parent
f1b0045829
commit
6326a64111
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@ -45,7 +45,8 @@ local behaviour = {
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guerilla = 3,
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guerilla = 3,
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coward = 4,
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coward = 4,
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sentinel = 5,
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sentinel = 5,
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fire_demon = 6
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fire_demon = 6,
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sorcerer = 7
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}
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}
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local stats = {
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local stats = {
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@ -93,17 +94,17 @@ local stats = {
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},
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},
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boss = {
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boss = {
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hp = 60,
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hp = 60,
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dmg = 4,
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dmg = 3,
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atk = 1,
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atk = 1,
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def = 0,
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def = 0,
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speed = 1
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speed = 1
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},
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},
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platino = {
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platino = {
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hp = 60,
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hp = 30,
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dmg = 60,
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dmg = 0,
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atk = 60,
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atk = 0,
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def = 60,
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def = 0,
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speed = 3
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speed = 2
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}
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}
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}
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}
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@ -212,7 +213,7 @@ local orcs = {
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{ stats.orc, 48, 4*16, "An Orc Sentry", behaviour.sentinel },
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{ stats.orc, 48, 4*16, "An Orc Sentry", behaviour.sentinel },
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{ stats.orc, 64, 4*16, "An Orc Brute", behaviour.guerilla },
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{ stats.orc, 64, 4*16, "An Orc Brute", behaviour.guerilla },
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{ stats.orc, 80, 4*16, "An Orc Captain", behaviour.hostile },
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{ stats.orc, 80, 4*16, "An Orc Captain", behaviour.hostile },
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{ stats.orc, 80, 4*16, "An Orc Pyro", behaviour.fire_demon },
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{ stats.orc, 96, 4*16, "An Orc Pyro", behaviour.fire_demon },
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}
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}
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for i=1,#orcs do
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for i=1,#orcs do
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orcs[i] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, orcs[i])
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orcs[i] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, orcs[i])
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@ -220,7 +221,7 @@ end
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local bosses = {
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local bosses = {
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{ stats.boss, 16, 5*16, "The Hell Hound", behaviour.fire_demon, true },
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{ stats.boss, 16, 5*16, "The Hell Hound", behaviour.fire_demon, true },
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{ stats.boss, 32, 23*16, "The Cleric", behaviour.sentinel, true },
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{ stats.boss, 16, 23*16, "The Cleric", behaviour.sorcerer, true },
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}
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}
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bosses[1] = concat({ texturePaths.dog0, texturePaths.dog1 }, bosses[1])
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bosses[1] = concat({ texturePaths.dog0, texturePaths.dog1 }, bosses[1])
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bosses[2] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, bosses[2])
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bosses[2] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, bosses[2])
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@ -233,7 +234,8 @@ local platino = {
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48,
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48,
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12*16,
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12*16,
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"Platino",
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"Platino",
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behaviour.sentinel
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behaviour.sentinel,
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true
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}
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}
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}
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}
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@ -303,7 +305,7 @@ function module.add_monsters_to_room(room, roomx, roomy)
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end
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end
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function module.add_boss_to_room(room, roomx, roomy)
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function module.add_boss_to_room(room, roomx, roomy)
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local boss = bosses[1]
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local boss = bosses[CURRENT_LEVEL / 5]
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local success = false
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local success = false
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while not success do
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while not success do
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local rx = random(13) + 1
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local rx = random(13) + 1
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@ -304,7 +304,7 @@ static void
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startGame(void *unused)
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startGame(void *unused)
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{
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{
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UNUSED(unused);
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UNUSED(unused);
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cLevel = 1;
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cLevel = 5;
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gGameState = PLAYING;
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gGameState = PLAYING;
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if (gPlayer)
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if (gPlayer)
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player_destroy(gPlayer);
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player_destroy(gPlayer);
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@ -626,10 +626,13 @@ check_next_level(void)
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if (tile->levelExit) {
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if (tile->levelExit) {
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mixer_play_effect(NEXT_LEVEL);
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mixer_play_effect(NEXT_LEVEL);
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++cLevel;
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++cLevel;
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if (cLevel % 5 == 0)
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if (cLevel % 5 == 0) {
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gui_log("You sense something powerful in the vicinity");
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gui_event_message("Something powerful lurks in the dark");
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mixer_play_music(BOSS_MUSIC0);
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mixer_play_music(BOSS_MUSIC0);
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else
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} else {
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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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}
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resetGame();
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resetGame();
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}
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}
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}
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}
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@ -106,6 +106,7 @@ monster_behaviour_check_post_hit(Monster *m)
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monster_state_change(m, SCARED);
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monster_state_change(m, SCARED);
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break;
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break;
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case GUERILLA:
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case GUERILLA:
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case SORCERER:
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case FIRE_DEMON:
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case FIRE_DEMON:
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break;
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break;
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default:
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default:
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@ -119,6 +120,7 @@ monster_behaviour_check_post_attack(Monster *m)
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{
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{
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switch (m->behaviour) {
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switch (m->behaviour) {
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case GUERILLA:
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case GUERILLA:
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case SORCERER:
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case FIRE_DEMON:
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case FIRE_DEMON:
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monster_state_change(m, SCARED);
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monster_state_change(m, SCARED);
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break;
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break;
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@ -154,6 +156,7 @@ monster_behaviour_check(Monster *m, RoomMatrix *rm)
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{
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{
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switch (m->behaviour) {
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switch (m->behaviour) {
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case GUERILLA:
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case GUERILLA:
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case SORCERER:
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case FIRE_DEMON:
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case FIRE_DEMON:
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if (m->state.stepsSinceChange > 8
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if (m->state.stepsSinceChange > 8
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&& m->state.current == SCARED) {
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&& m->state.current == SCARED) {
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@ -379,6 +382,33 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
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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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sorcerer_blast(Monster *m, RoomMatrix *rm)
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{
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gui_log("%s creates a magical explosion", m->label);
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particle_engine_eldritch_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
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Position roomPos = position_to_matrix_coords(&m->sprite->pos);
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for (Sint32 i = -1; i <= 1; ++i) {
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for (Sint32 j = -1; j <= 1; ++j) {
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if (i == 0 && j == 0)
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continue;
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RoomSpace *r = &rm->spaces[roomPos.x + i][roomPos.y + j];
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if (r->monster) {
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int dmg = stats_fight(&m->stats, &r->monster->stats);
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monster_hit(r->monster, dmg);
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r->monster->stats.hp -= dmg;
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gui_log("%s takes %d damage from the explosion", r->monster->label, dmg);
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}else if (r->player) {
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int dmg = stats_fight(&m->stats, &r->player->stats);
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player_hit(r->player, dmg);
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r->player->stats.hp -= dmg;
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gui_log("You take %d damage from the explosion", dmg);
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}
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}
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}
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}
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bool
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bool
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monster_move(Monster *m, RoomMatrix *rm, Map *map)
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monster_move(Monster *m, RoomMatrix *rm, Map *map)
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{
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{
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@ -395,10 +425,18 @@ monster_move(Monster *m, RoomMatrix *rm, Map *map)
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}
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}
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monster_behaviour_check(m, rm);
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monster_behaviour_check(m, rm);
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Position origPos = m->sprite->pos;
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Position origPos = m->sprite->pos;
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Position originalMPos =
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Position originalMPos =
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position_to_matrix_coords(&m->sprite->pos);
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position_to_matrix_coords(&m->sprite->pos);
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if (m->state.current == AGRESSIVE && m->behaviour == SORCERER) {
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if (position_proximity(1, &originalMPos, &rm->playerRoomPos)) {
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sorcerer_blast(m, rm);
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monster_behaviour_check_post_attack(m);
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return true;
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}
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}
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rm->spaces[originalMPos.x][originalMPos.y].occupied = false;
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rm->spaces[originalMPos.x][originalMPos.y].occupied = false;
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rm->spaces[originalMPos.x][originalMPos.y].monster = NULL;
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rm->spaces[originalMPos.x][originalMPos.y].monster = NULL;
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@ -442,12 +480,19 @@ monster_move(Monster *m, RoomMatrix *rm, Map *map)
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}
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}
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if (!position_equals(&origPos, &m->sprite->pos)
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if (!position_equals(&origPos, &m->sprite->pos)) {
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&& (rm->modifier->type == RMOD_TYPE_FIRE || m->behaviour == FIRE_DEMON)) {
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if (rm->modifier->type == RMOD_TYPE_FIRE || m->behaviour == FIRE_DEMON) {
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Object *o = object_create_fire();
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Object *o = object_create_fire();
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o->sprite->pos = origPos;
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o->sprite->pos = origPos;
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o->damage *= m->stats.lvl;
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o->damage *= m->stats.lvl;
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linkedlist_push(&map->objects, o);
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linkedlist_push(&map->objects, o);
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}
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if (m->behaviour == SORCERER) {
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Object *o = object_create_green_gas();
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o->sprite->pos = origPos;
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o->damage *= m->stats.lvl;
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linkedlist_push(&map->objects, o);
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}
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}
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}
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m->steps++;
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m->steps++;
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@ -542,7 +587,7 @@ monster_drop_loot(Monster *monster, Map *map, Player *player)
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linkedlist_append(&map->items, treasure);
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linkedlist_append(&map->items, treasure);
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}
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}
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if (monster->stats.lvl > 2 && get_random(19) == 0) {
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if (monster->stats.lvl > 2 && get_random(29) == 0) {
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Artifact *a = artifact_create_random(player, 1);
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Artifact *a = artifact_create_random(player, 1);
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a->sprite->pos = monster->sprite->pos;
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a->sprite->pos = monster->sprite->pos;
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linkedlist_append(&map->artifacts, a);
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linkedlist_append(&map->artifacts, a);
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@ -613,6 +658,7 @@ monster_set_behaviour(Monster *m, MonsterBehaviour behaviour)
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switch (behaviour) {
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switch (behaviour) {
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case HOSTILE:
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case HOSTILE:
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case GUERILLA:
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case GUERILLA:
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case SORCERER:
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case COWARD:
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case COWARD:
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case FIRE_DEMON:
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case FIRE_DEMON:
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m->state.current = AGRESSIVE;
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m->state.current = AGRESSIVE;
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@ -35,7 +35,8 @@ typedef enum {
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GUERILLA,
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GUERILLA,
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COWARD,
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COWARD,
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SENTINEL,
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SENTINEL,
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FIRE_DEMON
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FIRE_DEMON,
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SORCERER
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} MonsterBehaviour;
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} MonsterBehaviour;
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typedef enum {
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typedef enum {
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15
src/object.c
15
src/object.c
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@ -49,6 +49,21 @@ object_create_fire()
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return o;
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return o;
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}
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}
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Object *
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object_create_green_gas()
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{
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Object *o = object_create();
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Texture *t0 = texturecache_add("Objects/Effect0.png");
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Texture *t1 = texturecache_add("Objects/Effect1.png");
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sprite_set_texture(o->sprite, t0, 0);
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sprite_set_texture(o->sprite, t1, 1);
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o->sprite->dim = GAME_DIMENSION;
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o->sprite->clip = CLIP16(32, 24*16);
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o->damage = 3;
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o->timeout = 3;
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return o;
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}
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void
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void
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object_render(Object *o, Camera *cam)
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object_render(Object *o, Camera *cam)
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{
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{
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@ -38,6 +38,9 @@ object_create(void);
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Object *
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Object *
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object_create_fire(void);
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object_create_fire(void);
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Object *
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object_create_green_gas(void);
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void
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void
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object_render(Object*, Camera*);
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object_render(Object*, Camera*);
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@ -156,10 +156,10 @@ create_explosion(Position pos, Dimension dim, unsigned int c_count, ...)
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x = get_random(dim.width) + pos.x;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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y = get_random(dim.height) + pos.y;
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xv = get_random(600) - 300;
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xv = get_random(500) - 300;
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yv = get_random(600) - 300;
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yv = get_random(500) - 300;
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lt = get_random(10);
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lt = get_random(20);
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p = create_rect_particle();
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.pos = (Position) { x, y };
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@ -167,6 +167,7 @@ create_explosion(Position pos, Dimension dim, unsigned int c_count, ...)
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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p->movetime = lt;
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p->movetime = lt;
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p->lifetime = lt;
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p->lifetime = lt;
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p->blend_mode = SDL_BLENDMODE_BLEND;
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p->color = colors[get_random((unsigned int) c_count-1)];
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p->color = colors[get_random((unsigned int) c_count-1)];
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linkedlist_append(&engine->game_particles, p);
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linkedlist_append(&engine->game_particles, p);
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}
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}
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@ -531,7 +531,7 @@ player_hit(Player *p, unsigned int dmg)
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Position pos = p->sprite->pos;
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Position pos = p->sprite->pos;
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pos.x += 8;
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pos.x += 8;
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pos.y += 8;
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pos.y += 8;
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 }, dmg);
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particle_engine_bloodspray(pos, DIM(8, 8), dmg);
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mixer_play_effect(PLAYER_HIT0 + get_random(2));
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mixer_play_effect(PLAYER_HIT0 + get_random(2));
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char msg[5];
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char msg[5];
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m_sprintf(msg, 5, "-%d", dmg);
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m_sprintf(msg, 5, "-%d", dmg);
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@ -67,10 +67,11 @@ stats_fight(Stats *attacker, Stats *defender)
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bool critical = false;
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bool critical = false;
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int atkRoll = get_attack_roll(attacker);
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int atkRoll = get_attack_roll(attacker);
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if (atkRoll - attacker->atk == 20)
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critical = true;
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int defRoll = get_defence_roll(defender);
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int defRoll = get_defence_roll(defender);
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if (atkRoll - attacker->atk == 20)
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critical = get_attack_roll(attacker) > defRoll;
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int dmgRoll = 0;
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int dmgRoll = 0;
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if (atkRoll >= defRoll) {
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if (atkRoll >= defRoll) {
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if (attacker->dmg > 0)
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if (attacker->dmg > 0)
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Loading…
Reference in New Issue