Fixes working explosions and artifacts
Artifacts: - Explosive daggers - Explosive kills
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68f4e152d3
commit
1d988d7f2f
Binary file not shown.
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@ -77,6 +77,9 @@ artifact_set_effect(Artifact *a, MagicalEffect effect)
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a->info.name = "Stick of dynamite";
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a->info.desc = "You are an explosive slayer";
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break;
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case VOLATILE_DAGGERS:
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a->info.name = "Glowing dagger";
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a->info.desc = "Your daggers are volatile";
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default:
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break;
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}
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@ -92,7 +95,8 @@ static int WarriorArtifacts[] = {
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INCREASED_STUN, // 6
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DAGGER_BOUNCE, // 7
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EXPLOSIVE_KILLS, // 8
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CHARGE_THROUGH // 9
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VOLATILE_DAGGERS, // 9
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CHARGE_THROUGH // 10
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};
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static int RogueArtifacts[] = {
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@ -105,7 +109,8 @@ static int RogueArtifacts[] = {
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INCREASED_STUN, // 6
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DAGGER_BOUNCE, // 7
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EXPLOSIVE_KILLS, // 8
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PHASE_IMPROVEMENT // 9
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VOLATILE_DAGGERS, // 9
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PHASE_IMPROVEMENT // 10
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};
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static int MageArtifacts[] = {
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@ -118,7 +123,8 @@ static int MageArtifacts[] = {
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INCREASED_STUN, // 6
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DAGGER_BOUNCE, // 7
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EXPLOSIVE_KILLS, // 8
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SKILL_RADIUS // 9
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VOLATILE_DAGGERS, // 9
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SKILL_RADIUS // 10
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};
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/* Not in play yet */
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@ -132,7 +138,8 @@ static int PaladinArtifacts[] = {
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INCREASED_STUN, // 6
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DAGGER_BOUNCE, // 7
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EXPLOSIVE_KILLS, // 8
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SKILL_RADIUS // 9
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VOLATILE_DAGGERS, // 9
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SKILL_RADIUS // 10
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};
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/* Not in play yet */
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@ -146,7 +153,8 @@ static int EngineerArtifacts[] = {
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INCREASED_STUN, // 6
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DAGGER_BOUNCE, // 7
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EXPLOSIVE_KILLS, // 8
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PHASE_IMPROVEMENT // 9
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VOLATILE_DAGGERS, // 9
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PHASE_IMPROVEMENT // 10
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};
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static void
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@ -268,6 +276,11 @@ artifact_sprite_for(MagicalEffect effect)
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(32, 0);
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break;
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case VOLATILE_DAGGERS:
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t = texturecache_add("Extras/Artifacts.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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default:
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break;
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}
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@ -33,6 +33,7 @@ typedef enum MagicalEffect {
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SKILL_RADIUS,
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DAGGER_BOUNCE,
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EXPLOSIVE_KILLS,
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VOLATILE_DAGGERS,
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LAST_ARTIFACT_EFFECT // Sentinel
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} MagicalEffect;
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@ -24,6 +24,7 @@
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void
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effect_damage_surroundings(Position *pos,
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RoomMatrix *rm,
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Player *player,
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Stats *attackerStats,
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unsigned int radius,
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unsigned int pushRadius,
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@ -48,7 +49,7 @@ effect_damage_surroundings(Position *pos,
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Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
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for (unsigned int k = 0; k < pushRadius; ++k) {
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monster_push(r->monster,
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roommatrix_get_player(rm),
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player,
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rm,
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dir);
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}
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@ -24,6 +24,7 @@
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void
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effect_damage_surroundings(Position *pos,
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RoomMatrix *rm,
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Player *player,
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Stats *attackerStats,
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unsigned int radius,
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unsigned int pushRadius,
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@ -92,6 +92,7 @@ load_effects(void)
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effects[KEY_PICKUP] = load_effect("Sounds/FX/key_pickup.wav");
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effects[BLINK_EFFECT] = load_effect("Sounds/FX/blink.wav");
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effects[BLAST_EFFECT] = load_effect("Sounds/FX/blast.wav");
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effects[EXPLOSION_EFFECT] = load_effect("Sounds/FX/explosion.wav");
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}
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void
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@ -68,6 +68,7 @@ typedef enum Fx_t {
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KEY_PICKUP,
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BLINK_EFFECT,
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BLAST_EFFECT,
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EXPLOSION_EFFECT,
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LAST_EFFECT
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} Fx;
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78
src/player.c
78
src/player.c
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@ -37,6 +37,7 @@
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#include "trap.h"
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#include "gamecontroller.h"
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#include "event.h"
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#include "effect_util.h"
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#ifdef STEAM_BUILD
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#include "steam/steamworks_api_wrapper.h"
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@ -150,6 +151,17 @@ on_monster_collision(Player *player,
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player->stat_data.misses += 1;
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}
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player_monster_kill_check(player, monster);
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if (monster->stats.hp <= 0 && (player_has_artifact(player, EXPLOSIVE_KILLS))) {
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mixer_play_effect(EXPLOSION_EFFECT);
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particle_engine_fire_explosion(monster->sprite->pos, DIM(32, 32));
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effect_damage_surroundings(&monster->sprite->pos,
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matrix,
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player,
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&player->stats,
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player_has_artifact(player, EXPLOSIVE_KILLS),
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0,
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false);
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}
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if (monster->stats.hp > 0) {
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if (get_random(10) < player_has_artifact(player, PUSH_BACK)) {
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@ -169,7 +181,7 @@ on_monster_collision(Player *player,
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action_spent(player);
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}
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static void
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static void
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player_pickup_artifacts(Player *player, RoomSpace *space)
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{
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LinkedList *artifacts = space->artifacts;
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@ -179,7 +191,7 @@ player_pickup_artifacts(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_interact_objects(Player *player, RoomSpace *space)
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{
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LinkedList *objects = space->objects;
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@ -189,7 +201,7 @@ player_interact_objects(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_collect_items(Player *player, RoomSpace *space)
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{
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LinkedList *items = space->items;
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@ -200,7 +212,7 @@ player_collect_items(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_interact_traps_and_pits(Player *player, RoomSpace *space)
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{
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if (space->lethal) {
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@ -212,7 +224,7 @@ player_interact_traps_and_pits(Player *player, RoomSpace *space)
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}
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}
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static bool
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static bool
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player_has_collided(Player *p, RoomSpace *space)
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{
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if (space->occupied)
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@ -221,7 +233,7 @@ player_has_collided(Player *p, RoomSpace *space)
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return !p->phase_count && space->monster && space->monster->sprite->state != SPRITE_STATE_FALLING;
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}
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static bool
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static bool
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has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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Position roomCoord = position_to_room_coords(&player->sprite->pos);
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@ -254,7 +266,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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else {
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player_collect_items(player, space);
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player_pickup_artifacts(player, space);
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// If not phased or phase will end this turn, react to traps and pits
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if (!player->phase_count || (player->phase_count == 1 && player->stats.speed == (player->stat_data.steps + 1))) {
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player_interact_objects(player, space);
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@ -264,7 +276,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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}
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}
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static void
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static void
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set_clip_for_direction(Player *player, Vector2d *direction)
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{
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if (vector2d_equals(*direction, VECTOR2D_LEFT))
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@ -277,7 +289,7 @@ set_clip_for_direction(Player *player, Vector2d *direction)
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player->sprite->clip.y = 0;
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}
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void
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void
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player_turn(Player *player, Vector2d *direction)
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{
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set_clip_for_direction(player, direction);
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@ -304,7 +316,7 @@ player_turn(Player *player, Vector2d *direction)
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}
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}
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static void
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static void
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move(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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player_turn(player, &direction);
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@ -326,12 +338,12 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
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lastSpace->trap == NULL &&
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lastSpace->objects == NULL &&
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lastSpace->items == NULL
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)
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)
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map_trigger_tile_fall(lastSpace->tile);
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}
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}
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void
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void
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player_sip_health(Player *player)
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{
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bool hasSips = player->class == MAGE ?
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@ -350,7 +362,7 @@ player_sip_health(Player *player)
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}
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}
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static Vector2d
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static Vector2d
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read_direction_from(Input *input)
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{
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if (input_key_is_pressed(input, KEY_LEFT))
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@ -365,7 +377,7 @@ read_direction_from(Input *input)
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return VECTOR2D_NODIR;
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}
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static void
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static void
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handle_next_move(UpdateData *data)
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{
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static unsigned int step = 1;
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@ -405,7 +417,7 @@ handle_next_move(UpdateData *data)
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}
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}
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static void
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static void
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use_skill(Skill *skill, SkillData *skillData)
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{
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skill->active = false;
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@ -415,7 +427,7 @@ use_skill(Skill *skill, SkillData *skillData)
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skill->resetCountdown = skill->resetTime;
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}
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static void
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static void
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check_skill_activation(UpdateData *data)
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{
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// TODO(Linus): This could be "smarter"
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@ -456,7 +468,7 @@ check_skill_activation(UpdateData *data)
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}
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}
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static bool
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static bool
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check_skill_trigger(UpdateData *data)
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{
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Player *player = data->player;
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@ -484,7 +496,7 @@ check_skill_trigger(UpdateData *data)
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return true;
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}
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static void
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static void
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build_sword_animation(Player *p, SDL_Renderer *renderer)
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{
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animation_load_texture(p->swordAnimation, "Extras/SwordSwing.png", renderer);
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@ -502,7 +514,7 @@ build_sword_animation(Player *p, SDL_Renderer *renderer)
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p->swordAnimation->sprite->rotationPoint = (SDL_Point) { 16, 16 };
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}
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Player*
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Player*
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player_create(class_t class, Camera *cam)
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{
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Player *player = malloc(sizeof(Player));
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@ -584,7 +596,7 @@ player_create(class_t class, Camera *cam)
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return player;
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}
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void
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void
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player_reset_on_levelchange(Player *player)
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{
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player->sprite->pos = (Position) {
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@ -602,7 +614,7 @@ ExperienceData player_get_xp_data(Player *p)
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return data;
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}
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void
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void
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player_monster_kill_check(Player *player, Monster *monster)
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{
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if (!monster)
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@ -642,7 +654,7 @@ player_monster_kill_check(Player *player, Monster *monster)
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}
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}
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void
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void
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player_hit(Player *p, unsigned int dmg)
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{
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if (dmg > 0) {
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@ -666,7 +678,7 @@ player_hit(Player *p, unsigned int dmg)
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}
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void
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void
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player_render(Player *player, Camera *cam)
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{
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sprite_set_alpha(player->sprite, player->phase_count ? 150 : 255);
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@ -679,25 +691,25 @@ player_render(Player *player, Camera *cam)
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}
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}
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void
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void
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player_render_toplayer(Player *player, Camera *camera)
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{
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animation_render(player->swordAnimation, camera);
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}
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void
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void
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player_reset_steps(Player *p)
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{
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p->stat_data.steps = 0;
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}
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static void
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static void
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reset_dagger_skill(Player *p)
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{
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p->skills[3]->resetCountdown = 0;
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}
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void
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void
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player_update(UpdateData *data)
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{
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Player *player = data->player;
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@ -737,7 +749,7 @@ player_update(UpdateData *data)
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animation_update(player->swordAnimation);
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}
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static void
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static void
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player_reset(Player *player)
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{
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for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i)
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@ -748,7 +760,7 @@ player_reset(Player *player)
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projectile_destroy(linkedlist_pop(&player->projectiles));
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}
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void
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void
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player_destroy(Player *player)
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{
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player_reset(player);
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@ -768,19 +780,19 @@ player_destroy(Player *player)
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free(player);
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}
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bool
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bool
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player_turn_over(Player *player)
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{
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return player->stat_data.steps >= player->stats.speed;
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}
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Uint32
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Uint32
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player_has_artifact(Player *p, MagicalEffect effect)
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{
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return p->equipment.artifacts[effect].level;
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}
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void
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void
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player_add_artifact(Player *p, Artifact *a)
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{
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if (a->price > p->gold) {
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@ -810,7 +822,7 @@ player_add_artifact(Player *p, Artifact *a)
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p->equipment.hasArtifacts = true;
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}
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void
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void
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player_set_falling(Player *player)
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{
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mixer_play_effect(FALL0 + get_random(1));
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@ -28,6 +28,8 @@
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#include "item_builder.h"
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#include "random.h"
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#include "update_data.h"
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#include "effect_util.h"
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#include "particle_engine.h"
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static void
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onDaggerRender(Sprite *s)
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@ -95,6 +97,22 @@ clear_processed_spaces(Projectile *p)
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sizeof(p->processedSpaces[0][0]) * MAP_ROOM_WIDTH * MAP_ROOM_HEIGHT);
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}
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static void
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perform_dagger_explosion(Player *player, RoomMatrix *rm, Position *collisionPos)
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{
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if (player_has_artifact(player, VOLATILE_DAGGERS)) {
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mixer_play_effect(EXPLOSION_EFFECT);
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particle_engine_fire_explosion(*collisionPos, DIM(32, 32));
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effect_damage_surroundings(collisionPos,
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rm,
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player,
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&player->stats,
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player_has_artifact(player, VOLATILE_DAGGERS),
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0,
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false);
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}
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}
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void
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projectile_update(Projectile *p, UpdateData *data)
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{
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@ -132,6 +150,7 @@ projectile_update(Projectile *p, UpdateData *data)
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if (result.dmg > 0) {
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gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, result.dmg);
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data->player->stat_data.hits += 1;
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perform_dagger_explosion(data->player, data->matrix, &collisionPos);
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} else {
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gui_log("%s dodged your dagger", space->monster->label);
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}
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