Fixes: #34 hopefully

This commit is contained in:
Linus Probert 2018-08-10 13:18:56 +02:00
parent 71c1279ef7
commit 5e3815a233
1 changed files with 43 additions and 36 deletions

View File

@ -107,6 +107,48 @@ player_step(Player *p)
action_spent(p);
}
static void
on_monster_collision(Player *player,
Monster *monster,
RoomMatrix *matrix,
Vector2d direction)
{
unsigned int hit = stats_fight(&player->stats,
&monster->stats);
mixer_play_effect(SWING0 + get_random(2));
monster_hit(monster, hit);
animation_run(player->swordAnimation);
if (hit > 0) {
gui_log("You hit %s for %u damage",
monster->lclabel, hit);
player->stat_data.hits += 1;
mixer_play_effect(SWORD_HIT);
} else {
gui_log("You missed %s", monster->lclabel);
player->stat_data.misses += 1;
}
player_monster_kill_check(player, monster);
if (monster->stats.hp > 0) {
if (get_random(10) < player_has_artifact(player, PUSH_BACK)) {
gui_log("The force of your blow sends %s reeling",
monster->lclabel);
monster_push(monster, matrix, direction);
}
if (get_random(10) < player_has_artifact(player, FEAR_INDUCING)) {
gui_log("%s shivers with fear at the sight of you",
monster->label);
monster_set_state(monster, SCARED, 3);
}
}
action_spent(player);
}
static bool
has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
{
@ -128,42 +170,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
}
if (space->monster != NULL) {
unsigned int hit = stats_fight(&player->stats,
&space->monster->stats);
mixer_play_effect(SWING0 + get_random(2));
monster_hit(space->monster, hit);
animation_run(player->swordAnimation);
if (hit > 0) {
gui_log("You hit %s for %u damage",
space->monster->lclabel, hit);
player->stat_data.hits += 1;
mixer_play_effect(SWORD_HIT);
} else {
gui_log("You missed %s", space->monster->lclabel);
player->stat_data.misses += 1;
}
player_monster_kill_check(player, space->monster);
if (space->monster->stats.hp > 0) {
if (get_random(10) < player_has_artifact(player, PUSH_BACK)) {
gui_log("The force of your blow sends %s reeling",
space->monster->lclabel);
monster_push(space->monster, matrix, direction);
}
if (get_random(10) < player_has_artifact(player, FEAR_INDUCING)) {
gui_log("%s shivers with fear at the sight of you",
space->monster->label);
monster_set_state(space->monster, SCARED, 3);
}
}
action_spent(player);
on_monster_collision(player, space->monster, matrix, direction);
} else if (collided) {
mixer_play_effect(BONK);
camera_shake(direction, 100);