breakhack/src/artifact.c

100 lines
2.5 KiB
C

/*
* 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 "artifact.h"
#include "util.h"
#include "texturecache.h"
static void
artifact_set_effect(Artifact *a, MagicalEffect effect)
{
a->effect = effect;
switch (effect) {
case IMPROVED_HEARING:
a->info.name = "Potion of ear juice";
a->info.desc = "Your hearing is slightly improved";
break;
case TRAP_AVOIDANCE:
a->info.name = "Boot with nails inside";
a->info.desc = "You are lighter on your feet";
break;
case PIERCING_DAGGERS:
a->info.name = "Whetstone";
a->info.desc = "Your daggers are sharper";
Texture *t = texturecache_add("Items/Rock.png");
sprite_set_texture(a->sprite, t, 0);
a->sprite->clip = CLIP16(0, 0);
break;
case CHARGE_THROUGH:
a->info.name = "Greasy shield";
a->info.desc = "You glide through obstructions";
break;
case PUSH_BACK:
a->info.name = "Glove of strength";
a->info.desc = "Your arm is stronger";
break;
case DAGGER_RECOVERY:
a->info.name = "Forging hammer";
a->info.desc = "Your daggers are more durable";
break;
case INCREASED_STUN:
a->info.name = "Solid shield";
a->info.desc = "Your shield is harder";
break;
case FEAR_INDUCING:
a->info.name = "Ugly shirt";
a->info.desc = "You look disgusting";
break;
default:
break;
}
}
Artifact *
artifact_create(MagicalEffect effect)
{
Artifact *a = ec_malloc(sizeof(Artifact));
a->sprite = sprite_create();
a->sprite->dim = GAME_DIMENSION;
a->collected = false;
a->level = 1;
artifact_set_effect(a, effect);
return a;
}
Artifact *
artifact_copy(Artifact *a)
{
Artifact *new = ec_malloc(sizeof(Artifact));
*new = *a;
return new;
}
void
artifact_render(Artifact *a, Camera *cam)
{
sprite_render(a->sprite, cam);
}
void
artifact_destroy(Artifact *a)
{
sprite_destroy(a->sprite);
free(a);
}