A beginning to the new exploding artifacts

This commit is contained in:
Linus Probert 2019-05-16 07:43:19 +02:00
parent 12aff9afad
commit 7f232beb32
6 changed files with 123 additions and 39 deletions

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@ -238,6 +238,7 @@ add_executable(breakhack
src/gui_util
src/tooltip
src/gamecontroller
src/effect_util
${STEAM_SOURCES}
)

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@ -73,6 +73,10 @@ artifact_set_effect(Artifact *a, MagicalEffect effect)
a->info.name = "Magnet";
a->info.desc = "You are attractive to daggers";
break;
case EXPLOSIVE_KILLS:
a->info.name = "Stick of dynamite";
a->info.desc = "You are an explosive slayer";
break;
default:
break;
}
@ -87,7 +91,8 @@ static int WarriorArtifacts[] = {
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
CHARGE_THROUGH // 8
EXPLOSIVE_KILLS, // 8
CHARGE_THROUGH // 9
};
static int RogueArtifacts[] = {
@ -99,7 +104,8 @@ static int RogueArtifacts[] = {
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
PHASE_IMPROVEMENT // 8
EXPLOSIVE_KILLS, // 8
PHASE_IMPROVEMENT // 9
};
static int MageArtifacts[] = {
@ -111,7 +117,8 @@ static int MageArtifacts[] = {
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
SKILL_RADIUS // 8
EXPLOSIVE_KILLS, // 8
SKILL_RADIUS // 9
};
/* Not in play yet */
@ -124,7 +131,8 @@ static int PaladinArtifacts[] = {
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
SKILL_RADIUS // 8
EXPLOSIVE_KILLS, // 8
SKILL_RADIUS // 9
};
/* Not in play yet */
@ -137,7 +145,8 @@ static int EngineerArtifacts[] = {
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
PHASE_IMPROVEMENT // 8
EXPLOSIVE_KILLS, // 8
PHASE_IMPROVEMENT // 9
};
static void
@ -157,7 +166,7 @@ add_level_sprite(Artifact *a)
Artifact *
artifact_create_random(Player *p, Uint8 level)
{
int option = get_random(8);
int option = get_random(9);
int * artifactPool = NULL;
if (p->class == ROGUE)
@ -254,6 +263,11 @@ artifact_sprite_for(MagicalEffect effect)
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(0, 0);
break;
case EXPLOSIVE_KILLS:
t = texturecache_add("Extras/Artifacts.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(32, 0);
break;
default:
break;
}

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@ -32,6 +32,7 @@ typedef enum MagicalEffect {
PHASE_IMPROVEMENT,
SKILL_RADIUS,
DAGGER_BOUNCE,
EXPLOSIVE_KILLS,
LAST_ARTIFACT_EFFECT // Sentinel
} MagicalEffect;

63
src/effect_util.c Normal file
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@ -0,0 +1,63 @@
/*
* 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/>.
*/
#include "gui.h"
#include "monster.h"
#include "roommatrix.h"
#include "effect_util.h"
void
effect_damage_surroundings(Position *pos,
RoomMatrix *rm,
Stats *attackerStats,
unsigned int radius,
unsigned int pushRadius,
bool damagePlayer)
{
Position roomPos = position_to_matrix_coords(pos);
for (Sint32 i = -radius; i <= (Sint32) radius; ++i) {
for (Sint32 j = -radius; j <= (Sint32) radius; ++j) {
if (i == 0 && j == 0)
continue;
Position matrixPos = POS(roomPos.x + i, roomPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) {
CombatResult result = stats_fight(attackerStats, &r->monster->stats);
monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
for (unsigned int k = 0; k < pushRadius; ++k) {
monster_push(r->monster,
roommatrix_get_player(rm),
rm,
dir
);
}
} else if (r->player && damagePlayer) {
CombatResult result = stats_fight(attackerStats, &r->player->stats);
player_hit(r->player, result.dmg);
gui_log("You take %d damage from the explosion", result.dmg);
}
}
}
}

30
src/effect_util.h Normal file
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@ -0,0 +1,30 @@
/*
* 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/>.
*/
#include <stdlib.h>
#include "roommatrix.h"
#include "position.h"
#include "stats.h"
void
effect_damage_surroundings(Position *pos,
RoomMatrix *rm,
Stats *attackerStats,
unsigned int radius,
unsigned int pushRadius,
bool damagePlayer);

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@ -37,6 +37,7 @@
#include "trap.h"
#include "tooltip.h"
#include "actiontextbuilder.h"
#include "effect_util.h"
static char *flurry_tooltip[] = {
"FLURRY", "",
@ -953,39 +954,13 @@ skill_erupt(Skill *skill, SkillData *data)
particle_engine_eldritch_explosion(player->sprite->pos, DIM(32, 32));
mixer_play_effect(BLAST_EFFECT);
Position playerMPos = position_to_matrix_coords(&player->sprite->pos);
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) {
if (i == 0 && j == 0)
continue;
Position matrixPos = POS(playerMPos.x + i, playerMPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) {
player->stats.advantage = true;
CombatResult result = stats_fight(&player->stats, &r->monster->stats);
player->stats.advantage = false;
monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
monster_set_state(r->monster, SCARED, 3);
int lvl = 1 + player_has_artifact(player, PUSH_BACK);
Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
for (int k = 0; k < lvl; ++k) {
monster_push(r->monster,
player,
int range = 1 + player_has_artifact(player, SKILL_RADIUS);
effect_damage_surroundings(&player->sprite->pos,
rm,
dir
);
}
}
}
}
&player->stats,
range,
1 + player_has_artifact(player, PUSH_BACK),
false);
return true;
}