Added some more undead and fixed the random function.
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parent
6007976d23
commit
3a464d8ea6
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@ -47,6 +47,7 @@ add_executable(breakhack
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src/stats
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src/actiontext
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src/random
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src/pathfind
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)
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target_link_libraries(breakhack
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@ -37,6 +37,8 @@ local texturePaths = {
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}
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local enemies = {
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-- PESTS
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{ texturePaths.pest0, texturePaths.pest1, 0, 0 },
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{ texturePaths.pest0, texturePaths.pest1, 16, 0 },
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{ texturePaths.pest0, texturePaths.pest1, 32, 0 },
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@ -84,6 +86,25 @@ local enemies = {
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{ texturePaths.pest0, texturePaths.pest1, 32, 112 },
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{ texturePaths.pest0, texturePaths.pest1, 48, 112 },
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-- UNDEAD
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{ texturePaths.undead0, texturePaths.undead1, 0, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 48, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 64, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 80, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 96, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 112, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 0, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 48, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 64, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 80, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 96, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 112, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 0, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 32 };
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@ -108,7 +108,7 @@ monster_move(Monster *m, RoomMatrix *rm)
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unsigned int i, maxMoveAttempts = 6;
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Position monsterRoomPos;
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if (get_random(4) == 0)
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if (get_random(2) == 0)
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return;
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monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
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@ -5,6 +5,11 @@
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unsigned int
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get_random(unsigned int max)
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{
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srand(time(NULL));
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static bool seeded = false;
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if (!seeded) {
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srand(time(NULL));
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seeded = true;
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}
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return rand() % (max + 1);
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}
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