449 lines
11 KiB
C
449 lines
11 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 "texturecache.h"
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#include "skill.h"
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#include "util.h"
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#include "player.h"
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#include "roommatrix.h"
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#include "stats.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 "random.h"
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#include "particle_engine.h"
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#include "projectile.h"
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#include "linkedlist.h"
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#include "item.h"
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#include "animation.h"
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#include "artifact.h"
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#include "trap.h"
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static Skill *
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create_default(const char *s_label, Sprite *s)
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{
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Skill *skill = ec_malloc(sizeof(Skill));
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m_strcpy(skill->label, 20, s_label);
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skill->resetTime = 5;
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skill->resetCountdown = 0;
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skill->icon = s;
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skill->actionRequired = true;
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skill->instantUse = false;
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skill->active = false;
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skill->available = NULL;
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skill->use = NULL;
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skill->levelcap = 1;
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return skill;
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}
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static bool
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skill_use_flurry(Skill *skill, SkillData *data)
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{
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UNUSED (skill);
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Position playerPos = position_to_matrix_coords(&data->player->sprite->pos);
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Position targetPos = playerPos;
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targetPos.x += (int) data->direction.x;
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targetPos.y += (int) data->direction.y;
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player_turn(data->player, &data->direction);
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if (!position_in_roommatrix(&targetPos)) {
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return false;
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}
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animation_run(data->player->swordAnimation);
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Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(TRIPPLE_SWING);
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if (monster) {
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gui_log("You attack %s with a flurry of strikes", monster->lclabel);
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unsigned int hitCount = 0;
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for (size_t i = 0; i < 3; ++i) {
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unsigned int originalHp = monster->stats.hp;
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0 && originalHp > 0) {
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gui_log("You hit for %u damage", dmg);
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hitCount++;
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}
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monster_hit(monster, dmg);
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}
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if (hitCount == 1) {
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mixer_play_effect(SWORD_HIT);
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} else if (hitCount == 2) {
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mixer_play_effect(DOUBLE_SWORD_HIT);
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} else if (hitCount == 3) {
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mixer_play_effect(TRIPPLE_SWORD_HIT);
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}
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data->player->stat_data.hits += hitCount;
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} else {
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gui_log("You swing at thin air with a flurry of strikes");
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}
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player_monster_kill_check(data->player, monster);
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return true;
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}
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static Skill *
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create_flurry(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(0, 0);
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s->fixed = true;
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Skill *skill = create_default("Flurry", s);
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skill->levelcap = 2;
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skill->use = skill_use_flurry;
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return skill;
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}
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static bool
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skill_throw_dagger_available(Player *player)
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{
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return player->daggers > 0;
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}
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static bool
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skill_throw_dagger(Skill *skill, SkillData *data)
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{
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UNUSED(skill);
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if (data->player->daggers == 0)
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return false;
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data->player->daggers--;
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Projectile *p = projectile_dagger_create();
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if (vector2d_equals(VECTOR2D_UP, data->direction)) {
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p->velocity = (Vector2d) { 0, -DAGGER_VELOCITY };
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p->sprite->flip = SDL_FLIP_VERTICAL;
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}
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else if (vector2d_equals(VECTOR2D_DOWN, data->direction)) {
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p->velocity = (Vector2d) { 0, DAGGER_VELOCITY };
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p->sprite->flip = SDL_FLIP_HORIZONTAL;
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}
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else if (vector2d_equals(VECTOR2D_RIGHT, data->direction)) {
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p->velocity = (Vector2d) { DAGGER_VELOCITY, 0 };
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p->sprite->flip = SDL_FLIP_HORIZONTAL;
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}
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else {
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p->velocity = (Vector2d) { -DAGGER_VELOCITY, 0 };
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p->sprite->angle = -270;
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}
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player_turn(data->player, &data->direction);
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mixer_play_effect(SWOOSH);
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p->sprite->pos = data->player->sprite->pos;
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linkedlist_append(&data->player->projectiles, p);
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return true;
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}
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static Skill *
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create_throw_dagger(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(64, 0);
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s->fixed = true;
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Skill *skill = create_default("Throw dagger", s);
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skill->levelcap = 1;
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skill->instantUse = false;
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skill->resetTime = 1;
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skill->available = skill_throw_dagger_available;
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skill->use = skill_throw_dagger;
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skill->actionRequired = false;
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return skill;
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}
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static bool
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skill_bash(Skill *skill, SkillData *data)
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{
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UNUSED (skill);
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Position playerPos = position_to_matrix_coords(&data->player->sprite->pos);
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Position targetPos = playerPos;
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targetPos.x += (int) data->direction.x;
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targetPos.y += (int) data->direction.y;
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player_turn(data->player, &data->direction);
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if (!position_in_roommatrix(&targetPos)) {
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return false;
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}
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animation_run(data->player->swordAnimation);
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Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(SWING0);
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if (monster) {
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gui_log("You bash %s with your shield", monster->lclabel);
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0) {
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gui_log("You hit for %u damage", dmg);
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if (monster->stats.hp > 0) {
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gui_log("%s seems dazed and confused", monster->label);
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monster_set_state(monster, STUNNED,
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(Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN)));
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}
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mixer_play_effect(SLAM);
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data->player->stat_data.hits += 1;
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} else {
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gui_log("You missed %s", monster->lclabel);
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}
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monster_hit(monster, dmg);
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} else {
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gui_log("You bash your shield at nothing");
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}
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player_monster_kill_check(data->player, monster);
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return true;
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}
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static Skill *
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create_bash(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(96, 0);
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s->fixed = true;
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Skill *skill = create_default("Bash", s);
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skill->levelcap = 3;
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skill->instantUse = false;
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skill->resetTime = 2;
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skill->available = NULL;
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skill->use = skill_bash;
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skill->actionRequired = true;
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return skill;
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}
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static bool
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skill_sip_health_available(Player *player)
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{
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return player->potion_sips > 0 && player->stats.hp != player->stats.maxhp;
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}
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static bool
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skill_sip_health(Skill *skill, SkillData *data)
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{
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UNUSED (skill);
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player_sip_health(data->player);
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return true;
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}
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static Skill *
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create_sip_health(void)
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{
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Texture *t = texturecache_add("Items/Potion.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = DEFAULT_DIMENSION;
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s->clip = CLIP16(0, 0);
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s->fixed = true;
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Skill *skill = create_default("Sip health", s);
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skill->levelcap = 1;
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skill->instantUse = true;
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skill->available = skill_sip_health_available;
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skill->use = skill_sip_health;
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skill->resetTime = 0;
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return skill;
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}
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static void
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skill_charge_check_path(SkillData *data,
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Position origin,
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Position dest)
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{
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RoomMatrix *matrix = data->matrix;
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Player *player = data->player;
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Position itPos = origin;
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Position lastPos = dest;
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lastPos.x += (int) data->direction.x * 2;
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lastPos.y += (int) data->direction.y * 2;
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Uint8 steps = 1;
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while (position_in_roommatrix(&itPos) && !position_equals(&itPos, &lastPos)) {
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RoomSpace *space = &matrix->spaces[itPos.x][itPos.y];
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if (space->monster) {
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Monster *monster = matrix->spaces[itPos.x][itPos.y].monster;
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Stats tmpStats = player->stats;
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tmpStats.dmg *= steps > 0 ? steps : 1;
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mixer_play_effect(SWING0 + get_random(3) - 1);
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unsigned int dmg = stats_fight(&tmpStats, &monster->stats);
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if (dmg > 0) {
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gui_log("You charged %s for %u damage", monster->lclabel, dmg);
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mixer_play_effect(SWORD_HIT);
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data->player->stat_data.hits += 1;
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}
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monster_hit(monster, dmg);
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player_monster_kill_check(data->player, monster);
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}
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// Pick up items in the path
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LinkedList *items = space->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_collected(item, player);
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}
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LinkedList *artifacts = space->artifacts;
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while (artifacts != NULL) {
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Artifact *artifact = artifacts->data;
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artifacts = artifacts->next;
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player_add_artifact(player, artifact);
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}
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if (space->trap)
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space->trap->sprite->animate = true;
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itPos.x += (int) data->direction.x;
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itPos.y += (int) data->direction.y;
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steps++;
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}
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}
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static bool
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skill_charge(Skill *skill, SkillData *data)
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{
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UNUSED(skill);
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Player *player = data->player;
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RoomMatrix *matrix = data->matrix;
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Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
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Position destination = playerStartPos;
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// Find collider
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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Uint32 passThroughCount = 0;
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Uint32 chargeThroughLvl = player_has_artifact(data->player, CHARGE_THROUGH);
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Position lastAvailableDest = playerStartPos;
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while (position_in_roommatrix(&destination))
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{
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if (space->occupied) {
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if (!space->monster || passThroughCount >= chargeThroughLvl)
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break;
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else
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passThroughCount++;
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} else {
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lastAvailableDest = destination;
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}
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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space = &matrix->spaces[destination.x][destination.y];
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}
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destination = lastAvailableDest;
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// Move player
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Position playerOriginPos = player->sprite->pos;
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Sint32 xdiff = destination.x - playerStartPos.x;
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Sint32 ydiff = destination.y - playerStartPos.y;
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player->sprite->pos.x += xdiff * TILE_DIMENSION;
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player->sprite->pos.y += ydiff * TILE_DIMENSION;
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Position playerDestinationPos = player->sprite->pos;
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player_turn(data->player, &data->direction);
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// Add motion particles
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bool horizontal = data->direction.x != 0;
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Dimension particleArea;
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if (horizontal)
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particleArea = (Dimension) { abs(xdiff) * TILE_DIMENSION, TILE_DIMENSION };
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else
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particleArea = (Dimension) { TILE_DIMENSION, abs(ydiff) * TILE_DIMENSION };
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Position speedLinePos;
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if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y)
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speedLinePos = playerOriginPos;
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else
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speedLinePos = playerDestinationPos;
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particle_engine_speed_lines(speedLinePos, particleArea, horizontal);
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mixer_play_effect(SWOOSH);
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skill_charge_check_path(data, playerStartPos, destination);
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return true;
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}
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static Skill *
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create_charge(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(32, 0);
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s->fixed = true;
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Skill *skill = create_default("Charge", s);
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skill->levelcap = 4;
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skill->use = skill_charge;
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return skill;
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}
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Skill*
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skill_create(enum SkillType t)
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{
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Skill *skill;
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switch (t) {
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case FLURRY:
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skill = create_flurry();
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break;
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case SIP_HEALTH:
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skill = create_sip_health();
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break;
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case CHARGE:
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skill = create_charge();
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break;
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case DAGGER_THROW:
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skill = create_throw_dagger();
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break;
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case BASH:
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skill = create_bash();
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break;
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default:
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fatal("Unknown SkillType %u", (unsigned int) t);
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return NULL;
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}
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#ifdef DEBUG_SKILLS
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skill->levelcap = 1;
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#endif
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return skill;
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}
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void
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skill_destroy(Skill *skill)
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{
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sprite_destroy(skill->icon);
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free(skill);
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}
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