Adds posibility for daggers hitting walls to be recoverable.
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@ -100,3 +100,12 @@ position_in_roommatrix(const Position *pos)
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&& pos->y >= 0
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&& pos->y < MAP_ROOM_HEIGHT;
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}
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Position
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position_to_tile_pos(const Position *p)
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{
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return (Position) {
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p->x - (p->x % TILE_DIMENSION),
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p->y - (p->y % TILE_DIMENSION)
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};
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}
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@ -26,22 +26,47 @@ typedef struct {
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int y;
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} Position;
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/*
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* Return a matrix coord position for a given position
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*/
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Position
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position_to_matrix_coords(Position*);
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/*
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* Get the room coord for the room containing the given position
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*/
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Position
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position_to_room_coords(Position*);
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/*
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* Check is a position is within a given room
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*/
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bool
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position_in_room(Position *pos, Position *roomPos);
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/*
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* Check if two positions are equal
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*/
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bool
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position_equals(const Position*, const Position*);
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/*
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* Check if two positions are separated by equal
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* or less of the provided distance.
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*/
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bool
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position_proximity(unsigned int distance, const Position*, const Position*);
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/*
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* Check if a matrix coord is still within the matrix
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*/
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bool
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position_in_roommatrix(const Position*);
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/*
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* Get the tile position for the given world position
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*/
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Position
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position_to_tile_pos(const Position*);
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#endif // POSITION_H_
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@ -68,6 +68,24 @@ projectile_create(void)
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return p;
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}
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static Position
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get_collision_pos_for(Projectile *p)
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{
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Position collisionPos = p->sprite->pos;
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if (p->velocity.x > 0) collisionPos.x += TILE_DIMENSION;
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if(p->velocity.y > 0) collisionPos.y += TILE_DIMENSION;
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return collisionPos;
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}
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static Position
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get_projectile_pos_for(Projectile *p)
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{
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Position projectilePos = p->sprite->pos;
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if (p->velocity.x < 0) projectilePos.x += TILE_DIMENSION;
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if (p->velocity.y < 0) projectilePos.y += TILE_DIMENSION;
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return projectilePos;
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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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@ -79,12 +97,7 @@ projectile_update(Projectile *p, UpdateData *data)
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if (timer_get_ticks(p->lifetime) > 2000)
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p->alive = false;
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Position collisionPos = p->sprite->pos;
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if (p->velocity.x > 0)
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collisionPos.x += TILE_DIMENSION;
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if(p->velocity.y > 0)
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collisionPos.y += TILE_DIMENSION;
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Position collisionPos = get_collision_pos_for(p);
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if (!position_in_room(&collisionPos, &data->map->currentRoom)) {
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p->alive = false;
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return;
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@ -102,6 +115,7 @@ projectile_update(Projectile *p, UpdateData *data)
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if (space->player)
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return;
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Position projectilePos = get_projectile_pos_for(p);
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if (space->monster) {
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Stats tmpStats = data->player->stats;
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tmpStats.dmg *= 2;
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@ -115,13 +129,15 @@ projectile_update(Projectile *p, UpdateData *data)
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monster_hit(space->monster, dmg);
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player_monster_kill_check(data->player, space->monster);
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alive = player_has_artifact(data->player, PIERCING_DAGGERS) > p->collisionCount;
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projectilePos = space->monster->sprite->pos;
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}
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mixer_play_effect(SWORD_HIT);
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if (!alive && get_random(5) <= player_has_artifact(data->player, DAGGER_RECOVERY)) {
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Item *item = item_builder_build_item(DAGGER, 1);
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item->sprite->pos = space->monster->sprite->pos;
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item->sprite->pos = position_to_tile_pos(&projectilePos);
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linkedlist_append(&data->map->items, item);
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}
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}
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mixer_play_effect(SWORD_HIT);
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p->alive = alive;
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p->collisionCount++;
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}
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