164 lines
4.3 KiB
C
164 lines
4.3 KiB
C
#include "item.h"
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#include "aoe.h"
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#include "player.h"
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#include "skills.h"
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#include "comp/fighter.h"
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#include "comp/physical.h"
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#include "comp/visible.h"
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#include <gint/defs/util.h>
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anim_t const *item_anim(int item)
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{
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if(item == ITEM_LIFE)
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return &anims_item_life;
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else if(item == ITEM_POTION_ATK)
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return &anims_item_potion_atk;
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else if(item == ITEM_POTION_COOLDOWN)
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return &anims_item_potion_cooldown;
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else if(item == ITEM_POTION_DEF)
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return &anims_item_potion_def;
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else if(item == ITEM_POTION_FRZ)
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return &anims_item_potion_frz;
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else if(item == ITEM_POTION_HP)
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return &anims_item_potion_hp;
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else if(item == ITEM_POTION_SPD)
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return &anims_item_potion_spd;
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else if(item == ITEM_SCEPTER1)
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return &anims_item_stick1;
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else if(item == ITEM_SCEPTER2)
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return &anims_item_stick2;
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else if(item == ITEM_SWORD1)
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return &anims_item_sword1;
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else if(item == ITEM_SWORD2)
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return &anims_item_sword2;
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else if(item == ITEM_ARMOR1)
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return &anims_item_armor1;
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return NULL;
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}
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entity_t *item_make(int type, vec2 position)
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{
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entity_t *e = aoe_make(AOE_ITEM, position, fix(9999.0));
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visible_t *v = getcomp(e, visible);
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v->sprite_plane = VERTICAL;
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v->shadow_size = 3;
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v->z = fix(0.35);
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physical_t *p = getcomp(e, physical);
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p->hitbox = (rect){ -fix(4)/16, fix(3)/16, -fix(2)/16, fix(1)/16 };
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aoe_t *aoe = getcomp(e, aoe);
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aoe->origin = NULL;
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aoe->repeat_delay = 0;
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aoe->data.item.type = type;
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anim_t const *anim = item_anim(type);
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if(anim)
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visible_set_anim(e, anim, 1);
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return e;
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}
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bool item_pick_up(int type, entity_t *player)
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{
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fighter_t *f = getcomp(player, fighter);
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if(type == ITEM_LIFE && f) {
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int added = max(f->HP_max / 2, 8);
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f->HP_max += added;
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f->HP += added;
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return true;
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}
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else if(type == ITEM_POTION_ATK && f) {
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/* TODO: Double attack for 10 seconds */
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}
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else if(type == ITEM_POTION_COOLDOWN && f) {
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/* TODO: Restore all cooldowns */
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}
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else if(type == ITEM_POTION_DEF && f) {
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/* TODO: Defense +50% for 10 seconds */
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}
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else if(type == ITEM_POTION_FRZ && f) {
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/* TODO: Freeze all monsters for 5 seconds */
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}
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else if(type == ITEM_POTION_HP && f) {
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int restored = min(max(f->HP_max / 2, 8), f->HP_max - f->HP);
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f->HP += restored;
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return (restored > 0);
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}
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else if(type == ITEM_POTION_SPD && f) {
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/* TODO: Speed +50% for 10 seconds */
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}
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else if(type > ITEM_EQUIPMENT_START && type < ITEM_EQUIPMENT_END
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&& f->player) {
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return player_give_item(player, type);
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}
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return false;
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}
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int item_equipment_slot(int item)
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{
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switch(item) {
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case ITEM_SWORD1: return 0;
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case ITEM_SWORD2: return 0;
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case ITEM_SCEPTER1: return 0;
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case ITEM_SCEPTER2: return 0;
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case ITEM_ARMOR1: return 1;
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default: return -1;
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}
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}
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fighter_stat_model_t item_stat_model(int item)
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{
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switch(item) {
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case ITEM_SWORD1: return (fighter_stat_model_t){
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.ATK = fix(0.4),
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.MAG = fix(0.2),
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};
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case ITEM_SWORD2: return (fighter_stat_model_t){
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.ATK = fix(0.8),
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.MAG = fix(0.3),
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};
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case ITEM_SCEPTER1: return (fighter_stat_model_t){
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.ATK = fix(0.15),
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.DEF = fix(0.1),
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.MAG = fix(0.3),
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};
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case ITEM_SCEPTER2: return (fighter_stat_model_t){
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.ATK = fix(0.3),
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.DEF = fix(0.15),
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.MAG = fix(0.6),
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};
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case ITEM_ARMOR1: return (fighter_stat_model_t){
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.DEF = fix(0.25),
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};
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default: return (fighter_stat_model_t){ 0 };
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}
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}
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void item_skills(int item, int *skill1, int *skill2, int *skill3)
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{
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if(item == ITEM_SWORD1) {
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*skill1 = AOE_SLASH;
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*skill2 = AOE_SHOCK;
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}
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if(item == ITEM_SWORD2) {
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*skill1 = AOE_SLASH;
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*skill2 = AOE_SHOCK;
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}
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if(item == ITEM_SCEPTER1) {
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*skill1 = AOE_SLASH; // TODO: Base ranged attack
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*skill2 = AOE_JUDGEMENT;
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}
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if(item == ITEM_SCEPTER2) {
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*skill1 = AOE_SLASH;
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*skill2 = AOE_JUDGEMENT;
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*skill3 = AOE_BULLET;
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}
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if(item == ITEM_ARMOR1) {
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*skill1 = SKILL_DASH;
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}
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}
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