Adds sentinel monster behaviour.
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a66f16de79
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@ -42,7 +42,8 @@ local behaviour = {
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normal = 1,
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hostile = 2,
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guerilla = 3,
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coward = 4
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coward = 4,
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sentinel = 5
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}
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local stats = {
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@ -60,6 +61,13 @@ local stats = {
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def = 0,
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speed = 1
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},
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misc = {
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hp = 18,
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dmg = 2,
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atk = 0,
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def = 0,
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speed = 1
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},
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dog = {
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hp = 12,
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dmg = 2,
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@ -134,6 +142,12 @@ local pests = {
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--{ texturePaths.pest0, texturePaths.pest1, 48, 112 },
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}
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local misc = {
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{ texturePaths.misc0, texturePaths.misc1, stats.misc, 0, 0, "A Giant Black Rat", behaviour.sentinel },
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{ texturePaths.misc0, texturePaths.misc1, stats.misc, 16, 0, "A Giant White Rat", behaviour.sentinel },
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{ texturePaths.misc0, texturePaths.misc1, stats.misc, 64, 0, "An Owl Bear", behaviour.sentinel },
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}
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local undead = {
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-- UNDEAD
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--{ texturePaths.undead0, texturePaths.undead1, 0, 0, "", behaviour.normal };
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@ -179,7 +193,7 @@ local reptile = {
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}
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local platino = {
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{ texturePaths.reptile0, texturePaths.reptile1, stats.platino, 48, 12*16, "Platino", behaviour.hostile };
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{ texturePaths.reptile0, texturePaths.reptile1, stats.platino, 48, 12*16, "Platino", behaviour.sentinel };
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}
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local demon = {
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@ -217,26 +231,31 @@ local enemies = {}
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if(CURRENT_LEVEL > 0 and CURRENT_LEVEL < 10) then
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if (CURRENT_LEVEL == 1) then
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enemies = concat(enemies, pests)
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enemies = concat(enemies, misc)
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enemies = concat(enemies, dogs)
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elseif (CURRENT_LEVEL > 5) then
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enemies = {}
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enemies = concat(enemies, demon)
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enemies = concat(enemies, undead)
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enemies = concat(enemies, reptile)
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enemies = concat(enemies, misc)
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elseif (CURRENT_LEVEL > 3) then
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enemies = {}
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enemies = concat(enemies, undead)
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enemies = concat(enemies, reptile)
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enemies = concat(enemies, misc)
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enemies = concat(enemies, dogs)
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elseif (CURRENT_LEVEL > 2) then
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enemies = {}
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enemies = concat(enemies, undead)
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enemies = concat(enemies, reptile)
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enemies = concat(enemies, misc)
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enemies = concat(enemies, dogs)
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elseif (CURRENT_LEVEL > 1) then
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enemies = {}
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enemies = concat(enemies, undead)
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enemies = concat(enemies, reptile)
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enemies = concat(enemies, misc)
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enemies = concat(enemies, dogs)
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end
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end
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@ -247,6 +266,9 @@ end
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function module.add_monster_to_room(map, roomx, roomy)
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local count = random(3)
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if (CURRENT_LEVEL > 3) then
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count = random(4)
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end
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for i=0,count do
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local x = (roomx * 512) + (random(13) + 1) * 32
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local y = (roomy * 384) + (random(9) + 1) * 32
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@ -468,8 +468,6 @@ run_game(void)
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if (gGameState == IN_GAME_MENU)
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menu_update(inGameMenu, &input);
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if (gGameState != PLAYING && gGameState != IN_GAME_MENU)
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return;
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map_clear_dead_monsters(gMap, gPlayer);
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map_clear_collected_items(gMap);
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@ -556,9 +554,9 @@ run_game(void)
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gui_event_message("You died!");
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mixer_play_effect(SPLAT);
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gGameState = GAME_OVER;
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} else {
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check_next_level();
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}
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check_next_level();
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}
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static void
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@ -48,6 +48,11 @@ monster_set_sprite_clip_for_current_state(Monster *m)
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case SCARED:
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m->stateIndicator.sprite->clip = CLIP16(16 * 12, 16 * 3);
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break;
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case SLEEPING:
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m->stateIndicator.sprite->clip = CLIP16(16 * 10, 16 * 4);
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break;
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case SCANNING:
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m->stateIndicator.sprite->clip = CLIP16(16 * 13, 16 * 4);
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default:
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break;
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}
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@ -70,14 +75,12 @@ static void
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monster_behaviour_check_post_hit(Monster *m)
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{
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switch (m->behaviour) {
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case NORMAL:
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monster_state_change(m, AGRESSIVE);
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break;
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case PACIFIST:
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case COWARD:
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monster_state_change(m, SCARED);
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break;
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default:
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monster_state_change(m, AGRESSIVE);
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break;
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}
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}
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@ -94,10 +97,31 @@ monster_behaviour_check_post_attack(Monster *m)
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}
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}
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static void
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handle_sentinel_behaviour(Monster *m, RoomMatrix *rm)
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{
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if (m->state.current == AGRESSIVE)
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return;
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Position monsterPos = m->sprite->pos;
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if (!position_in_room(&monsterPos, &rm->roomPos))
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return;
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monsterPos = position_to_matrix_coords(&monsterPos);
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Position playerPos = rm->playerRoomPos;
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unsigned int dx = abs(playerPos.x - monsterPos.x);
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unsigned int dy = abs(playerPos.y - monsterPos.y);
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if (dx < 3 && dy < 3)
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monster_state_change(m, AGRESSIVE);
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else if (dx <= 3 && dy <= 3)
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monster_state_change(m, SCANNING);
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else
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monster_state_change(m, SLEEPING);
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}
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static void
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monster_behaviour_check(Monster *m, RoomMatrix *rm)
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{
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UNUSED(rm);
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switch (m->behaviour) {
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case GUERILLA:
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if (m->state.stepsSinceChange > 8
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@ -105,6 +129,9 @@ monster_behaviour_check(Monster *m, RoomMatrix *rm)
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monster_state_change(m, AGRESSIVE);
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}
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break;
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case SENTINEL:
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handle_sentinel_behaviour(m, rm);
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break;
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default:
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break;
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}
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@ -312,12 +339,12 @@ monster_move(Monster *m, RoomMatrix *rm)
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{
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Position monsterRoomPos;
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monster_behaviour_check(m, rm);
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monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = false;
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = NULL;
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monster_behaviour_check(m, rm);
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switch (m->state.current) {
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case PASSIVE:
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monster_drunk_walk(m, rm);
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@ -329,6 +356,8 @@ monster_move(Monster *m, RoomMatrix *rm)
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monster_coward_walk(m, rm);
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break;
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case STATIONARY:
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case SLEEPING:
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case SCANNING:
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default:
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break;
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};
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@ -360,7 +389,7 @@ monster_update(Monster *m, UpdateData *data)
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return;
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m->stateIndicator.shownOnPlayerRoomEnter = true;
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if (m->state.current != PASSIVE)
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if (m->state.current != PASSIVE && m->state.current != STATIONARY)
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m->stateIndicator.displayCount = 5;
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} else {
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m->stateIndicator.shownOnPlayerRoomEnter = false;
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@ -471,6 +500,9 @@ monster_set_behaviour(Monster *m, MonsterBehaviour behaviour)
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case COWARD:
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m->state.current = AGRESSIVE;
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break;
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case SENTINEL:
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m->state.current = SLEEPING;
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break;
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case PACIFIST:
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case NORMAL:
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default:
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@ -33,14 +33,17 @@ typedef enum {
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NORMAL,
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HOSTILE,
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GUERILLA,
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COWARD
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COWARD,
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SENTINEL
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} MonsterBehaviour;
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typedef enum {
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PASSIVE,
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AGRESSIVE,
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SCARED,
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STATIONARY
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STATIONARY,
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SLEEPING,
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SCANNING
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} StateType;
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typedef struct {
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@ -411,9 +411,6 @@ player_monster_kill_check(Player *player, Monster *monster)
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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 (p->stats.hp <= 0) {
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dmg = 200;
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}
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if (dmg > 0) {
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Position pos = p->sprite->pos;
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pos.x += 8;
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@ -455,6 +452,8 @@ player_reset_steps(Player *p)
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void player_update(UpdateData *data)
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{
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Player *player = data->player;
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if (player->stats.hp <= 0)
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return;
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check_skill_activation(data);
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if (!check_skill_trigger(data))
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@ -282,5 +282,13 @@ roommatrix_reset(RoomMatrix *m)
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void roommatrix_destroy(RoomMatrix *m)
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{
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for (int i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (int j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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RoomSpace *space = &m->spaces[i][j];
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while (space->items)
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item_destroy(linkedlist_pop(&space->items));
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}
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}
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free(m);
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}
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