209 lines
5.1 KiB
C
209 lines
5.1 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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#include "particle_engine.h"
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#include "player.h"
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#include "random.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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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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case PHASE_IMPROVEMENT:
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a->info.name = "Shadow cloak";
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a->info.desc = "You feel more in phase with the world";
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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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static int WarriorArtifacts[] = {
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IMPROVED_HEARING, // 0
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TRAP_AVOIDANCE, // 1
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PIERCING_DAGGERS, // 2
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DAGGER_RECOVERY, // 3
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PUSH_BACK, // 4
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FEAR_INDUCING, // 5
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INCREASED_STUN, // 6
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CHARGE_THROUGH // 7
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};
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static int RogueArtifacts[] = {
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IMPROVED_HEARING, // 0
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TRAP_AVOIDANCE, // 1
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PIERCING_DAGGERS, // 2
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DAGGER_RECOVERY, // 3
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PUSH_BACK, // 4
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FEAR_INDUCING, // 5
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INCREASED_STUN, // 6
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PHASE_IMPROVEMENT // 7
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};
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Artifact *
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artifact_create_random(Player *p, Uint8 level)
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{
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int option = -1;
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if (p->stats.lvl >= 4)
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option = get_random(7);
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else if (p->stats.lvl >= 3)
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option = get_random(6);
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else
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option = get_random(5);
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int * artifactPool = NULL;
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if (p->class == ROGUE)
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artifactPool = RogueArtifacts;
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else
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artifactPool = WarriorArtifacts;
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Artifact *a = artifact_create(artifactPool[option]);
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a->level = level;
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return a;
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}
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Sprite *
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artifact_sprite_for(MagicalEffect effect)
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{
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Sprite *sprite = sprite_create();
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Texture *t;
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switch (effect) {
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case IMPROVED_HEARING:
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t = texturecache_add("Items/Potion.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(7*16, 4*16);
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break;
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case TRAP_AVOIDANCE:
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t = texturecache_add("Items/Boot.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(5*16, 0);
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break;
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case PIERCING_DAGGERS:
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t = texturecache_add("Items/Rock.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(0, 0);
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break;
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case CHARGE_THROUGH:
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t = texturecache_add("Items/Shield.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(16, 0);
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break;
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case PUSH_BACK:
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t = texturecache_add("Items/Glove.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(0, 0);
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break;
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case DAGGER_RECOVERY:
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t = texturecache_add("Items/LongWep.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(0, 6*16);
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break;
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case INCREASED_STUN:
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t = texturecache_add("Items/Shield.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(4*16, 0);
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break;
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case FEAR_INDUCING:
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t = texturecache_add("Items/Armor.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(6*16, 8*16);
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break;
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case PHASE_IMPROVEMENT:
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t = texturecache_add("Items/Armor.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(1*16, 5*16);
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break;
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default:
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break;
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}
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return sprite;
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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 = artifact_sprite_for(effect);
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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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Position pos = a->sprite->pos;
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pos.x += 4;
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pos.y += 4;
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particle_engine_sparkle(pos, (Dimension) { 24, 24 }, C_PURPLE, false);
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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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