RogueLife/src/item.c

242 lines
6.2 KiB
C

#include "item.h"
#include "aoe.h"
#include "player.h"
#include "skills.h"
#include "comp/fighter.h"
#include "comp/physical.h"
#include "comp/visible.h"
#include <gint/defs/util.h>
anim_t const *item_anim(int item)
{
if(item == ITEM_LIFE)
return &anims_item_life;
else if(item == ITEM_POTION_ATK)
return &anims_item_potion_atk;
else if(item == ITEM_POTION_COOLDOWN)
return &anims_item_potion_cooldown;
else if(item == ITEM_POTION_DEF)
return &anims_item_potion_def;
else if(item == ITEM_POTION_FRZ)
return &anims_item_potion_frz;
else if(item == ITEM_POTION_HP)
return &anims_item_potion_hp;
else if(item == ITEM_POTION_SPD)
return &anims_item_potion_spd;
else if(item == ITEM_SCEPTER1)
return &anims_item_stick1;
else if(item == ITEM_SCEPTER2)
return &anims_item_stick2;
else if(item == ITEM_SWORD1)
return &anims_item_sword1;
else if(item == ITEM_SWORD2)
return &anims_item_sword2;
else if(item == ITEM_ARMOR1)
return &anims_item_armor1;
return NULL;
}
char const *item_name(int item)
{
if(item == ITEM_LIFE)
return "Heart transpl.";
else if(item == ITEM_POTION_ATK)
return "Berserk elixir";
else if(item == ITEM_POTION_COOLDOWN)
return "Quick reload";
else if(item == ITEM_POTION_DEF)
return "Turtle potion";
else if(item == ITEM_POTION_FRZ)
return "Time freeze";
else if(item == ITEM_POTION_HP)
return "Health potion";
else if(item == ITEM_POTION_SPD)
return "Speed potion";
else if(item == ITEM_SCEPTER1)
return "Cypress wand";
else if(item == ITEM_SCEPTER2)
return "Holy staff";
else if(item == ITEM_SWORD1)
return "Short sword";
else if(item == ITEM_SWORD2)
return "Golden blade";
else if(item == ITEM_ARMOR1)
return "Leather armor";
return "???";
}
int item_buff_color(int item)
{
if(item == ITEM_LIFE)
return C_RGB(31, 0, 31);
else if(item == ITEM_POTION_ATK)
return C_RGB(31, 16, 16);
else if(item == ITEM_POTION_COOLDOWN)
return C_BLUE;
else if(item == ITEM_POTION_DEF)
return C_RGB(0, 15, 31);
else if(item == ITEM_POTION_FRZ)
return 0x5555;
else if(item == ITEM_POTION_HP)
return C_RGB(0, 31, 0);
else if(item == ITEM_POTION_SPD)
return C_RGB(31, 31, 0);
return -1;
}
char const *item_description(int item)
{
if(item == ITEM_LIFE)
return NULL;
else if(item == ITEM_POTION_ATK)
return NULL;
else if(item == ITEM_POTION_COOLDOWN)
return NULL;
else if(item == ITEM_POTION_DEF)
return NULL;
else if(item == ITEM_POTION_FRZ)
return "Freezes time\nfor 5 sec.";
else if(item == ITEM_POTION_HP)
return "Restores 50% HP";
else if(item == ITEM_POTION_SPD)
return NULL;
else if(item == ITEM_SCEPTER1)
return "On level up:\n ATK+1 MAG+3 DEF+1";
else if(item == ITEM_SCEPTER2)
return "On level up:\n MAG+5 DEF+1";
else if(item == ITEM_SWORD1)
return "On level up:\n ATK+3 MAG+1";
else if(item == ITEM_SWORD2)
return "On level up:\n ATK+5 MAG+0";
else if(item == ITEM_ARMOR1)
return "On level up:\n DEF+2";
return NULL;
}
entity_t *item_make(int type, vec2 position)
{
entity_t *e = aoe_make(AOE_ITEM, position, fix(9999.0));
visible_t *v = getcomp(e, visible);
v->sprite_plane = VERTICAL;
v->shadow_size = 3;
v->z = fix(0.35);
physical_t *p = getcomp(e, physical);
p->hitbox = (rect){ -fix(4)/16, fix(3)/16, -fix(2)/16, fix(1)/16 };
aoe_t *aoe = getcomp(e, aoe);
aoe->origin = NULL;
aoe->repeat_delay = 0;
aoe->data.item.type = type;
anim_t const *anim = item_anim(type);
if(anim)
visible_set_anim(e, anim, 1);
return e;
}
bool item_use(int type, game_t *game, entity_t *player)
{
fighter_t *f = getcomp(player, fighter);
if(type == ITEM_LIFE && f) {
int added = max(f->HP_max / 2, 8);
f->HP_max += added;
f->HP += added;
return true;
}
else if(type == ITEM_POTION_ATK && f) {
/* TODO: Double attack for 10 seconds */
}
else if(type == ITEM_POTION_COOLDOWN && f) {
for(int i = 0; i < 6; i++) {
f->actions_cooldown[i] = 0;
}
return true;
}
else if(type == ITEM_POTION_DEF && f) {
/* TODO: Defense +50% for 10 seconds */
}
else if(type == ITEM_POTION_FRZ && f) {
game_freeze(game, fix(5.0));
return true;
}
else if(type == ITEM_POTION_HP && f) {
int restored = min(max(f->HP_max / 2, 8), f->HP_max - f->HP);
f->HP += restored;
return (restored > 0);
}
else if(type == ITEM_POTION_SPD && f) {
/* TODO: Speed +50% for 10 seconds */
}
return false;
}
int item_equipment_slot(int item)
{
switch(item) {
case ITEM_SWORD1: return 0;
case ITEM_SWORD2: return 0;
case ITEM_SCEPTER1: return 0;
case ITEM_SCEPTER2: return 0;
case ITEM_ARMOR1: return 1;
default: return -1;
}
}
fighter_stats_t item_stat_model(int item)
{
fighter_stats_t m = { 0 };
switch(item) {
case ITEM_SWORD1:
m.ATK = 3;
m.MAG = 1;
break;
case ITEM_SWORD2:
m.ATK = 5;
m.MAG = 0;
break;
case ITEM_SCEPTER1:
m.ATK = 1;
m.MAG = 3;
m.DEF = 1;
break;
case ITEM_SCEPTER2:
m.MAG = 5;
m.DEF = 1;
break;
case ITEM_ARMOR1:
m.DEF = 2;
break;
}
return m;
}
void item_skills(int item, int *skill1, int *skill2, int *skill3)
{
if(item == ITEM_SWORD1) {
*skill1 = AOE_SLASH;
*skill2 = AOE_SHOCK;
}
if(item == ITEM_SWORD2) {
*skill1 = AOE_SLASH;
*skill2 = AOE_SHOCK;
}
if(item == ITEM_SCEPTER1) {
*skill1 = AOE_PROJECTILE_FAST;
*skill2 = AOE_JUDGEMENT;
}
if(item == ITEM_SCEPTER2) {
*skill1 = AOE_PROJECTILE_FAST;
*skill2 = AOE_JUDGEMENT;
*skill3 = AOE_BULLET;
}
if(item == ITEM_ARMOR1) {
*skill1 = SKILL_DASH;
}
}