Fixes some minor buggs
- Monsters now drop loot as soon as they die (not after the dagger has stopped moving) - Artifacts keep correct alignment even after a level switch.
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parent
f67aab0b37
commit
449cc362a0
14
src/main.c
14
src/main.c
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@ -311,6 +311,7 @@ startGame(void *unused)
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gPlayer = player_create(WARRIOR, gCamera);
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gPlayer = player_create(WARRIOR, gCamera);
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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resetGame();
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resetGame();
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skillbar_reset(gSkillBar);
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gui_clear_message_log();
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gui_clear_message_log();
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gui_log("The Dungeon Crawl begins!");
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gui_log("The Dungeon Crawl begins!");
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gui_event_message("Welcome to the dungeon!");
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gui_event_message("Welcome to the dungeon!");
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@ -497,8 +498,6 @@ resetGame(void)
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if (gMap)
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if (gMap)
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map_destroy(gMap);
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map_destroy(gMap);
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skillbar_reset(gSkillBar);
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particle_engine_clear();
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particle_engine_clear();
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info("Building new map");
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info("Building new map");
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@ -717,21 +716,24 @@ run_game_update(void)
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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map_update(&updateData);
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map_update(&updateData);
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bool turnSwitch = false;
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if (currentTurn == PLAYER) {
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if (currentTurn == PLAYER) {
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if (player_turn_over(gPlayer)) {
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if (player_turn_over(gPlayer)) {
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currentTurn = MONSTER;
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currentTurn = MONSTER;
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player_reset_steps(gPlayer);
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player_reset_steps(gPlayer);
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map_on_new_turn(gMap);
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map_on_new_turn(gMap);
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map_clear_expired_entities(gMap, gPlayer);
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turnSwitch = true;
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repopulate_roommatrix();
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}
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}
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} else if (currentTurn == MONSTER) {
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} else if (currentTurn == MONSTER) {
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if (map_move_monsters(gMap, gRoomMatrix)) {
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if (map_move_monsters(gMap, gRoomMatrix)) {
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currentTurn = PLAYER;
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currentTurn = PLAYER;
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turnSwitch = true;
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}
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}
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map_clear_expired_entities(gMap, gPlayer);
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map_clear_expired_entities(gMap, gPlayer);
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if (turnSwitch)
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repopulate_roommatrix();
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repopulate_roommatrix();
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}
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}
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}
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}
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static void
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static void
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