Added items, so far only health that always drops.
This commit is contained in:
parent
2d05f10a44
commit
417cb78f31
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@ -59,6 +59,8 @@ add_executable(breakhack
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src/linkedlist
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src/hashtable
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src/gui
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src/item
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src/item_builder
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)
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target_link_libraries(breakhack
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@ -35,8 +35,8 @@ hash(Hashtable *table, const char *key)
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// TODO(Linus): This isn't very good,
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// bad distribution on similar strings
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while (hashval < ULONG_MAX && i < strlen(key)) {
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hashval = hashval << 8;
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hashval += key[i++];
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hashval = hashval << 8;
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}
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return hashval % table->size;
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@ -0,0 +1,25 @@
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#include "item.h"
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#include "util.h"
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Item *
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item_create(void)
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{
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Item *item = ec_malloc(sizeof(Item));
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item->sprite = NULL;
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item->collected = false;
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item->effect = NULL;
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return item;
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}
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void item_render(Item *item, Camera *cam)
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{
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sprite_render(item->sprite, cam);
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}
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void
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item_destroy(Item *item)
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{
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if (item->sprite)
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sprite_destroy(item->sprite);
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free(item);
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}
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@ -0,0 +1,26 @@
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#ifndef ITEM_H_
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#define ITEM_H_
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#include <stdbool.h>
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#include "sprite.h"
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#include "position.h"
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#include "player.h"
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#include "camera.h"
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typedef struct Item_t {
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Sprite *sprite;
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bool collected;
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void (*effect)(struct Item_t *, Player *);
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} Item;
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Item *
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item_create(void);
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void
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item_render(Item*, Camera*);
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void
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item_destroy(Item*);
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#endif // ITEM_H_
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@ -0,0 +1,88 @@
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#include <SDL2/SDL.h>
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#include "item_builder.h"
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#include "texture.h"
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#include "util.h"
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#include "gui.h"
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static ItemBuilder *builder = NULL;
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void
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item_builder_init(SDL_Renderer *renderer)
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{
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builder = ec_malloc(sizeof(ItemBuilder));
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builder->textures = ht_create(20);
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builder->renderer = renderer;
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}
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static void
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check_builder()
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{
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if (!builder)
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fatal("item_builder_init() not run");
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}
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static Texture *
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load_texture(const char *path)
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{
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Texture *t = ht_get(builder->textures, path);
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if (!t) {
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t = texture_create();
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texture_load_from_file(t, path, builder->renderer);
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t->dim = (Dimension) { 32, 32 };
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}
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return t;
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}
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static void
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add_health(Item *item, Player *player)
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{
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int original_hp = player->stats.hp;
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player->stats.hp += 2;
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if (player->stats.hp > player->stats.maxhp)
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player->stats.hp = player->stats.maxhp;
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gui_log("You gained %d health", player->stats.hp - original_hp);
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}
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static Item *
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create_health()
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{
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Texture *t;
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Item *item;
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item = item_create();
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t = load_texture("assets/Items/Potion.png");
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item->sprite = sprite_create();
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sprite_set_texture(item->sprite, t, 0);
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item->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
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item->effect = &add_health;
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return item;
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}
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Item *
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item_builder_build_item(ItemKey key)
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{
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check_builder();
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Item *item = NULL;
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switch (key) {
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case HEALTH:
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item = create_health(builder);
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break;
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default:
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fatal("in item_builder_build() : Unhandled item key %d", key);
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break;
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}
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return item;
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}
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void
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item_builder_close()
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{
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ht_destroy_custom(builder->textures, (void (*)(void*)) &texture_destroy);
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free(builder);
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}
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@ -0,0 +1,25 @@
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#ifndef ITEMBUILDER_H_
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#define ITEMBUILDER_H_
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#include "item.h"
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#include "hashtable.h"
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typedef struct {
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Hashtable *textures;
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SDL_Renderer *renderer;
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} ItemBuilder;
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typedef enum {
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HEALTH
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} ItemKey;
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void
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item_builder_init(SDL_Renderer *);
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Item *
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item_builder_build_item(ItemKey key);
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void
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item_builder_close();
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#endif // ITEMBUILDER_H_
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@ -15,6 +15,7 @@
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#include "gamestate.h"
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#include "gui.h"
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#include "util.h"
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#include "item_builder.h"
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static SDL_Window *gWindow = NULL;
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static SDL_Renderer *gRenderer = NULL;
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@ -36,7 +37,6 @@ bool initSDL(void)
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{
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int imgFlags = IMG_INIT_PNG;
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Dimension dim = getScreenDimensions();
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//Dimension dim = (Dimension) { 1920, 1080 };
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if (dim.height > 1080) {
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info("Hi resolution screen detected (%u x %u)", dim.width, dim.height);
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@ -131,6 +131,7 @@ bool init(void)
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gCamera.renderer = gRenderer;
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gRoomMatrix = roommatrix_create();
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gGui = gui_create();
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item_builder_init(gRenderer);
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}
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gGameState = PLAYING;
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@ -188,6 +189,7 @@ static void
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run_game(void)
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{
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map_clear_dead_monsters(gMap);
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map_clear_collected_items(gMap);
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roommatrix_populate_from_map(gRoomMatrix, gMap);
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roommatrix_add_lightsource(gRoomMatrix,
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&gPlayer->sprite->pos);
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@ -266,6 +268,7 @@ void close(void)
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map_destroy(gMap);
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roommatrix_destroy(gRoomMatrix);
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gui_destroy(gGui);
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item_builder_close();
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SDL_DestroyRenderer(gRenderer);
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SDL_DestroyWindow(gWindow);
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gWindow = NULL;
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62
src/map.c
62
src/map.c
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@ -2,6 +2,9 @@
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#include "map.h"
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#include "map_lua.h"
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#include "util.h"
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#include "item.h"
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#include "item_builder.h"
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#include "gui.h"
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static
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Room* create_room(void)
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@ -27,6 +30,7 @@ Map* map_create()
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map->textures = linkedlist_create();
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map->monsterTextures = ht_create(30);
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map->monsters = linkedlist_create();
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map->items = linkedlist_create();
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map->currentRoom = (Position) { 0, 0 };
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map->renderTimer = timer_create();
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map->level = 1;
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@ -102,7 +106,43 @@ map_clear_dead_monsters(Map *map)
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else
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last->next = current->next;
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monster_destroy(current->data);
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// TODO(Linus): We should really move this code somewhere else, perhaps to monster.c?
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// Create a health drop
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Monster *monster = current->data;
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Item *item = item_builder_build_item(HEALTH);
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item->sprite->pos = monster->sprite->pos;
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linkedlist_append(&map->items, item);
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gui_log("%s dropped a health potion", monster->label);
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monster_destroy(monster);
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current->data = NULL;
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next = current->next;
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current->next = NULL;
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linkedlist_destroy(¤t);
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current = next;
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continue;
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}
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last = current;
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current = current->next;
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}
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}
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void
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map_clear_collected_items(Map *map)
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{
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LinkedList *last, *current, *next;
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last = NULL;
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current = map->items;
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while (current != NULL) {
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if (((Item*) current->data)->collected) {
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if (last == NULL)
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map->items = current->next;
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else
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last->next = current->next;
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item_destroy(current->data);
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current->data = NULL;
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next = current->next;
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current->next = NULL;
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@ -182,6 +222,7 @@ void map_render(Map *map, Camera *cam)
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{
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unsigned int i, j;
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LinkedList *monsterItem;
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LinkedList *items;
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Room *room;
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if (!timer_started(map->renderTimer)) {
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monsterItem = monsterItem->next;
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monster_render(monster, cam);
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}
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items = map->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_render(item, cam);
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}
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}
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void map_set_current_room(Map *map, Position *pos)
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map_room_destroy(map->rooms[i][j]);
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}
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}
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while (map->textures != NULL) {
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while (map->textures != NULL)
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texture_destroy(linkedlist_pop(&map->textures));
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}
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while (map->monsters != NULL) {
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while (map->monsters != NULL)
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monster_destroy(linkedlist_pop(&map->monsters));
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}
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while (map->items != NULL)
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item_destroy(linkedlist_pop(&map->items));
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ht_destroy_custom(map->monsterTextures, (void (*)(void*)) texture_destroy);
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timer_destroy(map->renderTimer);
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free(map);
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@ -33,6 +33,7 @@ typedef struct Map_t {
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LinkedList *textures;
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Hashtable *monsterTextures;
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LinkedList *monsters;
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LinkedList *items;
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Position currentRoom;
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Timer *renderTimer;
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int level;
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@ -54,6 +55,8 @@ void map_move_monsters(Map*, RoomMatrix*);
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void map_clear_dead_monsters(Map*);
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void map_clear_collected_items(Map*);
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void map_render(Map*, Camera*);
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void map_set_current_room(Map*, Position*);
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@ -6,6 +6,7 @@
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#include "monster.h"
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#include "util.h"
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#include "gui.h"
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#include "item.h"
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1 }
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#define MAGE_STATS { 12, 12, 5, 7, 2, 1, 1 }
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@ -53,6 +54,12 @@ has_collided(Player *player, RoomMatrix *matrix)
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gui_log("Ouch! There is something in the way");
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}
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if (space->item != NULL) {
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if (space->item->effect)
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space->item->effect(space->item, player);
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space->item->collected = true;
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}
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return collided;
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}
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@ -4,6 +4,7 @@
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#include "util.h"
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#include "map.h"
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#include "player.h"
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#include "item.h"
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RoomMatrix* roommatrix_create()
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{
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void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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{
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int i, j;
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Position monster_matrix_pos;
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Position position;
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Room *r;
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Monster *monster;
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LinkedList *monsterItem;
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Item *item;
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LinkedList *items;
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roommatrix_reset(rm);
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@ -51,14 +54,26 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
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continue;
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monster_matrix_pos =
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position =
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position_to_matrix_coords(&monster->sprite->pos);
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rm->spaces[monster_matrix_pos.x][monster_matrix_pos.y]
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rm->spaces[position.x][position.y]
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.occupied = true;
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rm->spaces[monster_matrix_pos.x][monster_matrix_pos.y]
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rm->spaces[position.x][position.y]
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.monster = monster;
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}
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items = m->items;
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while (items) {
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item = items->data;
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items = items->next;
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if (!position_in_room(&item->sprite->pos, &m->currentRoom))
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continue;
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position = position_to_matrix_coords(&item->sprite->pos);
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rm->spaces[position.x][position.y].item = item;
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}
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}
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// TODO(Linus): These should probably be macros
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m->spaces[i][j].lightsource = false;
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m->spaces[i][j].light = 0;
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m->spaces[i][j].monster = NULL;
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m->spaces[i][j].item = NULL;
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m->spaces[i][j].player = NULL;
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}
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}
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@ -10,6 +10,7 @@ typedef struct Sprite_t Sprite;
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typedef struct Map_t Map;
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typedef struct Monster_t Monster;
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typedef struct Player_t Player;
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typedef struct Item_t Item;
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typedef struct {
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bool occupied;
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@ -17,6 +18,7 @@ typedef struct {
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unsigned int light;
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Monster *monster;
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Player *player;
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Item *item;
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} RoomSpace;
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typedef struct {
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