diff --git a/src/menu.c b/src/menu.c index 890d073..57456fd 100644 --- a/src/menu.c +++ b/src/menu.c @@ -91,7 +91,7 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *)) "Commissions/Rogue.png" }; - char *callbackData[] = { + static char *callbackData[] = { "warrior", "rogue" }; diff --git a/src/skill.c b/src/skill.c index 7bf4b73..8ae7def 100644 --- a/src/skill.c +++ b/src/skill.c @@ -93,6 +93,25 @@ static char *trip_tooltip[] = { NULL }; +static char *backstab_tooltip[] = { + "BACKSTAB", + "", + " 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.", + "", + "COOLDOWN:", + " 5 turns", + "", + "USAGE:", + " activate the skill (press 1)", + " followed by a direction (left, right, up or down)", + "", + "", + "Press ESC to close", + NULL +}; + static char *charge_tooltip[] = { "CHARGE", "", @@ -412,6 +431,68 @@ create_trip(void) return skill; } +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) { + targetSpace->monster->sprite->pos.x += (int) reverseDirection.x * TILE_DIMENSION; + targetSpace->monster->sprite->pos.y += (int) reverseDirection.y * TILE_DIMENSION; + + targetSpace->monster->stats.disadvantage = true; + int dmg = stats_fight(&data->player->stats, &targetSpace->monster->stats); + targetSpace->monster->stats.disadvantage = false; + monster_hit(targetSpace->monster, dmg); + player_monster_kill_check(data->player, targetSpace->monster); + if (dmg) { + mixer_play_effect(SWORD_HIT); + monster_set_state(targetSpace->monster, STUNNED, 1); + } + } + + 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; + s->clip = CLIP32(0, 0); + s->fixed = true; + Skill *skill = create_default("Backstab", s); + skill->levelcap = 2; + skill->instantUse = false; + skill->resetTime = 5; + skill->available = NULL; + skill->use = skill_backstab; + skill->actionRequired = true; + return skill; +} + static bool skill_sip_health_available(Player *player) { @@ -623,6 +704,9 @@ skill_create(enum SkillType t, Camera *cam) skill->tooltip = tooltip_create(trip_tooltip, cam); break; case BACKSTAB: + skill = create_backstab(); + skill->tooltip = tooltip_create(backstab_tooltip, cam); + break; case BLINK: error("Skill %d not implemented", t); return NULL;