01:00
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#include "item.h"
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2018-07-31 21:23:01 +02:00
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#include "animation.h"
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2018-08-08 00:14:24 +02:00
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#include "artifact.h"
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2018-08-09 13:58:16 +02:00
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#include "trap.h"
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2018-08-20 14:30:31 +02:00
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#include "tooltip.h"
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static char *flurry_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"FLURRY", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Hits an adjecant enemy with a flurry of three strikes.", "",
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" Each strike has the same odds of hitting as a regular attack", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 5 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" activate the skill (press ", "1", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-08-20 14:30:31 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "", "",
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2018-08-20 14:30:31 +02:00
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NULL
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};
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static char *bash_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"BASH", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Bashes an adjecant enemy with your shield", "",
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" On a successful hit the target will be stunned for 2 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 3 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" activate the skill (press ", "2", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-08-20 14:30:31 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-08-20 14:30:31 +02:00
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NULL
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};
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2018-09-13 15:28:03 +02:00
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static char *trip_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"TRIP", "",
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2018-09-13 15:28:03 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Trips an adjecant enemy causing him to fall (move), in", "",
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" the direction you tripped it in.", "",
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" On a successful hit the enemy will also be stunned." "",
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2018-09-13 15:28:03 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" This can be combined with traps and pits to great effect.", "",
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2018-09-13 15:28:03 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 3 turns", "",
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2018-09-13 15:28:03 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" activate the skill (press ", "2", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-09-13 15:28:03 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-09-13 15:28:03 +02:00
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NULL
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};
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2018-09-15 11:01:35 +02:00
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static char *backstab_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"BACKSTAB", "",
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2018-09-15 11:01:35 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" You flip over an adjecant enemy taking it's place and", "",
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" it taking yours, finnishing off with a stab in the back", "",
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" of your foe.", "",
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2018-10-18 22:34:48 +02:00
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" A successful attack will also leave the enemy stunned.", "",
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2018-09-15 11:01:35 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 5 turns", "",
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2018-09-15 11:01:35 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" activate the skill (press ", "1", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-09-15 11:01:35 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-09-15 11:01:35 +02:00
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NULL
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};
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2018-09-29 06:44:33 +02:00
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static char *phase_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"PHASE", "",
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2018-09-29 06:44:33 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" You phase out of existence for a time. While you are phased you", "",
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" are unaffected by gravity, traps and enemies won't see you.", "",
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" You can also pass through enemies.", "",
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2018-09-29 06:44:33 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" The effect lasts for 3 turns", "",
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2018-09-29 06:44:33 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 8 turns", "",
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2018-09-29 06:44:33 +02:00
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"",
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"USAGE:",
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2018-10-09 14:19:59 +02:00
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" activate the skill (press ", "3", ")", "",
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" then move as normal", "",
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2018-09-29 06:44:33 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-09-29 06:44:33 +02:00
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NULL
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};
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2018-08-20 14:30:31 +02:00
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static char *charge_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"CHARGE", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" You charge in a chosen direction into the first obstructing", "",
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" object. Charging into an enemy can deliver massive damage.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Damage is affected by charge distance.", "",
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" Longer distance, more damage.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 5 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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"USAGE:",
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2018-10-09 14:19:59 +02:00
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" activate the skill (press ", "3", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-08-20 14:30:31 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-08-20 14:30:31 +02:00
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NULL
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};
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2019-05-09 10:16:38 +02:00
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static char *blink_tooltip[] = {
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"BLINK", "",
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"",
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" You blink in a chosen direction into the first obstructing", "",
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" object. Monsters will not obstruct your blink.", "",
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"",
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"COOLDOWN:", "",
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2019-05-09 16:02:33 +02:00
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" 4 turns", "",
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2019-05-09 10:16:38 +02:00
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"",
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"USAGE:",
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" activate the skill (press ", "3", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ", "ESC", " to close", "",
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NULL
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};
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2019-05-09 16:02:33 +02:00
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static char *erupt_tooltip[] = {
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"ERUPT", "",
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"",
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" You erupt in a magical explosion damaging monsters", "",
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2019-05-14 08:56:39 +02:00
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" around you pushing them back and causing bleeding.", "",
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2019-05-09 16:02:33 +02:00
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"",
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"COOLDOWN:", "",
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" 3 turns", "",
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"",
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"USAGE:",
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" Erupt (press ", "2", ")", "",
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"",
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"",
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"Press ", "ESC", " to close", "",
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NULL
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};
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2018-08-20 14:30:31 +02:00
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static char *dagger_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"THROW DAGGER", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" You throw a dagger in the chosen direction.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Damage is affected by throwing distance.", "",
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" Longer distance, more damage.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" Dagger supply is not infinite, your current dagger", "",
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" inventory is displayed in the panel to the right.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 0 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" activate the skill (press ", "4", ")", "",
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" followed by a direction (left, right, up or down)", "",
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2018-08-20 14:30:31 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-08-20 14:30:31 +02:00
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NULL
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};
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static char *health_tooltip[] = {
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2018-10-09 14:19:59 +02:00
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"DRINK HEALTH", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" You take a sip from your health vial", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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" The current amount of sips in your vials is", "",
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2018-10-10 22:38:54 +02:00
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" displayed in the panel to the right.", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"COOLDOWN:", "",
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" 0 turns", "",
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2018-08-20 14:30:31 +02:00
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"",
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2018-10-09 14:19:59 +02:00
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"USAGE:", "",
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" Sip health (press ", "5", ")", "",
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2018-08-20 14:30:31 +02:00
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"",
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"",
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2018-10-09 14:19:59 +02:00
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"Press ", "ESC", " to close", "",
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2018-08-20 14:30:31 +02:00
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NULL
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};
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2018-02-24 07:13:28 +01:00
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2019-02-24 23:33:08 +01:00
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static void
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perform_pickups_for_space(RoomSpace *space, Player *player)
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{
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// Pick up items in the path
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LinkedList *items = space->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_collected(item, player);
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}
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LinkedList *artifacts = space->artifacts;
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while (artifacts != NULL) {
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Artifact *artifact = artifacts->data;
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artifacts = artifacts->next;
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player_add_artifact(player, artifact);
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}
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}
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static void
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handle_space_effects(RoomSpace *space,
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Player *player)
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{
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if (space->lethal)
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player_set_falling(player);
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else if (space->trap)
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trap_activate(space->trap, player);
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LinkedList *objects = space->objects;
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while (objects) {
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object_damage(objects->data, player);
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objects = objects->next;
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}
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}
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2018-02-24 07:13:28 +01:00
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static Skill *
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create_default(const char *s_label, Sprite *s)
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{
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Skill *skill = ec_malloc(sizeof(Skill));
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m_strcpy(skill->label, 20, s_label);
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2018-02-28 15:28:45 +01:00
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skill->resetTime = 5;
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skill->resetCountdown = 0;
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2018-02-24 07:13:28 +01:00
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skill->icon = s;
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2018-02-28 22:31:38 +01:00
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skill->actionRequired = true;
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skill->instantUse = false;
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skill->active = false;
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2018-03-13 16:13:54 +01:00
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skill->available = NULL;
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2018-02-24 07:13:28 +01:00
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skill->use = NULL;
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2018-03-23 22:03:34 +01:00
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skill->levelcap = 1;
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2018-08-20 14:30:31 +02:00
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skill->tooltip = NULL;
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2018-02-24 07:13:28 +01:00
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return skill;
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}
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2018-02-28 15:28:45 +01:00
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static bool
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2018-09-13 13:46:29 +02:00
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check_skill_validity(Position *playerPos, Position *targetPos, SkillData *data)
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2018-02-28 15:28:45 +01:00
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{
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2018-09-13 13:46:29 +02:00
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*playerPos = position_to_matrix_coords(&data->player->sprite->pos);
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*targetPos = *playerPos;
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targetPos->x += (int) data->direction.x;
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targetPos->y += (int) data->direction.y;
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2018-02-28 22:31:38 +01:00
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2018-07-31 23:45:09 +02:00
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|
player_turn(data->player, &data->direction);
|
2018-03-01 13:48:03 +01:00
|
|
|
|
2018-09-13 13:46:29 +02:00
|
|
|
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)) {
|
2018-03-01 19:37:57 +01:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2018-07-31 23:45:09 +02:00
|
|
|
animation_run(data->player->swordAnimation);
|
2018-02-28 22:31:38 +01:00
|
|
|
Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
|
2018-03-01 06:47:16 +01:00
|
|
|
mixer_play_effect(TRIPPLE_SWING);
|
2018-02-28 22:31:38 +01:00
|
|
|
if (monster) {
|
|
|
|
gui_log("You attack %s with a flurry of strikes", monster->lclabel);
|
2018-03-01 06:47:16 +01:00
|
|
|
unsigned int hitCount = 0;
|
2018-02-28 22:31:38 +01:00
|
|
|
for (size_t i = 0; i < 3; ++i) {
|
2018-03-01 06:47:16 +01:00
|
|
|
unsigned int originalHp = monster->stats.hp;
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&data->player->stats, &monster->stats);
|
|
|
|
if (result.dmg > 0 && originalHp > 0) {
|
|
|
|
gui_log("You hit for %u damage", result.dmg);
|
2018-03-01 06:47:16 +01:00
|
|
|
hitCount++;
|
2018-02-28 22:31:38 +01:00
|
|
|
}
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(monster, result.dmg, result.critical);
|
2018-02-28 22:31:38 +01:00
|
|
|
}
|
2018-03-01 06:47:16 +01:00
|
|
|
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);
|
|
|
|
}
|
2018-02-28 22:31:38 +01:00
|
|
|
|
2018-03-25 23:30:26 +02:00
|
|
|
data->player->stat_data.hits += hitCount;
|
2018-03-01 13:48:03 +01:00
|
|
|
|
2018-02-28 22:31:38 +01:00
|
|
|
} else {
|
|
|
|
gui_log("You swing at thin air with a flurry of strikes");
|
|
|
|
}
|
|
|
|
player_monster_kill_check(data->player, monster);
|
|
|
|
|
2018-02-28 15:28:45 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2018-02-24 07:13:28 +01:00
|
|
|
static Skill *
|
|
|
|
create_flurry(void)
|
|
|
|
{
|
2018-03-11 21:06:46 +01:00
|
|
|
Texture *t = texturecache_add("Extras/Skills.png");
|
2018-02-24 07:13:28 +01:00
|
|
|
Sprite *s = sprite_create();
|
|
|
|
sprite_set_texture(s, t, 0);
|
2018-03-11 21:06:46 +01:00
|
|
|
s->dim = GAME_DIMENSION;
|
|
|
|
s->clip = CLIP32(0, 0);
|
2018-02-24 07:13:28 +01:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Flurry", s);
|
2018-03-23 22:03:34 +01:00
|
|
|
skill->levelcap = 2;
|
2018-02-28 15:28:45 +01:00
|
|
|
skill->use = skill_use_flurry;
|
2018-02-24 07:13:28 +01:00
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-03-13 16:13:54 +01:00
|
|
|
static bool
|
|
|
|
skill_throw_dagger_available(Player *player)
|
|
|
|
{
|
|
|
|
return player->daggers > 0;
|
|
|
|
}
|
|
|
|
|
2018-03-10 22:04:03 +01:00
|
|
|
static bool
|
|
|
|
skill_throw_dagger(Skill *skill, SkillData *data)
|
|
|
|
{
|
|
|
|
UNUSED(skill);
|
|
|
|
|
2018-03-13 16:13:54 +01:00
|
|
|
if (data->player->daggers == 0)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
data->player->daggers--;
|
|
|
|
|
2018-03-10 22:04:03 +01:00
|
|
|
Projectile *p = projectile_dagger_create();
|
2018-05-05 21:29:08 +02:00
|
|
|
if (vector2d_equals(VECTOR2D_UP, data->direction)) {
|
2018-03-12 09:09:03 +01:00
|
|
|
p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY };
|
2018-05-05 21:29:08 +02:00
|
|
|
p->sprite->flip = SDL_FLIP_VERTICAL;
|
|
|
|
}
|
|
|
|
else if (vector2d_equals(VECTOR2D_DOWN, data->direction)) {
|
2018-03-12 09:09:03 +01:00
|
|
|
p->velocity = (Vector2d) { 0, DAGGER_VELOCITY };
|
2018-05-05 21:29:08 +02:00
|
|
|
p->sprite->flip = SDL_FLIP_HORIZONTAL;
|
|
|
|
}
|
|
|
|
else if (vector2d_equals(VECTOR2D_RIGHT, data->direction)) {
|
2018-03-12 09:09:03 +01:00
|
|
|
p->velocity = (Vector2d) { DAGGER_VELOCITY, 0 };
|
2018-05-05 21:29:08 +02:00
|
|
|
p->sprite->flip = SDL_FLIP_HORIZONTAL;
|
|
|
|
}
|
|
|
|
else {
|
2018-03-12 09:09:03 +01:00
|
|
|
p->velocity = (Vector2d) { -DAGGER_VELOCITY, 0 };
|
2018-05-05 21:29:08 +02:00
|
|
|
p->sprite->angle = -270;
|
|
|
|
}
|
2018-03-10 22:04:03 +01:00
|
|
|
|
2018-07-31 23:45:09 +02:00
|
|
|
player_turn(data->player, &data->direction);
|
2018-03-12 12:35:28 +01:00
|
|
|
|
2018-03-12 09:09:03 +01:00
|
|
|
mixer_play_effect(SWOOSH);
|
2018-03-10 22:04:03 +01:00
|
|
|
p->sprite->pos = data->player->sprite->pos;
|
|
|
|
linkedlist_append(&data->player->projectiles, p);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Skill *
|
|
|
|
create_throw_dagger(void)
|
|
|
|
{
|
2018-03-11 21:06:46 +01:00
|
|
|
Texture *t = texturecache_add("Extras/Skills.png");
|
2018-03-10 22:04:03 +01:00
|
|
|
Sprite *s = sprite_create();
|
|
|
|
sprite_set_texture(s, t, 0);
|
2018-03-11 21:06:46 +01:00
|
|
|
s->dim = GAME_DIMENSION;
|
|
|
|
s->clip = CLIP32(64, 0);
|
2018-03-10 22:04:03 +01:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Throw dagger", s);
|
2018-03-23 22:03:34 +01:00
|
|
|
skill->levelcap = 1;
|
2018-03-10 22:04:03 +01:00
|
|
|
skill->instantUse = false;
|
2018-03-13 16:13:54 +01:00
|
|
|
skill->resetTime = 1;
|
|
|
|
skill->available = skill_throw_dagger_available;
|
2018-03-10 22:04:03 +01:00
|
|
|
skill->use = skill_throw_dagger;
|
|
|
|
skill->actionRequired = false;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-08-04 23:52:52 +02:00
|
|
|
static bool
|
|
|
|
skill_bash(Skill *skill, SkillData *data)
|
|
|
|
{
|
|
|
|
UNUSED (skill);
|
|
|
|
|
2018-09-13 13:46:29 +02:00
|
|
|
Position playerPos, targetPos;
|
|
|
|
if (!check_skill_validity(&playerPos, &targetPos, data)) {
|
2018-08-04 23:52:52 +02:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
animation_run(data->player->swordAnimation);
|
|
|
|
Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
|
2018-08-05 15:47:56 +02:00
|
|
|
mixer_play_effect(SWING0);
|
2018-08-04 23:52:52 +02:00
|
|
|
if (monster) {
|
|
|
|
gui_log("You bash %s with your shield", monster->lclabel);
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&data->player->stats, &monster->stats);
|
|
|
|
if (result.dmg > 0) {
|
|
|
|
gui_log("You hit for %u damage", result.dmg);
|
2018-08-04 23:52:52 +02:00
|
|
|
if (monster->stats.hp > 0) {
|
|
|
|
gui_log("%s seems dazed and confused", monster->label);
|
2018-08-09 16:18:34 +02:00
|
|
|
monster_set_state(monster, STUNNED,
|
|
|
|
(Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN)));
|
2018-08-04 23:52:52 +02:00
|
|
|
}
|
2018-08-05 15:47:56 +02:00
|
|
|
mixer_play_effect(SLAM);
|
2018-08-04 23:52:52 +02:00
|
|
|
data->player->stat_data.hits += 1;
|
|
|
|
} else {
|
|
|
|
gui_log("You missed %s", monster->lclabel);
|
|
|
|
}
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(monster, result.dmg, result.critical);
|
2018-08-04 23:52:52 +02:00
|
|
|
} 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;
|
2018-09-09 12:43:17 +02:00
|
|
|
skill->resetTime = 3;
|
2018-08-04 23:52:52 +02:00
|
|
|
skill->available = NULL;
|
|
|
|
skill->use = skill_bash;
|
|
|
|
skill->actionRequired = true;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-09-13 15:28:03 +02:00
|
|
|
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));
|
2018-09-14 13:07:20 +02:00
|
|
|
animation_run(data->player->swordAnimation);
|
2018-09-13 15:28:03 +02:00
|
|
|
if (space->monster) {
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&data->player->stats, &space->monster->stats);
|
|
|
|
if (result.dmg)
|
2018-10-18 22:34:48 +02:00
|
|
|
mixer_play_effect(SWORD_HIT);
|
2018-09-13 15:28:03 +02:00
|
|
|
gui_log("You trip %s causing it to fall away from you", space->monster->lclabel);
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(space->monster, result.dmg, result.critical);
|
2018-09-13 15:28:03 +02:00
|
|
|
player_monster_kill_check(data->player, space->monster);
|
2019-05-14 10:26:28 +02:00
|
|
|
if (result.dmg && space->monster->stats.hp > 0) {
|
2018-09-17 10:10:25 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
2018-10-24 22:18:56 +02:00
|
|
|
monster_set_state(space->monster, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN)));
|
2018-09-17 10:10:25 +02:00
|
|
|
}
|
|
|
|
|
2018-09-13 15:28:03 +02:00
|
|
|
|
|
|
|
} 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;
|
2018-10-18 22:34:48 +02:00
|
|
|
s->clip = CLIP32(32, 32);
|
2018-09-13 15:28:03 +02:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Trip", s);
|
|
|
|
skill->levelcap = 3;
|
|
|
|
skill->instantUse = false;
|
2018-10-24 22:18:56 +02:00
|
|
|
skill->resetTime = 2;
|
2018-09-13 15:28:03 +02:00
|
|
|
skill->available = NULL;
|
|
|
|
skill->use = skill_trip;
|
|
|
|
skill->actionRequired = true;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-09-15 11:01:35 +02:00
|
|
|
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) {
|
2018-09-15 15:53:02 +02:00
|
|
|
Monster *m = targetSpace->monster;
|
|
|
|
monster_push(m, data->player, data->matrix, reverseDirection);
|
|
|
|
|
|
|
|
m->stats.disadvantage = true;
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&data->player->stats, &m->stats);
|
2018-09-15 15:53:02 +02:00
|
|
|
m->stats.disadvantage = false;
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(m, result.dmg, result.critical);
|
2018-09-15 15:53:02 +02:00
|
|
|
player_monster_kill_check(data->player, m);
|
2019-05-14 10:26:28 +02:00
|
|
|
if (result.dmg) {
|
2018-09-15 11:01:35 +02:00
|
|
|
mixer_play_effect(SWORD_HIT);
|
2018-10-25 15:33:19 +02:00
|
|
|
monster_set_state(m, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN)));
|
2019-05-09 16:13:25 +02:00
|
|
|
monster_set_bleeding(m);
|
2018-09-15 11:01:35 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-02-24 23:33:08 +01:00
|
|
|
perform_pickups_for_space(targetSpace, data->player);
|
|
|
|
handle_space_effects(targetSpace, data->player);
|
|
|
|
|
2018-09-15 11:01:35 +02:00
|
|
|
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;
|
2018-10-13 00:35:51 +02:00
|
|
|
s->clip = CLIP32(0, 32);
|
2018-09-15 11:01:35 +02:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Backstab", s);
|
|
|
|
skill->levelcap = 2;
|
|
|
|
skill->instantUse = false;
|
2018-10-24 22:18:56 +02:00
|
|
|
skill->resetTime = 2;
|
2018-09-15 11:01:35 +02:00
|
|
|
skill->available = NULL;
|
|
|
|
skill->use = skill_backstab;
|
|
|
|
skill->actionRequired = true;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-10-02 10:29:32 +02:00
|
|
|
static bool
|
|
|
|
skill_phase(Skill *skill, SkillData *data)
|
|
|
|
{
|
|
|
|
UNUSED(skill);
|
2018-10-18 22:34:48 +02:00
|
|
|
mixer_play_effect(FADE_OUT);
|
2018-10-02 10:29:32 +02:00
|
|
|
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;
|
2018-10-12 11:56:35 +02:00
|
|
|
s->clip = CLIP32(96, 32);
|
2018-10-02 10:29:32 +02:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Phase", s);
|
|
|
|
skill->levelcap = 4;
|
|
|
|
skill->instantUse = true;
|
2018-10-24 22:18:56 +02:00
|
|
|
skill->resetTime = 6;
|
2018-10-02 10:29:32 +02:00
|
|
|
skill->available = NULL;
|
|
|
|
skill->use = skill_phase;
|
|
|
|
skill->actionRequired = false;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-03-13 16:13:54 +01:00
|
|
|
static bool
|
|
|
|
skill_sip_health_available(Player *player)
|
|
|
|
{
|
|
|
|
return player->potion_sips > 0 && player->stats.hp != player->stats.maxhp;
|
|
|
|
}
|
|
|
|
|
2018-02-28 22:31:38 +01:00
|
|
|
static bool
|
|
|
|
skill_sip_health(Skill *skill, SkillData *data)
|
|
|
|
{
|
2018-03-01 06:04:12 +01:00
|
|
|
UNUSED (skill);
|
2018-02-28 22:31:38 +01:00
|
|
|
player_sip_health(data->player);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Skill *
|
2018-03-01 06:04:12 +01:00
|
|
|
create_sip_health(void)
|
2018-02-28 22:31:38 +01:00
|
|
|
{
|
|
|
|
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);
|
2018-03-23 22:03:34 +01:00
|
|
|
skill->levelcap = 1;
|
2018-02-28 22:31:38 +01:00
|
|
|
skill->instantUse = true;
|
2018-03-13 16:13:54 +01:00
|
|
|
skill->available = skill_sip_health_available;
|
2018-02-28 22:31:38 +01:00
|
|
|
skill->use = skill_sip_health;
|
|
|
|
skill->resetTime = 0;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-08-09 13:58:16 +02:00
|
|
|
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;
|
2018-08-30 11:13:50 +02:00
|
|
|
mixer_play_effect(SWING0 + get_random(2));
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&tmpStats, &monster->stats);
|
|
|
|
if (result.dmg > 0) {
|
|
|
|
gui_log("You charged %s for %u damage", monster->lclabel, result.dmg);
|
2018-08-09 13:58:16 +02:00
|
|
|
mixer_play_effect(SWORD_HIT);
|
|
|
|
data->player->stat_data.hits += 1;
|
|
|
|
}
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(monster, result.dmg, result.critical);
|
2018-08-09 13:58:16 +02:00
|
|
|
player_monster_kill_check(data->player, monster);
|
|
|
|
}
|
|
|
|
|
2019-02-24 23:33:08 +01:00
|
|
|
perform_pickups_for_space(space, player);
|
2018-08-09 13:58:16 +02:00
|
|
|
|
|
|
|
if (space->trap)
|
|
|
|
space->trap->sprite->animate = true;
|
|
|
|
|
|
|
|
itPos.x += (int) data->direction.x;
|
|
|
|
itPos.y += (int) data->direction.y;
|
|
|
|
|
|
|
|
steps++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-03-01 13:48:03 +01:00
|
|
|
static bool
|
|
|
|
skill_charge(Skill *skill, SkillData *data)
|
|
|
|
{
|
2018-03-02 17:05:13 +01:00
|
|
|
UNUSED(skill);
|
|
|
|
|
2018-03-01 13:48:03 +01:00
|
|
|
Player *player = data->player;
|
|
|
|
RoomMatrix *matrix = data->matrix;
|
|
|
|
|
2018-08-09 13:58:16 +02:00
|
|
|
Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
|
|
|
|
Position destination = playerStartPos;
|
2018-03-01 13:48:03 +01:00
|
|
|
|
|
|
|
// Find collider
|
2018-03-01 19:37:57 +01:00
|
|
|
destination.x += (int) data->direction.x;
|
|
|
|
destination.y += (int) data->direction.y;
|
2018-03-12 09:09:03 +01:00
|
|
|
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
|
2018-08-09 13:58:16 +02:00
|
|
|
Uint32 passThroughCount = 0;
|
|
|
|
Uint32 chargeThroughLvl = player_has_artifact(data->player, CHARGE_THROUGH);
|
|
|
|
Position lastAvailableDest = playerStartPos;
|
|
|
|
while (position_in_roommatrix(&destination))
|
2018-03-01 19:37:57 +01:00
|
|
|
{
|
2018-10-11 18:54:02 +02:00
|
|
|
if (space->occupied || space->monster) {
|
2018-08-09 13:58:16 +02:00
|
|
|
if (!space->monster || passThroughCount >= chargeThroughLvl)
|
|
|
|
break;
|
|
|
|
else
|
|
|
|
passThroughCount++;
|
|
|
|
} else {
|
|
|
|
lastAvailableDest = destination;
|
|
|
|
}
|
|
|
|
|
2018-03-01 13:48:03 +01:00
|
|
|
destination.x += (int) data->direction.x;
|
|
|
|
destination.y += (int) data->direction.y;
|
2018-03-12 09:09:03 +01:00
|
|
|
space = &matrix->spaces[destination.x][destination.y];
|
2018-03-01 19:37:57 +01:00
|
|
|
}
|
|
|
|
|
2018-08-09 13:58:16 +02:00
|
|
|
destination = lastAvailableDest;
|
2018-03-01 13:48:03 +01:00
|
|
|
|
|
|
|
// Move player
|
2018-03-01 19:37:57 +01:00
|
|
|
Position playerOriginPos = player->sprite->pos;
|
2018-08-09 13:58:16 +02:00
|
|
|
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;
|
2018-03-01 19:37:57 +01:00
|
|
|
Position playerDestinationPos = player->sprite->pos;
|
2018-07-31 23:45:09 +02:00
|
|
|
player_turn(data->player, &data->direction);
|
2018-03-01 13:48:03 +01:00
|
|
|
|
2018-03-01 19:37:57 +01:00
|
|
|
// Add motion particles
|
|
|
|
bool horizontal = data->direction.x != 0;
|
|
|
|
Dimension particleArea;
|
|
|
|
if (horizontal)
|
2018-08-09 13:58:16 +02:00
|
|
|
particleArea = (Dimension) { abs(xdiff) * TILE_DIMENSION, TILE_DIMENSION };
|
2018-03-01 19:37:57 +01:00
|
|
|
else
|
2018-08-09 13:58:16 +02:00
|
|
|
particleArea = (Dimension) { TILE_DIMENSION, abs(ydiff) * TILE_DIMENSION };
|
2018-03-01 19:37:57 +01:00
|
|
|
|
|
|
|
Position speedLinePos;
|
|
|
|
if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y)
|
|
|
|
speedLinePos = playerOriginPos;
|
|
|
|
else
|
|
|
|
speedLinePos = playerDestinationPos;
|
|
|
|
|
|
|
|
particle_engine_speed_lines(speedLinePos, particleArea, horizontal);
|
2018-03-01 19:46:23 +01:00
|
|
|
mixer_play_effect(SWOOSH);
|
2018-03-01 19:37:57 +01:00
|
|
|
|
2018-08-09 13:58:16 +02:00
|
|
|
skill_charge_check_path(data, playerStartPos, destination);
|
2018-03-01 13:48:03 +01:00
|
|
|
|
2018-08-30 11:13:50 +02:00
|
|
|
Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
|
|
|
|
RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
|
2019-02-24 23:33:08 +01:00
|
|
|
handle_space_effects(destSpace, player);
|
2018-09-11 15:47:14 +02:00
|
|
|
|
2018-03-01 13:48:03 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Skill *
|
|
|
|
create_charge(void)
|
|
|
|
{
|
2018-03-11 21:06:46 +01:00
|
|
|
Texture *t = texturecache_add("Extras/Skills.png");
|
2018-03-01 13:48:03 +01:00
|
|
|
Sprite *s = sprite_create();
|
|
|
|
sprite_set_texture(s, t, 0);
|
2018-03-11 21:06:46 +01:00
|
|
|
s->dim = GAME_DIMENSION;
|
|
|
|
s->clip = CLIP32(32, 0);
|
2018-03-01 13:48:03 +01:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Charge", s);
|
2018-03-23 22:03:34 +01:00
|
|
|
skill->levelcap = 4;
|
2018-03-01 13:48:03 +01:00
|
|
|
skill->use = skill_charge;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2019-05-09 10:16:38 +02:00
|
|
|
static bool
|
|
|
|
skill_blink(Skill *skill, SkillData *data)
|
|
|
|
{
|
|
|
|
UNUSED(skill);
|
|
|
|
|
|
|
|
Player *player = data->player;
|
|
|
|
RoomMatrix *matrix = data->matrix;
|
|
|
|
|
|
|
|
Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
|
|
|
|
Position destination = playerStartPos;
|
|
|
|
|
|
|
|
// Find collider
|
|
|
|
destination.x += (int) data->direction.x;
|
|
|
|
destination.y += (int) data->direction.y;
|
|
|
|
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
|
|
|
|
Position lastAvailableDest = playerStartPos;
|
|
|
|
while (position_in_roommatrix(&destination))
|
|
|
|
{
|
|
|
|
if (space->occupied) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!space->monster) {
|
|
|
|
lastAvailableDest = destination;
|
|
|
|
}
|
|
|
|
|
|
|
|
destination.x += (int) data->direction.x;
|
|
|
|
destination.y += (int) data->direction.y;
|
|
|
|
space = &matrix->spaces[destination.x][destination.y];
|
|
|
|
}
|
|
|
|
|
|
|
|
destination = lastAvailableDest;
|
|
|
|
|
|
|
|
// Move player
|
|
|
|
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;
|
|
|
|
Position playerDestinationPos = player->sprite->pos;
|
|
|
|
player_turn(data->player, &data->direction);
|
|
|
|
|
|
|
|
particle_engine_blink(playerOriginPos, DIM(32, 32));
|
|
|
|
particle_engine_blink(playerDestinationPos, DIM(32, 32));
|
|
|
|
mixer_play_effect(BLINK_EFFECT);
|
|
|
|
|
|
|
|
Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
|
|
|
|
RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
|
|
|
|
|
|
|
|
perform_pickups_for_space(destSpace, player);
|
|
|
|
handle_space_effects(destSpace, player);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Skill *
|
|
|
|
create_blink(void)
|
|
|
|
{
|
|
|
|
Texture *t = texturecache_add("Extras/Skills.png");
|
|
|
|
Sprite *s = sprite_create();
|
|
|
|
sprite_set_texture(s, t, 0);
|
|
|
|
s->dim = GAME_DIMENSION;
|
2019-05-09 21:06:06 +02:00
|
|
|
s->clip = CLIP32(64, 64);
|
2019-05-09 10:16:38 +02:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Blink", s);
|
2019-05-09 16:02:33 +02:00
|
|
|
skill->levelcap = 3;
|
2019-05-09 10:16:38 +02:00
|
|
|
skill->use = skill_blink;
|
2019-05-09 16:02:33 +02:00
|
|
|
skill->resetTime = 4;
|
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool
|
|
|
|
skill_erupt(Skill *skill, SkillData *data)
|
|
|
|
{
|
|
|
|
UNUSED(skill);
|
|
|
|
|
|
|
|
Player *player = data->player;
|
|
|
|
RoomMatrix *rm = data->matrix;
|
|
|
|
|
|
|
|
gui_log("You erupt in a magical explosion");
|
|
|
|
particle_engine_eldritch_explosion(player->sprite->pos, DIM(32, 32));
|
|
|
|
mixer_play_effect(BLAST_EFFECT);
|
|
|
|
|
|
|
|
Position playerMPos = position_to_matrix_coords(&player->sprite->pos);
|
2019-05-14 08:27:49 +02:00
|
|
|
int range = player_has_artifact(player, SKILL_RADIUS);
|
|
|
|
for (Sint32 i = -1 - range; i <= 1 + range; ++i) {
|
|
|
|
for (Sint32 j = -1 - range; j <= 1 + range; ++j) {
|
2019-05-09 16:02:33 +02:00
|
|
|
|
|
|
|
if (i == 0 && j == 0)
|
|
|
|
continue;
|
|
|
|
|
2019-05-14 08:33:05 +02:00
|
|
|
Position matrixPos = POS(playerMPos.x + i, playerMPos.y + j);
|
|
|
|
if (!position_in_roommatrix(&matrixPos))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
|
2019-05-09 16:02:33 +02:00
|
|
|
if (r->monster) {
|
|
|
|
player->stats.advantage = true;
|
2019-05-14 10:26:28 +02:00
|
|
|
CombatResult result = stats_fight(&player->stats, &r->monster->stats);
|
2019-05-09 16:02:33 +02:00
|
|
|
player->stats.advantage = false;
|
2019-05-14 10:26:28 +02:00
|
|
|
monster_hit(r->monster, result.dmg, result.critical);
|
|
|
|
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
|
2019-05-09 16:02:33 +02:00
|
|
|
monster_set_bleeding(r->monster);
|
2019-05-14 08:38:42 +02:00
|
|
|
|
|
|
|
int lvl = 1 + player_has_artifact(player, PUSH_BACK);
|
|
|
|
monster_push(r->monster,
|
|
|
|
player,
|
|
|
|
rm,
|
2019-05-14 09:00:59 +02:00
|
|
|
VEC2D((float) ((i > 0 ? 1 : -1) * lvl),
|
|
|
|
(float) ((j > 0 ? 1 : -1) * lvl))
|
2019-05-14 08:38:42 +02:00
|
|
|
);
|
2019-05-09 16:02:33 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Skill *
|
|
|
|
create_erupt(void)
|
|
|
|
{
|
|
|
|
Texture *t = texturecache_add("Extras/Skills.png");
|
|
|
|
Sprite *s = sprite_create();
|
|
|
|
sprite_set_texture(s, t, 0);
|
|
|
|
s->dim = GAME_DIMENSION;
|
2019-05-09 21:06:06 +02:00
|
|
|
s->clip = CLIP32(32, 64);
|
2019-05-09 16:02:33 +02:00
|
|
|
s->fixed = true;
|
|
|
|
Skill *skill = create_default("Erupt", s);
|
|
|
|
skill->levelcap = 3;
|
|
|
|
skill->use = skill_erupt;
|
|
|
|
skill->instantUse = true;
|
|
|
|
skill->resetTime = 3;
|
2019-05-09 10:16:38 +02:00
|
|
|
return skill;
|
|
|
|
}
|
|
|
|
|
2018-02-24 07:13:28 +01:00
|
|
|
Skill*
|
2018-08-20 14:30:31 +02:00
|
|
|
skill_create(enum SkillType t, Camera *cam)
|
2018-02-24 07:13:28 +01:00
|
|
|
{
|
2018-08-05 15:47:56 +02:00
|
|
|
Skill *skill;
|
2018-02-24 07:13:28 +01:00
|
|
|
switch (t) {
|
|
|
|
case FLURRY:
|
2018-08-05 15:47:56 +02:00
|
|
|
skill = create_flurry();
|
2018-08-20 14:30:31 +02:00
|
|
|
skill->tooltip = tooltip_create(flurry_tooltip, cam);
|
2018-08-05 15:47:56 +02:00
|
|
|
break;
|
2018-02-28 22:31:38 +01:00
|
|
|
case SIP_HEALTH:
|
2018-08-05 15:47:56 +02:00
|
|
|
skill = create_sip_health();
|
2018-08-20 14:30:31 +02:00
|
|
|
skill->tooltip = tooltip_create(health_tooltip, cam);
|
2018-08-05 15:47:56 +02:00
|
|
|
break;
|
2018-03-01 13:48:03 +01:00
|
|
|
case CHARGE:
|
2018-08-05 15:47:56 +02:00
|
|
|
skill = create_charge();
|
2018-08-20 14:30:31 +02:00
|
|
|
skill->tooltip = tooltip_create(charge_tooltip, cam);
|
2018-08-05 15:47:56 +02:00
|
|
|
break;
|
2019-05-09 10:16:38 +02:00
|
|
|
case BLINK:
|
|
|
|
skill = create_blink();
|
|
|
|
skill->tooltip = tooltip_create(blink_tooltip, cam);
|
|
|
|
break;
|
2019-05-09 16:02:33 +02:00
|
|
|
case ERUPT:
|
|
|
|
skill = create_erupt();
|
|
|
|
skill->tooltip = tooltip_create(erupt_tooltip, cam);
|
|
|
|
break;
|
2018-03-10 22:04:03 +01:00
|
|
|
case DAGGER_THROW:
|
2018-08-05 15:47:56 +02:00
|
|
|
skill = create_throw_dagger();
|
2018-08-20 14:30:31 +02:00
|
|
|
skill->tooltip = tooltip_create(dagger_tooltip, cam);
|
2018-08-05 15:47:56 +02:00
|
|
|
break;
|
2018-08-04 23:52:52 +02:00
|
|
|
case BASH:
|
2018-08-05 15:47:56 +02:00
|
|
|
skill = create_bash();
|
2018-08-20 14:30:31 +02:00
|
|
|
skill->tooltip = tooltip_create(bash_tooltip, cam);
|
2018-08-05 15:47:56 +02:00
|
|
|
break;
|
2018-09-13 15:28:03 +02:00
|
|
|
case TRIP:
|
|
|
|
skill = create_trip();
|
|
|
|
skill->tooltip = tooltip_create(trip_tooltip, cam);
|
|
|
|
break;
|
|
|
|
case BACKSTAB:
|
2018-09-15 11:01:35 +02:00
|
|
|
skill = create_backstab();
|
|
|
|
skill->tooltip = tooltip_create(backstab_tooltip, cam);
|
|
|
|
break;
|
2018-09-28 14:57:43 +02:00
|
|
|
case PHASE:
|
2018-10-02 10:29:32 +02:00
|
|
|
skill = create_phase();
|
|
|
|
skill->tooltip = tooltip_create(phase_tooltip, cam);
|
|
|
|
break;
|
2018-02-24 07:13:28 +01:00
|
|
|
default:
|
|
|
|
fatal("Unknown SkillType %u", (unsigned int) t);
|
|
|
|
return NULL;
|
|
|
|
}
|
2018-08-05 15:47:56 +02:00
|
|
|
|
2018-09-14 18:54:48 +02:00
|
|
|
#ifdef DEBUG
|
2018-08-05 15:47:56 +02:00
|
|
|
skill->levelcap = 1;
|
|
|
|
#endif
|
|
|
|
return skill;
|
2018-02-24 07:13:28 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
skill_destroy(Skill *skill)
|
|
|
|
{
|
|
|
|
sprite_destroy(skill->icon);
|
2018-08-20 14:30:31 +02:00
|
|
|
if (skill->tooltip)
|
|
|
|
sprite_destroy(skill->tooltip);
|
2018-02-24 07:13:28 +01:00
|
|
|
free(skill);
|
|
|
|
}
|