/* * 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 "projectile.h" #include "util.h" #include "texturecache.h" #include "player.h" #include "monster.h" #include "mixer.h" #include "gui.h" #include "item_builder.h" #include "random.h" static void onDaggerRender(Sprite *s) { if (!timer_started(s->renderTimer)) timer_start(s->renderTimer); if (timer_get_ticks(s->renderTimer) > 60) { timer_start(s->renderTimer); s->clip.x += 16; s->clip.x = s->clip.x % 64; } } Projectile * projectile_dagger_create(void) { Projectile *p = projectile_create(); sprite_set_texture(p->sprite, texturecache_add("Extras/Dagger.png"), 0); p->sprite->onRender = onDaggerRender; p->sprite->animate = false; p->sprite->clip = CLIP16(0, 0); p->sprite->dim = (Dimension) { 32, 32 }; return p; } Projectile * projectile_create(void) { Projectile *p = ec_malloc(sizeof(Projectile)); p->sprite = sprite_create(); p->velocity = VECTOR2D_NODIR; p->alive = true; p->lifetime = timer_create(); p->onRender = NULL; timer_start(p->lifetime); return p; } void projectile_update(Projectile *p, Player *player, RoomMatrix *rm, float deltatime) { p->sprite->pos.x += (int) (p->velocity.x * deltatime); p->sprite->pos.y += (int) (p->velocity.y * deltatime); if (timer_get_ticks(p->lifetime) > 2000) p->alive = false; Position collisionPos = p->sprite->pos; if (p->velocity.x > 0) collisionPos.x += TILE_DIMENSION; else if(p->velocity.y > 0) collisionPos.y += TILE_DIMENSION; Position roomPos = position_to_matrix_coords(&collisionPos); RoomSpace *space = &rm->spaces[roomPos.x][roomPos.y]; if (!space->occupied) return; if (space->player) return; if (space->monster) { Uint32 dmg = stats_fight(&player->stats, &space->monster->stats); if (dmg > 0) { gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, dmg); mixer_play_effect(SWORD_HIT); player->hits += 1; } /* * TODO(Linus): This can be fixed so that daggers * can be retrieved. Probably best to create an "UpdateData" container that * can be sent as arguments down the update queue. if (get_random(1) == 0) { debug("Adding dagger item"); Item *item = item_builder_build_item(DAGGER, 1); item->sprite->pos = space->monster->sprite->pos; linkedlist_append(&map->items, item); } */ monster_hit(space->monster, dmg); } p->alive = false; } void projectile_render(Projectile *p, Camera *cam) { if (p->onRender) p->onRender(p); sprite_render(p->sprite, cam); } void projectile_destroy(Projectile *p) { sprite_destroy(p->sprite); timer_destroy(p->lifetime); free(p); }