/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * 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 . */ #include #include #include "texturecache.h" #include "skill.h" #include "util.h" #include "player.h" #include "roommatrix.h" #include "stats.h" #include "monster.h" #include "mixer.h" #include "gui.h" #include "random.h" #include "particle_engine.h" #include "projectile.h" #include "linkedlist.h" #include "item.h" #include "animation.h" #include "artifact.h" #include "trap.h" #include "tooltip.h" #include "actiontextbuilder.h" #include "effect_util.h" static char *flurry_tooltip[] = { "FLURRY", "", "", " Hits an adjecant enemy with a flurry of three strikes.", "", " Each strike has the same odds of hitting as a regular attack", "", "", "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 *vampiric_blow_tooltip[] = { "VAMPIRIC BLOW", "", "", " Hits an adjecant enemy with a vampiric blow.", "", " Upon hitting you will siphon life from the target", "", " and cause the target to bleed.", "", "", "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 *bash_tooltip[] = { "BASH", "", "", " Bashes an adjecant enemy with your shield", "", " On a successful hit the target will be stunned for 2 turns", "", "", "COOLDOWN:", "", " 3 turns", "", "", "USAGE:", "", " activate the skill (press ", "2", ")", "", " followed by a direction (left, right, up or down)", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *trip_tooltip[] = { "TRIP", "", "", " Trips an adjecant enemy causing him to fall (move), in", "", " the direction you tripped it in.", "", " On a successful hit the enemy will also be stunned." "", "", " This can be combined with traps and pits to great effect.", "", "", "COOLDOWN:", "", " 3 turns", "", "", "USAGE:", "", " activate the skill (press ", "2", ")", "", " followed by a direction (left, right, up or down)", "", "", "", "Press ", "ESC", " to close", "", 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.", "", " A successful attack will also leave the enemy stunned.", "", "", "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 *phase_tooltip[] = { "PHASE", "", "", " You phase out of existence for a time. While you are phased you", "", " are unaffected by gravity, traps and enemies won't see you.", "", " You can also pass through enemies.", "", "", " The effect lasts for 3 turns", "", "", "COOLDOWN:", "", " 8 turns", "", "", "USAGE:", " activate the skill (press ", "3", ")", "", " then move as normal", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *charge_tooltip[] = { "CHARGE", "", "", " You charge in a chosen direction into the first obstructing", "", " object. Charging into an enemy can deliver massive damage.", "", "", " Damage is affected by charge distance.", "", " Longer distance, more damage.", "", "", "COOLDOWN:", "", " 5 turns", "", "", "USAGE:", " activate the skill (press ", "3", ")", "", " followed by a direction (left, right, up or down)", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *blink_tooltip[] = { "BLINK", "", "", " You blink in a chosen direction into the first obstructing", "", " object picking up items in your path. Monsters will not", "", " obstruct your blink.", "", "", "COOLDOWN:", "", " 4 turns", "", "", "USAGE:", " activate the skill (press ", "3", ")", "", " followed by a direction (left, right, up or down)", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *erupt_tooltip[] = { "ERUPT", "", "", " You erupt in a magical explosion damaging monsters", "", " around you pushing them back and causing fear", "", " for 3 turns.", "", "", "COOLDOWN:", "", " 3 turns", "", "", "USAGE:", " Erupt (press ", "2", ")", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *dagger_tooltip[] = { "THROW DAGGER", "", "", " You throw a dagger in the chosen direction.", "", "", " Damage is affected by throwing distance.", "", " Longer distance, more damage.", "", "", " Dagger supply is not infinite, your current dagger", "", " inventory is displayed in the panel to the right.", "", "", "COOLDOWN:", "", " 0 turns", "", "", "USAGE:", "", " activate the skill (press ", "4", ")", "", " followed by a direction (left, right, up or down)", "", "", "", "Press ", "ESC", " to close", "", NULL }; static char *health_tooltip[] = { "DRINK HEALTH", "", "", " You take a sip from your health vial", "", "", " The current amount of sips in your vials is", "", " displayed in the panel to the right.", "", "", "COOLDOWN:", "", " 0 turns", "", "", "USAGE:", "", " Sip health (press ", "5", ")", "", "", "", "Press ", "ESC", " to close", "", NULL }; static void perform_pickups_for_space(RoomSpace *space, Player *player) { // Pick up items in the path LinkedList *items = space->items; while (items != NULL) { Item *item = items->data; items = items->next; item_collected(item, player); } LinkedList *artifacts = space->artifacts; while (artifacts != NULL) { Artifact *artifact = artifacts->data; artifacts = artifacts->next; player_add_artifact(player, artifact); } } static void handle_space_effects(RoomSpace *space, Player *player) { if (space->lethal) player_set_falling(player); else if (space->trap) trap_activate(space->trap, player); LinkedList *objects = space->objects; while (objects) { object_damage(objects->data, player); objects = objects->next; } } static Skill * create_default(const char *s_label, Sprite *s) { Skill *skill = ec_malloc(sizeof(Skill)); m_strcpy(skill->label, 20, s_label); skill->resetTime = 5; skill->resetCountdown = 0; skill->icon = s; skill->actionRequired = true; skill->instantUse = false; skill->active = false; skill->available = NULL; skill->use = NULL; skill->levelcap = 1; skill->tooltip = NULL; return skill; } static bool check_skill_validity(Position *playerPos, Position *targetPos, SkillData *data) { *playerPos = position_to_matrix_coords(&data->player->sprite->pos); *targetPos = *playerPos; targetPos->x += (int) data->direction.x; targetPos->y += (int) data->direction.y; player_turn(data->player, &data->direction); if (!position_in_roommatrix(targetPos)) { return false; } return true; } static bool vampiric_blow_skill(Skill *skill, SkillData *data) { UNUSED (skill); Position playerPos, targetPos; Player *player = data->player; if (!check_skill_validity(&playerPos, &targetPos, data)) { return false; } animation_run(player->swordAnimation); Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster; mixer_play_effect(SWING0); if (monster) { gui_log("You attack %s with a vampiric blow", monster->lclabel); player->stats.advantage = true; CombatResult result = stats_fight(&player->stats, &monster->stats); player->stats.advantage = false; monster_hit(monster, result.dmg, result.critical); if (result.dmg) { mixer_play_effect(SWORD_HIT); monster_set_bleeding(monster); unsigned int gain = player->stats.lvl * 3; gain = min(gain, (unsigned int) player->stats.maxhp - player->stats.hp); if (gain > 0) { gui_log("You gain %u health", gain); char msg[4]; m_sprintf(msg, 4, "+%u", gain); actiontextbuilder_create_text(msg, C_GREEN, &player->sprite->pos); player->stats.hp += gain; player->stats.hp = min(player->stats.maxhp, player->stats.hp); } } else { gui_log("You missed %s", monster->lclabel); } } else { gui_log("You swing at thin air with a vampiric blow"); } player_monster_kill_check(data->player, monster); return true; } static Skill * create_vampiric_blow(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, 64); s->fixed = true; Skill *skill = create_default("Vampiric blow", s); skill->levelcap = 2; skill->use = vampiric_blow_skill; skill->resetTime = 5; return skill; } static bool skill_use_flurry(Skill *skill, SkillData *data) { UNUSED (skill); Position playerPos, targetPos; if (!check_skill_validity(&playerPos, &targetPos, data)) { return false; } animation_run(data->player->swordAnimation); Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster; mixer_play_effect(TRIPPLE_SWING); if (monster) { gui_log("You attack %s with a flurry of strikes", monster->lclabel); unsigned int hitCount = 0; for (size_t i = 0; i < 3; ++i) { unsigned int originalHp = monster->stats.hp; CombatResult result = stats_fight(&data->player->stats, &monster->stats); if (result.dmg > 0 && originalHp > 0) { gui_log("You hit for %u damage", result.dmg); hitCount++; } monster_hit(monster, result.dmg, result.critical); } 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); } } else { gui_log("You swing at thin air with a flurry of strikes"); } player_monster_kill_check(data->player, monster); return true; } static Skill * create_flurry(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(0, 0); s->fixed = true; Skill *skill = create_default("Flurry", s); skill->levelcap = 2; skill->use = skill_use_flurry; return skill; } static bool skill_throw_dagger_available(Player *player) { return player->daggers > 0; } static bool skill_throw_dagger(Skill *skill, SkillData *data) { UNUSED(skill); if (data->player->daggers == 0) return false; data->player->daggers--; Projectile *p = projectile_dagger_create(); if (vector2d_equals(VECTOR2D_UP, data->direction)) { p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY }; p->sprite->flip = SDL_FLIP_VERTICAL; } else if (vector2d_equals(VECTOR2D_DOWN, data->direction)) { p->velocity = (Vector2d) { 0, DAGGER_VELOCITY }; p->sprite->flip = SDL_FLIP_HORIZONTAL; } else if (vector2d_equals(VECTOR2D_RIGHT, data->direction)) { p->velocity = (Vector2d) { DAGGER_VELOCITY, 0 }; p->sprite->flip = SDL_FLIP_HORIZONTAL; } else { p->velocity = (Vector2d) { -DAGGER_VELOCITY, 0 }; p->sprite->angle = -270; } player_turn(data->player, &data->direction); mixer_play_effect(SWOOSH); p->sprite->pos = data->player->sprite->pos; linkedlist_append(&data->player->projectiles, p); return true; } static Skill * create_throw_dagger(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(64, 0); s->fixed = true; Skill *skill = create_default("Throw dagger", s); skill->levelcap = 1; skill->instantUse = false; skill->resetTime = 1; skill->available = skill_throw_dagger_available; skill->use = skill_throw_dagger; skill->actionRequired = false; return skill; } static bool skill_bash(Skill *skill, SkillData *data) { UNUSED (skill); Position playerPos, targetPos; if (!check_skill_validity(&playerPos, &targetPos, data)) { return false; } animation_run(data->player->swordAnimation); Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster; mixer_play_effect(SWING0); if (monster) { gui_log("You bash %s with your shield", monster->lclabel); CombatResult result = stats_fight(&data->player->stats, &monster->stats); if (result.dmg > 0) { gui_log("You hit for %u damage", result.dmg); if (monster->stats.hp > 0) { gui_log("%s seems dazed and confused", monster->label); monster_set_state(monster, STUNNED, (Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN))); } mixer_play_effect(SLAM); } else { gui_log("You missed %s", monster->lclabel); } monster_hit(monster, result.dmg, result.critical); } else { gui_log("You bash your shield at nothing"); } player_monster_kill_check(data->player, monster); return true; } static Skill * create_bash(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(96, 0); s->fixed = true; Skill *skill = create_default("Bash", s); skill->levelcap = 3; skill->instantUse = false; skill->resetTime = 3; skill->available = NULL; skill->use = skill_bash; skill->actionRequired = true; return skill; } static bool skill_trip(Skill *skill, SkillData *data) { UNUSED (skill); Position playerPos, targetPos; if (!check_skill_validity(&playerPos, &targetPos, data)) { return false; } RoomSpace *space = &data->matrix->spaces[targetPos.x][targetPos.y]; mixer_play_effect(SWING0 + get_random(2)); animation_run(data->player->swordAnimation); if (space->monster) { CombatResult result = stats_fight(&data->player->stats, &space->monster->stats); if (result.dmg) mixer_play_effect(SWORD_HIT); gui_log("You trip %s causing it to fall away from you", space->monster->lclabel); monster_hit(space->monster, result.dmg, result.critical); player_monster_kill_check(data->player, space->monster); if (result.dmg && space->monster->stats.hp > 0) { 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; } } monster_set_state(space->monster, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN))); } } else { gui_log("You flail at the air"); } return true; } static Skill * create_trip(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(32, 32); s->fixed = true; Skill *skill = create_default("Trip", s); skill->levelcap = 3; skill->instantUse = false; skill->resetTime = 2; skill->available = NULL; skill->use = skill_trip; skill->actionRequired = true; 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) { Monster *m = targetSpace->monster; monster_push(m, data->player, data->matrix, reverseDirection); m->stats.disadvantage = true; CombatResult result = stats_fight(&data->player->stats, &m->stats); m->stats.disadvantage = false; monster_hit(m, result.dmg, result.critical); player_monster_kill_check(data->player, m); if (result.dmg) { mixer_play_effect(SWORD_HIT); monster_set_bleeding(m); } } perform_pickups_for_space(targetSpace, data->player); handle_space_effects(targetSpace, data->player); 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, 32); s->fixed = true; Skill *skill = create_default("Backstab", s); skill->levelcap = 2; skill->instantUse = false; skill->resetTime = 2; skill->available = NULL; skill->use = skill_backstab; skill->actionRequired = true; return skill; } static bool skill_phase(Skill *skill, SkillData *data) { UNUSED(skill); mixer_play_effect(FADE_OUT); data->player->phase_count = 3; return true; } static Skill * create_phase(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(96, 32); s->fixed = true; Skill *skill = create_default("Phase", s); skill->levelcap = 4; skill->instantUse = true; skill->resetTime = 6; skill->available = NULL; skill->use = skill_phase; skill->actionRequired = false; return skill; } static bool skill_sip_health_available(Player *player) { bool hasSips = player->class == MAGE ? player->potion_sips > 1 : player->potion_sips > 0; return hasSips > 0 && player->stats.hp != player->stats.maxhp; } static bool skill_sip_health(Skill *skill, SkillData *data) { UNUSED (skill); player_sip_health(data->player); return true; } static Skill * create_sip_health(void) { Texture *t = texturecache_add("Items/Potion.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = DEFAULT_DIMENSION; s->clip = CLIP16(0, 0); s->fixed = true; Skill *skill = create_default("Sip health", s); skill->levelcap = 1; skill->instantUse = true; skill->available = skill_sip_health_available; skill->use = skill_sip_health; skill->resetTime = 0; return skill; } static void skill_charge_check_path(SkillData *data, Position origin, Position dest) { RoomMatrix *matrix = data->matrix; Player *player = data->player; Position itPos = origin; Position lastPos = dest; lastPos.x += (int) data->direction.x * 2; lastPos.y += (int) data->direction.y * 2; Uint8 steps = 1; while (position_in_roommatrix(&itPos) && !position_equals(&itPos, &lastPos)) { RoomSpace *space = &matrix->spaces[itPos.x][itPos.y]; if (space->monster) { Monster *monster = matrix->spaces[itPos.x][itPos.y].monster; Stats tmpStats = player->stats; tmpStats.dmg *= steps > 0 ? steps : 1; mixer_play_effect(SWING0 + get_random(2)); CombatResult result = stats_fight(&tmpStats, &monster->stats); if (result.dmg > 0) { gui_log("You charged %s for %u damage", monster->lclabel, result.dmg); mixer_play_effect(SWORD_HIT); } monster_hit(monster, result.dmg, result.critical); player_monster_kill_check(data->player, monster); } perform_pickups_for_space(space, player); if (space->trap) space->trap->sprite->animate = true; itPos.x += (int) data->direction.x; itPos.y += (int) data->direction.y; steps++; } } static bool skill_charge(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]; Uint32 passThroughCount = 0; Uint32 chargeThroughLvl = player_has_artifact(data->player, CHARGE_THROUGH); Position lastAvailableDest = playerStartPos; while (position_in_roommatrix(&destination)) { if (space->occupied || space->monster) { if (!space->monster || passThroughCount >= chargeThroughLvl) break; else passThroughCount++; } else { 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); // Add motion particles bool horizontal = data->direction.x != 0; Dimension particleArea; if (horizontal) particleArea = (Dimension) { abs(xdiff) * TILE_DIMENSION, TILE_DIMENSION }; else particleArea = (Dimension) { TILE_DIMENSION, abs(ydiff) * TILE_DIMENSION }; Position speedLinePos; if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y) speedLinePos = playerOriginPos; else speedLinePos = playerDestinationPos; particle_engine_speed_lines(speedLinePos, particleArea, horizontal); mixer_play_effect(SWOOSH); skill_charge_check_path(data, playerStartPos, destination); Position lastTilePos = position_to_matrix_coords(&playerDestinationPos); RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y]; handle_space_effects(destSpace, player); return true; } static Skill * create_charge(void) { Texture *t = texturecache_add("Extras/Skills.png"); Sprite *s = sprite_create(); sprite_set_texture(s, t, 0); s->dim = GAME_DIMENSION; s->clip = CLIP32(32, 0); s->fixed = true; Skill *skill = create_default("Charge", s); skill->levelcap = 4; skill->use = skill_charge; return skill; } 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; Position lastAvailableDest = playerStartPos; while (position_in_roommatrix(&destination)) { RoomSpace *space = &matrix->spaces[destination.x][destination.y]; if (space->occupied) { break; } if (!space->monster) { lastAvailableDest = destination; } perform_pickups_for_space(space, player); destination.x += (int) data->direction.x; destination.y += (int) data->direction.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]; 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; s->clip = CLIP32(64, 64); s->fixed = true; Skill *skill = create_default("Blink", s); skill->levelcap = 3; skill->use = skill_blink; 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); 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) { if (r->monster->stats.hp > 0) monster_push(r->monster, player, rm, dir); } } } } 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; s->clip = CLIP32(32, 64); s->fixed = true; Skill *skill = create_default("Erupt", s); skill->levelcap = 3; skill->use = skill_erupt; skill->instantUse = true; skill->resetTime = 3; return skill; } Skill* skill_create(enum SkillType t, Camera *cam) { Skill *skill; switch (t) { case FLURRY: skill = create_flurry(); skill->tooltip = tooltip_create(flurry_tooltip, cam); break; case VAMPIRIC_BLOW: skill = create_vampiric_blow(); skill->tooltip = tooltip_create(vampiric_blow_tooltip, cam); break; case SIP_HEALTH: skill = create_sip_health(); skill->tooltip = tooltip_create(health_tooltip, cam); break; case CHARGE: skill = create_charge(); skill->tooltip = tooltip_create(charge_tooltip, cam); break; case BLINK: skill = create_blink(); skill->tooltip = tooltip_create(blink_tooltip, cam); break; case ERUPT: skill = create_erupt(); skill->tooltip = tooltip_create(erupt_tooltip, cam); break; case DAGGER_THROW: skill = create_throw_dagger(); skill->tooltip = tooltip_create(dagger_tooltip, cam); break; case BASH: skill = create_bash(); skill->tooltip = tooltip_create(bash_tooltip, cam); break; case TRIP: skill = create_trip(); skill->tooltip = tooltip_create(trip_tooltip, cam); break; case BACKSTAB: skill = create_backstab(); skill->tooltip = tooltip_create(backstab_tooltip, cam); break; case PHASE: skill = create_phase(); skill->tooltip = tooltip_create(phase_tooltip, cam); break; default: fatal("Unknown SkillType %u", (unsigned int) t); return NULL; } #ifdef DEBUG skill->levelcap = 1; #endif return skill; } void skill_destroy(Skill *skill) { sprite_destroy(skill->icon); if (skill->tooltip) sprite_destroy(skill->tooltip); free(skill); }