More defined turns
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parent
d5914071d4
commit
46e03af0b8
27
src/main.c
27
src/main.c
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@ -43,6 +43,11 @@
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#include "mixer.h"
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#include "random.h"
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typedef enum Turn_t {
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PLAYER,
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MONSTER
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} Turn;
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static SDL_Window *gWindow = NULL;
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static SDL_Renderer *gRenderer = NULL;
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static Player *gPlayer = NULL;
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@ -62,6 +67,7 @@ static SDL_Rect gameViewport;
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static SDL_Rect bottomGuiViewport;
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static SDL_Rect rightGuiViewport;
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static SDL_Rect menuViewport;
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static Turn currentTurn = PLAYER;
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static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 0 };
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static SDL_Color C_MENU_HOVER = { 255, 0, 0, 0 };
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@ -362,9 +368,10 @@ handle_events(void)
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continue;
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if (gGameState == PLAYING) {
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gPlayer->handle_event(gPlayer,
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gRoomMatrix,
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&event);
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if (currentTurn == PLAYER)
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gPlayer->handle_event(gPlayer,
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gRoomMatrix,
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&event);
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camera_follow_position(&gCamera, &gPlayer->sprite->pos);
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map_set_current_room(gMap, &gPlayer->sprite->pos);
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roommatrix_handle_event(gRoomMatrix, &event);
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@ -421,10 +428,16 @@ run_game(void)
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gui_update_player_stats(gGui, gPlayer, gMap, gRenderer);
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particle_engine_update(deltaTime);
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if (gPlayer->steps >= gPlayer->stats.speed) {
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player_reset_steps(gPlayer);
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roommatrix_update_with_player(gRoomMatrix, gPlayer);
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map_move_monsters(gMap, gRoomMatrix);
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roommatrix_update_with_player(gRoomMatrix, gPlayer);
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if (currentTurn == PLAYER) {
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if (gPlayer->steps >= gPlayer->stats.speed) {
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currentTurn = MONSTER;
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player_reset_steps(gPlayer);
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}
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}
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if (currentTurn == MONSTER) {
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if (map_move_monsters(gMap, gRoomMatrix))
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currentTurn = PLAYER;
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}
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
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18
src/map.c
18
src/map.c
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@ -51,6 +51,7 @@ Map* map_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->monsterMoveTimer = timer_create();
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map->level = 1;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
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@ -177,17 +178,30 @@ map_add_monster(Map *map, Monster *m)
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linkedlist_append(&map->monsters, m);
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}
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void
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bool
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map_move_monsters(Map *map, RoomMatrix *rm)
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{
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LinkedList *m = map->monsters;
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bool allDone = true;
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if (timer_started(map->monsterMoveTimer)
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&& timer_get_ticks(map->monsterMoveTimer) < 100)
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return false;
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while (m) {
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Monster *monster = m->data;
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m = m->next;
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if (!position_in_room(&monster->sprite->pos, &map->currentRoom))
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continue;
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monster_move(monster, rm);
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allDone = allDone && monster_move(monster, rm);
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}
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if (allDone)
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timer_stop(map->monsterMoveTimer);
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else
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timer_start(map->monsterMoveTimer);
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return allDone;
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}
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int map_add_texture(Map *map, const char *path, SDL_Renderer *renderer)
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37
src/map.h
37
src/map.h
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@ -53,31 +53,44 @@ typedef struct Map_t {
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LinkedList *items;
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Position currentRoom;
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Timer *renderTimer;
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Timer *monsterMoveTimer;
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int level;
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} Map;
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Map* map_create(void);
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Map*
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map_create(void);
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int map_add_texture(Map*, const char *path, SDL_Renderer*);
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int
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map_add_texture(Map*, const char *path, SDL_Renderer*);
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void map_add_tile(Map *map, Position *tile_pos, MapTile*);
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void
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map_add_tile(Map *map, Position *tile_pos, MapTile*);
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void map_add_decoration(Map *map, Position *tile_pos, MapTile*);
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void
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map_add_decoration(Map *map, Position *tile_pos, MapTile*);
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Texture* map_add_monster_texture(Map*, const char *path, SDL_Renderer*);
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Texture*
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map_add_monster_texture(Map*, const char *path, SDL_Renderer*);
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void map_add_monster(Map*, Monster*);
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void
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map_add_monster(Map*, Monster*);
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void map_move_monsters(Map*, RoomMatrix*);
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bool
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map_move_monsters(Map*, RoomMatrix*);
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void map_clear_dead_monsters(Map*);
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void
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map_clear_dead_monsters(Map*);
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void map_clear_collected_items(Map*);
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void
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map_clear_collected_items(Map*);
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void map_render(Map*, Camera*);
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void
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map_render(Map*, Camera*);
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void map_set_current_room(Map*, Position*);
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void
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map_set_current_room(Map*, Position*);
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void map_destroy(Map*);
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void
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map_destroy(Map*);
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#endif // MAP_H_
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@ -60,6 +60,7 @@ monster_create(SDL_Renderer *renderer)
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m->state.current = m->state.normal;
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m->label = NULL;
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m->lclabel = NULL;
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m->steps = 0;
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monster_load_texts(m, renderer);
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@ -216,7 +217,7 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
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}
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}
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void
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bool
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monster_move(Monster *m, RoomMatrix *rm)
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{
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Position monsterRoomPos;
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@ -242,6 +243,13 @@ monster_move(Monster *m, RoomMatrix *rm)
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monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = true;
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = m;
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m->steps++;
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if (m->steps >= m->stats.speed) {
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m->steps = 0;
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return true;
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}
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return false;
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}
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void
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@ -40,6 +40,7 @@ typedef struct Monster_t {
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ActionText *missText;
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Stats stats;
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State state;
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unsigned int steps;
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} Monster;
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Monster* monster_create(SDL_Renderer*);
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@ -47,7 +48,7 @@ Monster* monster_create(SDL_Renderer*);
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void
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monster_update_pos(Monster*, Position);
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void
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bool
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monster_move(Monster*, RoomMatrix*);
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void
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