Limit the number of daggers carried.
There is a "dagger count" on the player now. Also added the "dagger" item that can be dropped by monsters.
This commit is contained in:
parent
97af927004
commit
ac180d1efb
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@ -205,6 +205,7 @@ endif (NOT CMAKE_BUILD_TYPE MATCHES Debug)
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_COMPONENT "Release")
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_COMPONENT "Release")
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION ".")
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION ".")
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if (WIN32)
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS
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SET(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS
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${CMAKE_SOURCE_DIR}/bin/libFLAC-8.dll
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${CMAKE_SOURCE_DIR}/bin/libFLAC-8.dll
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${CMAKE_SOURCE_DIR}/bin/libfreetype-6.dll
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${CMAKE_SOURCE_DIR}/bin/libfreetype-6.dll
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@ -221,6 +222,7 @@ SET(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS
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${CMAKE_SOURCE_DIR}/bin/SDL2_ttf.dll
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${CMAKE_SOURCE_DIR}/bin/SDL2_ttf.dll
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${CMAKE_SOURCE_DIR}/bin/zlib1.dll
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${CMAKE_SOURCE_DIR}/bin/zlib1.dll
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)
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)
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endif (WIN32)
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include(InstallRequiredSystemLibraries)
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include(InstallRequiredSystemLibraries)
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INSTALL(TARGETS breakhack
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INSTALL(TARGETS breakhack
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23
src/gui.c
23
src/gui.c
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@ -31,7 +31,7 @@
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#define DEFAULT_EVENT_MESSAGES { NULL, 5, 0, 200 }
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#define DEFAULT_EVENT_MESSAGES { NULL, 5, 0, 200 }
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#define POS_Y_COLLECTABLES 64
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#define POS_Y_COLLECTABLES 64
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#define POS_Y_XPBAR 112
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#define POS_Y_XPBAR 128
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static SDL_Rect frame_top_left = { 16, 160, 16, 16 };
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static SDL_Rect frame_top_left = { 16, 160, 16, 16 };
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static SDL_Rect frame_top_right = { 48, 160, 16, 16 };
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static SDL_Rect frame_top_right = { 48, 160, 16, 16 };
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@ -151,7 +151,7 @@ init_sprites(Gui *gui)
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s = sprite_create();
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s = sprite_create();
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s->fixed = true;
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s->fixed = true;
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sprite_set_texture(s, t, 0);
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sprite_set_texture(s, t, 0);
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s->clip = (SDL_Rect) { 0, 0, 16, 16 };
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s->clip = CLIP16(0, 0);
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s->pos = (Position) { 16, POS_Y_COLLECTABLES };
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s->pos = (Position) { 16, POS_Y_COLLECTABLES };
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linkedlist_append(&gui->sprites, s);
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linkedlist_append(&gui->sprites, s);
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@ -159,9 +159,17 @@ init_sprites(Gui *gui)
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s = sprite_create();
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s = sprite_create();
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s->fixed = true;
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s->fixed = true;
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sprite_set_texture(s, t, 0);
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sprite_set_texture(s, t, 0);
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s->clip = (SDL_Rect) { 16, 16, 16, 16 };
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s->clip = CLIP16(16, 16);
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s->pos = (Position) { 16, POS_Y_COLLECTABLES + 16 };
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s->pos = (Position) { 16, POS_Y_COLLECTABLES + 16 };
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linkedlist_append(&gui->sprites, s);
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linkedlist_append(&gui->sprites, s);
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t = texturecache_add("Items/ShortWep.png");
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s = sprite_create();
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s->fixed = true;
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sprite_set_texture(s, t, 0);
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s->clip = CLIP16(0, 0);
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s->pos = (Position) { 16, POS_Y_COLLECTABLES + 32 };
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linkedlist_append(&gui->sprites, s);
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}
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}
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Gui*
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Gui*
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@ -190,6 +198,7 @@ gui_create(void)
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gui->labels[DUNGEON_LEVEL_LABEL] = create_label_sprite((Position) { 16, POS_Y_XPBAR + 18 + (2*14) });
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gui->labels[DUNGEON_LEVEL_LABEL] = create_label_sprite((Position) { 16, POS_Y_XPBAR + 18 + (2*14) });
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gui->labels[HEALTH_POTION_LABEL] = create_label_sprite((Position) { 32, POS_Y_COLLECTABLES + 5 });
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gui->labels[HEALTH_POTION_LABEL] = create_label_sprite((Position) { 32, POS_Y_COLLECTABLES + 5 });
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gui->labels[GOLD_LABEL] = create_label_sprite((Position) { 32, POS_Y_COLLECTABLES + 16 + 5 });
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gui->labels[GOLD_LABEL] = create_label_sprite((Position) { 32, POS_Y_COLLECTABLES + 16 + 5 });
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gui->labels[DAGGER_LABEL] = create_label_sprite((Position) { 32, POS_Y_COLLECTABLES + 32 + 5 });
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gui_malloc_log();
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gui_malloc_log();
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gui_malloc_eventmessages();
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gui_malloc_eventmessages();
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@ -303,6 +312,7 @@ gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *render
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static int max_health = -1;
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static int max_health = -1;
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static int current_health = -1;
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static int current_health = -1;
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static int current_potion_sips = -1;
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static int current_potion_sips = -1;
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static int current_dagger_count = -1;
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static SDL_Color color = { 255, 255, 255, 255 };
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static SDL_Color color = { 255, 255, 255, 255 };
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@ -337,6 +347,13 @@ gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *render
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current_potion_sips = player->potion_sips;
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current_potion_sips = player->potion_sips;
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}
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}
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if (current_dagger_count != (int) player->daggers) {
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m_sprintf(buffer, 200, "x %u", (unsigned int) player->daggers);
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texture_load_from_text(gui->labels[DAGGER_LABEL]->textures[0], buffer, color, renderer);
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gui->labels[DAGGER_LABEL]->dim = gui->labels[DAGGER_LABEL]->textures[0]->dim;
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current_dagger_count = (int) player->daggers;
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}
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if (last_gold != player->gold) {
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if (last_gold != player->gold) {
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m_sprintf(buffer, 200, "x %.2f", player->gold);
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m_sprintf(buffer, 200, "x %.2f", player->gold);
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texture_load_from_text(gui->labels[GOLD_LABEL]->textures[0], buffer, color, renderer);
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texture_load_from_text(gui->labels[GOLD_LABEL]->textures[0], buffer, color, renderer);
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@ -38,6 +38,7 @@ typedef enum Label_e {
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GOLD_LABEL,
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GOLD_LABEL,
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DUNGEON_LEVEL_LABEL,
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DUNGEON_LEVEL_LABEL,
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HEALTH_POTION_LABEL,
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HEALTH_POTION_LABEL,
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DAGGER_LABEL,
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LABEL_COUNT
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LABEL_COUNT
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} LabelIndex;
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} LabelIndex;
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@ -65,6 +65,18 @@ drink_health(Item *item, Player *player)
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gui_log("You collect %u sips of health", (unsigned int) item->value);
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gui_log("You collect %u sips of health", (unsigned int) item->value);
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}
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}
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static void
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pickup_dagger(Item *item, Player *player)
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{
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player->daggers += (Uint32) item->value;
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mixer_play_effect(SWORD_HIT);
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if (item->value > 1)
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gui_log("You collect %u daggers", (Uint32) item->value);
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else
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gui_log("You collect a dagger");
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}
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static Item *
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static Item *
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create_item(const char *path, SDL_Rect clip, void (*cb)(Item*, Player*))
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create_item(const char *path, SDL_Rect clip, void (*cb)(Item*, Player*))
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{
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{
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@ -152,6 +164,7 @@ item_builder_build_item(ItemKey key, int level)
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{
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{
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static const char *path_flesh = "Items/Flesh.png";
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static const char *path_flesh = "Items/Flesh.png";
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static const char *path_potion = "Items/Potion.png";
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static const char *path_potion = "Items/Potion.png";
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static const char *path_short_wep = "Items/ShortWep.png";
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check_builder();
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check_builder();
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@ -172,6 +185,12 @@ item_builder_build_item(ItemKey key, int level)
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&drink_health);
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&drink_health);
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item->value = 1 + get_random(level);
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item->value = 1 + get_random(level);
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break;
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break;
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case DAGGER:
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item = create_item(path_short_wep,
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CLIP16(0, 0),
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&pickup_dagger);
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item->value = 1;
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break;
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default:
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default:
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fatal("in item_builder_build() : Unhandled item key %d", key);
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fatal("in item_builder_build() : Unhandled item key %d", key);
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break;
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break;
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@ -35,6 +35,7 @@ typedef enum {
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typedef enum {
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typedef enum {
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HEALTH,
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HEALTH,
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DAGGER,
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FLESH,
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FLESH,
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TREASURE,
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TREASURE,
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ITEM_COUNT
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ITEM_COUNT
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@ -408,7 +408,7 @@ generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
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// Reset the map
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// Reset the map
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map->currentRoom = (Position) { 0, 0 };
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map->currentRoom = (Position) { 0, 0 };
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debug("Done");
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debug("Running lua script %s: Done", file);
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return map;
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return map;
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}
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}
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@ -344,7 +344,7 @@ monster_drop_loot(Monster *monster, Map *map, Player *player)
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unsigned int item_drop_chance = 1;
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unsigned int item_drop_chance = 1;
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Item *item;
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Item *item;
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Item *items[2];
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Item *items[3];
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unsigned int item_count = 0;
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unsigned int item_count = 0;
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bool player_full_health = player->stats.hp >= player->stats.maxhp;
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bool player_full_health = player->stats.hp >= player->stats.maxhp;
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@ -358,14 +358,16 @@ monster_drop_loot(Monster *monster, Map *map, Player *player)
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}
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}
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if (get_random(item_drop_chance) == 0) {
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if (get_random(item_drop_chance) == 0) {
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ItemKey key;
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ItemKey key;
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if (!player_full_health)
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key = get_random(DAGGER);
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key = get_random(TREASURE - 1);
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else
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key = HEALTH;
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item = item_builder_build_item(key, map->level);
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item = item_builder_build_item(key, map->level);
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item->sprite->pos = monster->sprite->pos;
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item->sprite->pos = monster->sprite->pos;
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items[item_count++] = item;
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items[item_count++] = item;
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}
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}
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if (!player_full_health && get_random(2) == 0) {
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item = item_builder_build_item(FLESH, map->level);
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item->sprite->pos = monster->sprite->pos;
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items[item_count++] = item;
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}
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if (item_count == 0)
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if (item_count == 0)
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return;
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return;
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continue;
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continue;
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Skill *skill = player->skills[i];
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Skill *skill = player->skills[i];
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if (skill->available && !skill->available(player))
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continue;
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skill->active = (selected - 1) == i && !skill->active && skill->resetCountdown == 0;
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skill->active = (selected - 1) == i && !skill->active && skill->resetCountdown == 0;
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if (skill->active && skill->instantUse) {
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if (skill->active && skill->instantUse) {
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SkillData skillData = { player, matrix, VECTOR2D_NODIR };
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SkillData skillData = { player, matrix, VECTOR2D_NODIR };
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@ -366,6 +368,7 @@ player_create(class_t class, SDL_Renderer *renderer)
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{
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{
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Player *player = malloc(sizeof(Player));
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Player *player = malloc(sizeof(Player));
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player->sprite = sprite_create();
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player->sprite = sprite_create();
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player->daggers = 10;
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player->total_steps = 0;
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player->total_steps = 0;
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player->steps = 0;
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player->steps = 0;
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player->xp = 0;
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player->xp = 0;
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@ -44,6 +44,7 @@ typedef struct Player_t {
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ActionText *hitText;
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ActionText *hitText;
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ActionText *missText;
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ActionText *missText;
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Stats stats;
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Stats stats;
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unsigned int daggers;
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LinkedList *projectiles;
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LinkedList *projectiles;
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unsigned int xp;
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unsigned int xp;
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unsigned int total_steps;
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unsigned int total_steps;
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@ -24,6 +24,8 @@
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#include "monster.h"
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#include "monster.h"
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#include "mixer.h"
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#include "mixer.h"
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#include "gui.h"
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#include "gui.h"
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#include "item_builder.h"
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#include "random.h"
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static void
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static void
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onDaggerRender(Sprite *s)
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onDaggerRender(Sprite *s)
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@ -93,6 +95,18 @@ projectile_update(Projectile *p, Player *player, RoomMatrix *rm, float deltatime
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mixer_play_effect(SWORD_HIT);
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mixer_play_effect(SWORD_HIT);
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player->hits += 1;
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player->hits += 1;
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}
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}
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/*
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* TODO(Linus): This can be fixed so that daggers
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* can be retrieved. Probably best to create an "UpdateData" container that
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* can be sent as arguments down the update queue.
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if (get_random(1) == 0) {
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debug("Adding dagger item");
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Item *item = item_builder_build_item(DAGGER, 1);
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item->sprite->pos = space->monster->sprite->pos;
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linkedlist_append(&map->items, item);
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}
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*/
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monster_hit(space->monster, dmg);
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monster_hit(space->monster, dmg);
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}
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}
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p->alive = false;
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p->alive = false;
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21
src/skill.c
21
src/skill.c
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@ -57,6 +57,7 @@ create_default(const char *s_label, Sprite *s)
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skill->actionRequired = true;
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skill->actionRequired = true;
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skill->instantUse = false;
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skill->instantUse = false;
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skill->active = false;
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skill->active = false;
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skill->available = NULL;
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skill->use = NULL;
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skill->use = NULL;
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return skill;
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return skill;
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}
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}
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@ -123,11 +124,22 @@ create_flurry(void)
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return skill;
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return skill;
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}
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}
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static bool
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skill_throw_dagger_available(Player *player)
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{
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return player->daggers > 0;
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}
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static bool
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static bool
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skill_throw_dagger(Skill *skill, SkillData *data)
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skill_throw_dagger(Skill *skill, SkillData *data)
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{
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{
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UNUSED(skill);
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UNUSED(skill);
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if (data->player->daggers == 0)
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return false;
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data->player->daggers--;
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Projectile *p = projectile_dagger_create();
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Projectile *p = projectile_dagger_create();
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if (vector2d_equals(VECTOR2D_UP, data->direction))
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if (vector2d_equals(VECTOR2D_UP, data->direction))
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p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY };
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p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY };
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@ -158,11 +170,19 @@ create_throw_dagger(void)
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s->fixed = true;
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s->fixed = true;
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Skill *skill = create_default("Throw dagger", s);
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Skill *skill = create_default("Throw dagger", s);
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skill->instantUse = false;
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skill->instantUse = false;
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skill->resetTime = 1;
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skill->available = skill_throw_dagger_available;
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skill->use = skill_throw_dagger;
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skill->use = skill_throw_dagger;
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skill->actionRequired = false;
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skill->actionRequired = false;
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return skill;
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return skill;
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}
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}
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static bool
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skill_sip_health_available(Player *player)
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{
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return player->potion_sips > 0 && player->stats.hp != player->stats.maxhp;
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}
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static bool
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static bool
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skill_sip_health(Skill *skill, SkillData *data)
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skill_sip_health(Skill *skill, SkillData *data)
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{
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{
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@ -182,6 +202,7 @@ create_sip_health(void)
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s->fixed = true;
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s->fixed = true;
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Skill *skill = create_default("Sip health", s);
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Skill *skill = create_default("Sip health", s);
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skill->instantUse = true;
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skill->instantUse = true;
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skill->available = skill_sip_health_available;
|
||||||
skill->use = skill_sip_health;
|
skill->use = skill_sip_health;
|
||||||
skill->resetTime = 0;
|
skill->resetTime = 0;
|
||||||
return skill;
|
return skill;
|
||||||
|
|
|
@ -48,6 +48,7 @@ typedef struct Skill_t {
|
||||||
bool actionRequired;
|
bool actionRequired;
|
||||||
bool instantUse;
|
bool instantUse;
|
||||||
bool active;
|
bool active;
|
||||||
|
bool (*available)(Player*);
|
||||||
bool (*use)(struct Skill_t*, SkillData*);
|
bool (*use)(struct Skill_t*, SkillData*);
|
||||||
} Skill;
|
} Skill;
|
||||||
|
|
||||||
|
|
|
@ -172,11 +172,14 @@ render_skill_unavailable(SkillBar *bar, Player *player, Camera *cam)
|
||||||
if (!player->skills[i])
|
if (!player->skills[i])
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
if (player->skills[i]->resetCountdown > 0) {
|
Skill *skill = player->skills[i];
|
||||||
|
if (skill->resetCountdown || (skill->available && !skill->available(player))) {
|
||||||
unavailableSkillBox.x = i * 32;
|
unavailableSkillBox.x = i * 32;
|
||||||
SDL_SetRenderDrawColor(cam->renderer, 255, 0, 0, 70);
|
SDL_SetRenderDrawColor(cam->renderer, 255, 0, 0, 70);
|
||||||
SDL_RenderFillRect(cam->renderer, &unavailableSkillBox);
|
SDL_RenderFillRect(cam->renderer, &unavailableSkillBox);
|
||||||
render_skill_countdown(bar, i, player->skills[i]->resetCountdown, cam);
|
if (skill->resetCountdown) {
|
||||||
|
render_skill_countdown(bar, i, skill->resetCountdown, cam);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -39,6 +39,8 @@ texturecache_add(const char *path)
|
||||||
texture_load_from_file(t, path, renderer);
|
texture_load_from_file(t, path, renderer);
|
||||||
ht_set(textures, path, t);
|
ht_set(textures, path, t);
|
||||||
debug("Cached texture: %s", path);
|
debug("Cached texture: %s", path);
|
||||||
|
} else {
|
||||||
|
debug("Retrieved cached texture: %s", path);
|
||||||
}
|
}
|
||||||
|
|
||||||
return t;
|
return t;
|
||||||
|
|
Loading…
Reference in New Issue