165 lines
4.4 KiB
C
165 lines
4.4 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 <stdlib.h>
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#include <string.h>
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#include "projectile.h"
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#include "util.h"
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#include "texturecache.h"
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#include "player.h"
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#include "monster.h"
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#include "mixer.h"
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#include "gui.h"
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#include "item_builder.h"
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#include "random.h"
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#include "update_data.h"
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static void
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onDaggerRender(Sprite *s)
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{
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if (s->angle >= 0)
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s->angle += 30;
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else
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s->angle -= 30;
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}
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Projectile *
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projectile_dagger_create(void)
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{
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Projectile *p = projectile_create();
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sprite_set_texture(p->sprite, texturecache_add("Items/ShortWep.png"), 0);
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p->sprite->onRender = onDaggerRender;
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p->sprite->animate = false;
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p->sprite->clip = CLIP16(0, 0);
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p->sprite->dim = (Dimension) { 32, 32 };
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p->sprite->rotationPoint = (SDL_Point) { 16, 16 };
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p->collisionCount = 0;
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p->bounceCount = 0;
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memset(&p->processedSpaces,
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false,
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sizeof(p->processedSpaces[0][0]) * MAP_ROOM_WIDTH * MAP_ROOM_HEIGHT);
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return p;
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}
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Projectile *
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projectile_create(void)
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{
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Projectile *p = ec_malloc(sizeof(Projectile));
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p->sprite = sprite_create();
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p->velocity = VECTOR2D_NODIR;
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p->alive = true;
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p->lifetime = _timer_create();
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p->onRender = NULL;
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timer_start(p->lifetime);
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return p;
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}
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static Position
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get_collision_pos_for(Projectile *p)
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{
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Position collisionPos = p->sprite->pos;
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if (p->velocity.x > 0) collisionPos.x += TILE_DIMENSION;
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if(p->velocity.y > 0) collisionPos.y += TILE_DIMENSION;
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return collisionPos;
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}
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static Position
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get_projectile_pos_for(Projectile *p)
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{
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Position projectilePos = p->sprite->pos;
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if (p->velocity.x < 0) projectilePos.x += TILE_DIMENSION;
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if (p->velocity.y < 0) projectilePos.y += TILE_DIMENSION;
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return projectilePos;
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}
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void
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projectile_update(Projectile *p, UpdateData *data)
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{
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bool alive = false;
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p->sprite->pos.x += (int) (p->velocity.x * data->deltatime);
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p->sprite->pos.y += (int) (p->velocity.y * data->deltatime);
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if (timer_get_ticks(p->lifetime) > 2000)
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p->alive = false;
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Position collisionPos = get_collision_pos_for(p);
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if (!position_in_room(&collisionPos, &data->map->currentRoom)) {
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p->alive = false;
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return;
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}
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Position roomPos = position_to_matrix_coords(&collisionPos);
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if (p->processedSpaces[roomPos.x][roomPos.y])
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return;
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p->processedSpaces[roomPos.x][roomPos.y] = true;
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RoomSpace *space = &data->matrix->spaces[roomPos.x][roomPos.y];
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if (!space->occupied && !space->monster)
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return;
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if (space->player)
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return;
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Position projectilePos = get_projectile_pos_for(p);
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if (space->monster) {
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Stats tmpStats = data->player->stats;
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tmpStats.dmg *= 2;
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CombatResult result = stats_fight(&tmpStats, &space->monster->stats);
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if (result.dmg > 0) {
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gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, result.dmg);
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data->player->stat_data.hits += 1;
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} else {
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gui_log("%s dodged your dagger", space->monster->label);
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}
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monster_hit(space->monster, result.dmg, result.critical);
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player_monster_kill_check(data->player, space->monster);
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alive = player_has_artifact(data->player, PIERCING_DAGGERS) > p->collisionCount;
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projectilePos = space->monster->sprite->pos;
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} else {
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p->bounceCount += 1;
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vector2d_reverse(&p->velocity);
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alive = p->bounceCount < player_has_artifact(data->player, DAGGER_BOUNCE);
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}
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mixer_play_effect(SWORD_HIT);
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if (!alive && get_random(5) <= player_has_artifact(data->player, DAGGER_RECOVERY)) {
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Item *item = item_builder_build_item(DAGGER, 1);
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item->sprite->pos = position_to_tile_pos(&projectilePos);
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linkedlist_append(&data->map->items, item);
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}
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p->alive = alive;
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p->collisionCount++;
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}
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void
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projectile_render(Projectile *p, Camera *cam)
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{
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if (p->onRender)
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p->onRender(p);
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sprite_render(p->sprite, cam);
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}
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void
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projectile_destroy(Projectile *p)
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{
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sprite_destroy(p->sprite);
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timer_destroy(p->lifetime);
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free(p);
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}
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