breakhack/src/artifact.c

235 lines
5.7 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"
#include "particle_engine.h"
#include "player.h"
#include "random.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";
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;
case PHASE_IMPROVEMENT:
a->info.name = "Shadow cloak";
a->info.desc = "You feel more in phase with the world";
break;
default:
break;
}
}
static int WarriorArtifacts[] = {
IMPROVED_HEARING, // 0
TRAP_AVOIDANCE, // 1
PIERCING_DAGGERS, // 2
DAGGER_RECOVERY, // 3
PUSH_BACK, // 4
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
CHARGE_THROUGH // 7
};
static int RogueArtifacts[] = {
IMPROVED_HEARING, // 0
TRAP_AVOIDANCE, // 1
PIERCING_DAGGERS, // 2
DAGGER_RECOVERY, // 3
PUSH_BACK, // 4
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
PHASE_IMPROVEMENT // 7
};
Artifact *
artifact_create_random(Player *p, Uint8 level)
{
int option = -1;
if (p->stats.lvl >= 4)
option = get_random(7);
else if (p->stats.lvl >= 3)
option = get_random(6);
else
option = get_random(5);
int * artifactPool = NULL;
if (p->class == ROGUE)
artifactPool = RogueArtifacts;
else
artifactPool = WarriorArtifacts;
Artifact *a = artifact_create(artifactPool[option]);
a->level = level;
return a;
}
void
artifact_add_price(Artifact *a, unsigned int price, SDL_Renderer *renderer)
{
Sprite *sprite = sprite_create();
sprite_load_text_texture(sprite, "GUI/SDS_8x8.ttf", 0, 8, 1);
char priceLabel[9];
m_sprintf(priceLabel, 9, "$%d", price);
texture_load_from_text(sprite->textures[0],
priceLabel,
C_YELLOW,
C_BLACK,
renderer);
sprite->dim = sprite->textures[0]->dim;
a->price = price;
a->priceSprite = sprite;
}
Sprite *
artifact_sprite_for(MagicalEffect effect)
{
Sprite *sprite = sprite_create();
Texture *t;
switch (effect) {
case IMPROVED_HEARING:
t = texturecache_add("Items/Potion.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(7*16, 4*16);
break;
case TRAP_AVOIDANCE:
t = texturecache_add("Items/Boot.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(5*16, 0);
break;
case PIERCING_DAGGERS:
t = texturecache_add("Items/Rock.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(0, 0);
break;
case CHARGE_THROUGH:
t = texturecache_add("Items/Shield.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(16, 0);
break;
case PUSH_BACK:
t = texturecache_add("Items/Glove.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(0, 0);
break;
case DAGGER_RECOVERY:
t = texturecache_add("Items/LongWep.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(0, 6*16);
break;
case INCREASED_STUN:
t = texturecache_add("Items/Shield.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(4*16, 0);
break;
case FEAR_INDUCING:
t = texturecache_add("Items/Armor.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(6*16, 8*16);
break;
case PHASE_IMPROVEMENT:
t = texturecache_add("Items/Armor.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(1*16, 5*16);
break;
default:
break;
}
return sprite;
}
Artifact *
artifact_create(MagicalEffect effect)
{
Artifact *a = ec_malloc(sizeof(Artifact));
a->sprite = artifact_sprite_for(effect);
a->priceSprite = NULL;
a->sprite->dim = GAME_DIMENSION;
a->collected = false;
a->level = 1;
a->price = 0;
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);
Position pos = a->sprite->pos;
pos.x += 4;
pos.y += 4;
particle_engine_sparkle(pos, (Dimension) { 24, 24 }, C_PURPLE, false);
if (a->priceSprite)
sprite_render(a->priceSprite, cam);
}
void
artifact_destroy(Artifact *a)
{
sprite_destroy(a->sprite);
if (a->priceSprite)
sprite_destroy(a->priceSprite);
free(a);
}