breakhack/src/skillbar.c

450 lines
12 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 <stdlib.h>
#include "defines.h"
#include "skillbar.h"
#include "texture.h"
#include "util.h"
#include "sprite.h"
#include "keyboard.h"
#include "texturecache.h"
#include "particle_engine.h"
#include "update_data.h"
#include "gui.h"
static Uint8 controller_mode = 0;
void
skillbar_set_controller_mode(Uint8 ctrl_mode)
{
controller_mode = ctrl_mode;
}
static Sprite *
create_controller_button_sprite(Position pos, SDL_Rect clip)
{
Texture *t = texturecache_add("Extras/Controller.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->pos = pos;
s->fixed = true;
s->clip = clip;
s->dim = DIM(16, 16);
return s;
}
static void
load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer)
{
Texture *t = texturecache_add(path);
t->dim.width = 16;
t->dim.height = 16;
if (!controller_mode) {
for (unsigned int i = 0; i < 5; ++i) {
char buffer[4];
Sprite *s = sprite_create();
s->pos = (Position) { i * 32 + 20, 20 };
s->dim = (Dimension) { 8, 8 };
s->fixed = true;
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8, 0);
m_sprintf(buffer, 4, "%u", i + 1 < 10 ? i + 1 : 0);
texture_load_from_text(s->textures[0], buffer, C_YELLOW, C_BLACK, renderer);
linkedlist_append(&bar->sprites, s);
}
} else {
Uint8 i = 0;
linkedlist_append(&bar->sprites, create_controller_button_sprite(POS(i++ * 32 + 16, 16), CONTROLLER_BTN(0, controller_mode)));
linkedlist_append(&bar->sprites, create_controller_button_sprite(POS(i++ * 32 + 16, 16), CONTROLLER_BTN(16, controller_mode)));
linkedlist_append(&bar->sprites, create_controller_button_sprite(POS(i++ * 32 + 16, 16), CONTROLLER_BTN(32, controller_mode)));
linkedlist_append(&bar->sprites, create_controller_button_sprite(POS(i++ * 32 + 16, 16), CONTROLLER_BTN(48, controller_mode)));
linkedlist_append(&bar->sprites, create_controller_button_sprite(POS(i++ * 32 + 16, 20), CONTROLLER_BUMPER(32, controller_mode)));
}
}
static void
load_countdown_sprites(SkillBar *bar)
{
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
Sprite *s = sprite_create();
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 14, 1);
s->fixed = true;
s->pos = (Position) { 8 + (32 * i), 8 };
s->dim = (Dimension) { 16, 16 };
bar->countdowns[i] = s;
}
}
static Sprite*
create_frame_sprite(Camera *cam)
{
static SDL_Rect c_top_left = { 1*16, 10*16, 16, 16 };
static SDL_Rect c_top_right = { 3*16, 10*16, 16, 16 };
static SDL_Rect c_center_top = { 2*16, 10*16, 16, 16 };
static SDL_Rect c_center_bottom = { 2*16, 12*16, 16, 16 };
static SDL_Rect c_bottom_left = { 1*16, 12*16, 16, 16 };
static SDL_Rect c_bottom_right = { 3*16, 12*16, 16, 16 };
Sprite *frame = sprite_create();
Texture *texture = texture_create();
texture->dim = (Dimension) { GAME_VIEW_WIDTH, 32 };
frame->textures[0] = texture;
frame->destroyTextures = true;
frame->pos = (Position) { 0, 0 };
frame->dim = (Dimension) { GAME_VIEW_WIDTH, 32 };
frame->fixed = true;
texture_create_blank(texture,
SDL_TEXTUREACCESS_TARGET,
cam->renderer);
SDL_SetRenderTarget(cam->renderer, texture->texture);
SDL_RenderClear(cam->renderer);
Texture *t = texturecache_get("GUI/GUI0.png");
SDL_Rect box = { 0, 0, 16, 16 };
// Render skill squares
for (Uint32 i = 0; i < 5; ++i) {
box.x = i*32;
box.y = 0;
texture_render_clip(t, &box, &c_top_left, cam);
box.y = 16;
texture_render_clip(t, &box, &c_bottom_left, cam);
box.x = i*32 + 16;
box.y = 0;
texture_render_clip(t, &box, &c_top_right, cam);
box.y = 16;
texture_render_clip(t, &box, &c_bottom_right, cam);
}
// Render inventory box
box.x = 5 * 32;
box.y = 0;
texture_render_clip(t, &box, &c_top_left, cam);
box.y = 16;
texture_render_clip(t, &box, &c_bottom_left, cam);
box.x = 5 * 32 + 16;
box.y = 0;
texture_render_clip(t, &box, &c_center_top, cam);
box.y = 16;
texture_render_clip(t, &box, &c_center_bottom, cam);
for (Uint32 i = 6; i < MAP_ROOM_WIDTH - 1; ++i) {
box.x = i*32;
box.y = 0;
texture_render_clip(t, &box, &c_center_top, cam);
box.y = 16;
texture_render_clip(t, &box, &c_center_bottom, cam);
box.x = i * 32 + 16;
box.y = 0;
texture_render_clip(t, &box, &c_center_top, cam);
box.y = 16;
texture_render_clip(t, &box, &c_center_bottom, cam);
}
box.x = (MAP_ROOM_WIDTH - 1) * 32;
box.y = 0;
texture_render_clip(t, &box, &c_center_top, cam);
box.y = 16;
texture_render_clip(t, &box, &c_center_bottom, cam);
box.x = (MAP_ROOM_WIDTH - 1) * 32 + 16;
box.y = 0;
texture_render_clip(t, &box, &c_top_right, cam);
box.y = 16;
texture_render_clip(t, &box, &c_bottom_right, cam);
SDL_SetRenderTarget(cam->renderer, NULL);
return frame;
}
SkillBar *
skillbar_create(Camera *cam)
{
SkillBar *bar = ec_malloc(sizeof(SkillBar));
bar->sprites = linkedlist_create();
bar->activationTimer = _timer_create();
bar->skillSparkleTimer = _timer_create();
bar->lastActivation = 0;
bar->frame = create_frame_sprite(cam);
bar->artifactDisplayOffset = 5 * 32 + 8;
load_texture(bar, "GUI/GUI0.png", cam->renderer);
load_countdown_sprites(bar);
for (Uint32 i = 0; i < LAST_ARTIFACT_EFFECT; ++i) {
bar->artifacts[i].aSprite = artifact_sprite_for(i);
bar->artifacts[i].aSprite->fixed = true;
bar->artifacts[i].lvl = 0;
Sprite *lvlSprite = sprite_create();
lvlSprite->fixed = true;
lvlSprite->dim = DIM(9, 9);
sprite_load_text_texture(lvlSprite, "GUI/SDS_8x8.ttf", 0, 9, 0);
bar->artifacts[i].lvlSprite = lvlSprite;
}
return bar;
}
bool
skillbar_check_skill_activation(SkillBar *bar, Player *player)
{
if (player->stats.lvl == 1)
return false;
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (!player->skills[i])
continue;
if (player->skills[i]->levelcap != player->stats.lvl)
continue;
timer_start(bar->skillSparkleTimer);
}
return timer_started(bar->skillSparkleTimer);
}
static void
render_sprites(SkillBar *bar, Camera *cam)
{
LinkedList *sprites = bar->sprites;
while (sprites) {
sprite_render(sprites->data, cam);
sprites = sprites->next;
}
}
static void
render_activation_indicator(SkillBar *bar, Camera *cam)
{
if (!timer_started(bar->activationTimer))
return;
unsigned int ticks = timer_get_ticks(bar->activationTimer);
if (ticks > 500) {
timer_stop(bar->activationTimer);
return;
}
SDL_Rect square = { (bar->lastActivation - 1) * 32, 0, 32, 32 };
unsigned int opacity = (unsigned int) ticks/2;
SDL_SetRenderDrawColor(cam->renderer, 255, 255, 0, (Uint8)(255 - opacity));
SDL_RenderDrawRect(cam->renderer, &square);
}
static void
render_skill_countdown(SkillBar *bar, int index, unsigned int count, Camera *cam)
{
char buffer[5];
Sprite *s = bar->countdowns[index];
m_sprintf(buffer, 5, "%u", count);
texture_load_from_text(s->textures[0], buffer, C_WHITE, C_BLACK, cam->renderer);
sprite_render(s, cam);
}
static void
render_skills(Player *player, Camera *cam)
{
static SDL_Rect activeSkillBox = { 0, 0, 32, 32 };
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (!player->skills[i])
continue;
Skill *skill = player->skills[i];
if (skill->icon->dim.width >16)
skill->icon->pos = (Position) { i * 32, 0 };
else
skill->icon->pos = (Position) { 8 + i * 32, 8 };
sprite_render(skill->icon, cam);
if (player->skills[i]->active) {
activeSkillBox.x = i * 32;
SDL_SetRenderDrawColor(cam->renderer, 0, 0, 255, 100);
SDL_RenderFillRect(cam->renderer, &activeSkillBox);
}
}
}
static void
render_artifacts(SkillBar *bar, Camera *cam)
{
UNUSED(bar);
for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i) {
if (bar->artifacts[i].lvl == 0)
continue;
sprite_render(bar->artifacts[i].aSprite, cam);
sprite_render(bar->artifacts[i].lvlSprite, cam);
}
}
static void
render_skill_unavailable(SkillBar *bar, Player *player, Camera *cam)
{
static SDL_Rect unavailableSkillBox = { 0, 0, 32, 32 };
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
bool unavailable = false;
SDL_Color color;
if (!player->skills[i])
continue;
Skill *skill = player->skills[i];
if (skill->levelcap > player->stats.lvl) {
unavailable = true;
color = (SDL_Color) { 0, 0, 0, 220 };
} else if (skill->resetCountdown
|| (skill->available && !skill->available(player)))
{
unavailable = true;
color = (SDL_Color) { 255, 0, 0, 70 };
}
if (unavailable) {
unavailableSkillBox.x = i * 32;
SDL_SetRenderDrawColor(cam->renderer, UNPACK_COLOR(color));
SDL_RenderFillRect(cam->renderer, &unavailableSkillBox);
if (skill->resetCountdown) {
render_skill_countdown(bar,
i,
skill->resetCountdown,
cam);
}
}
}
}
static void
render_skill_sparkles(SkillBar *bar, Player *player)
{
if (timer_get_ticks(bar->skillSparkleTimer) > 1500) {
timer_stop(bar->skillSparkleTimer);
return;
}
if (player->stats.lvl == 1) {
return;
}
Position pos = { 0, GAME_VIEW_HEIGHT };
Dimension dim = { 32, 32 };
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (!player->skills[i])
continue;
else if (player->skills[i]->levelcap != player->stats.lvl)
continue;
pos.x += 32 * i;
particle_engine_sparkle(pos, dim, C_WHITE, true);
}
}
void
skillbar_render(SkillBar *bar, Player *player, Camera *cam)
{
sprite_render(bar->frame, cam);
render_skills(player, cam);
render_artifacts(bar, cam);
render_sprites(bar, cam);
render_skill_unavailable(bar, player, cam);
render_activation_indicator(bar, cam);
if (timer_started(bar->skillSparkleTimer))
render_skill_sparkles(bar, player);
}
void
skillbar_update(SkillBar *bar, UpdateData *data)
{
Input *input = data->input;
for (int i = 0; i < 5; ++i) {
if (!data->player->skills[i])
continue;
if (input_modkey_is_pressed(input, KEY_SHIFT_NUM1 << i)) {
data->gui->activeTooltip = data->player->skills[i]->tooltip;
return;
}
}
Uint32 key = 0;
for (int i = 0; i < 5; ++i) {
if (!input_key_is_pressed(input, KEY_NUM0 << i))
continue;
key = i;
break;
}
if (key != 0) {
bar->lastActivation = key;
timer_start(bar->activationTimer);
}
for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i) {
if (data->player->equipment.artifacts[i].level == bar->artifacts[i].lvl)
continue;
Uint32 origLevel = bar->artifacts[i].lvl;
bar->artifacts[i].lvl = data->player->equipment.artifacts[i].level;
char lvl[4];
m_sprintf(lvl, 4, "%u", bar->artifacts[i].lvl);
texture_load_from_text(bar->artifacts[i].lvlSprite->textures[0],
lvl, C_PURPLE, C_WHITE, data->cam->renderer);
// Only update position if this is the first pickup
if (origLevel == 0) {
bar->artifacts[i].lvlSprite->pos.x = bar->artifactDisplayOffset + 12;
bar->artifacts[i].lvlSprite->pos.y = 16;
bar->artifacts[i].aSprite->pos.x = bar->artifactDisplayOffset;
bar->artifacts[i].aSprite->pos.y = 8;
bar->artifactDisplayOffset += 32;
}
}
}
void
skillbar_reset(SkillBar *bar)
{
bar->artifactDisplayOffset = 5 * 32 + 8;
}
void
skillbar_destroy(SkillBar *bar)
{
while (bar->sprites)
sprite_destroy(linkedlist_pop(&bar->sprites));
for (Uint32 i = 0; i < PLAYER_SKILL_COUNT; ++i)
if (bar->countdowns[i])
sprite_destroy(bar->countdowns[i]);
for (Uint32 i = 0; i < LAST_ARTIFACT_EFFECT; ++i) {
sprite_destroy(bar->artifacts[i].aSprite);
sprite_destroy(bar->artifacts[i].lvlSprite);
}
sprite_destroy(bar->frame);
timer_destroy(bar->activationTimer);
timer_destroy(bar->skillSparkleTimer);
free(bar);
}