100 lines
2.5 KiB
C
100 lines
2.5 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "artifact.h"
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#include "util.h"
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#include "texturecache.h"
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static void
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artifact_set_effect(Artifact *a, MagicalEffect effect)
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{
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a->effect = effect;
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switch (effect) {
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case IMPROVED_HEARING:
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a->info.name = "Potion of ear juice";
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a->info.desc = "Your hearing is slightly improved";
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break;
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case TRAP_AVOIDANCE:
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a->info.name = "Boot with nails inside";
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a->info.desc = "You are lighter on your feet";
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break;
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case PIERCING_DAGGERS:
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a->info.name = "Whetstone";
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a->info.desc = "Your daggers are sharper";
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Texture *t = texturecache_add("Items/Rock.png");
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sprite_set_texture(a->sprite, t, 0);
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a->sprite->clip = CLIP16(0, 0);
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break;
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case CHARGE_THROUGH:
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a->info.name = "Greasy shield";
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a->info.desc = "You glide through obstructions";
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break;
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case PUSH_BACK:
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a->info.name = "Glove of strength";
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a->info.desc = "Your arm is stronger";
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break;
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case DAGGER_RECOVERY:
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a->info.name = "Forging hammer";
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a->info.desc = "Your daggers are more durable";
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break;
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case INCREASED_STUN:
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a->info.name = "Solid shield";
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a->info.desc = "Your shield is harder";
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break;
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case FEAR_INDUCING:
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a->info.name = "Ugly shirt";
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a->info.desc = "You look disgusting";
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break;
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default:
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break;
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}
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}
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Artifact *
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artifact_create(MagicalEffect effect)
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{
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Artifact *a = ec_malloc(sizeof(Artifact));
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a->sprite = sprite_create();
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a->sprite->dim = GAME_DIMENSION;
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a->collected = false;
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a->level = 1;
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artifact_set_effect(a, effect);
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return a;
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}
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Artifact *
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artifact_copy(Artifact *a)
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{
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Artifact *new = ec_malloc(sizeof(Artifact));
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*new = *a;
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return new;
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}
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void
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artifact_render(Artifact *a, Camera *cam)
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{
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sprite_render(a->sprite, cam);
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}
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void
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artifact_destroy(Artifact *a)
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{
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sprite_destroy(a->sprite);
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free(a);
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}
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