Adds levelcaps to skills
Still need to add the sparkles when they activate
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2204c7bade
commit
7386b3d582
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@ -60,6 +60,10 @@
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#define UNUSED(x) (void)(x)
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#define UNPACK_COLOR(color) color.r, color.g, color.b, color.a
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#define C_WHITE (SDL_Color) { 255, 255, 255, 255 }
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#define C_BLACK (SDL_Color) { 0, 0, 0, 255 }
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typedef enum Direction_t {
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UP, DOWN, LEFT, RIGHT
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} Direction;
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@ -459,6 +459,7 @@ static void
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run_game(void)
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{
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static UpdateData updateData;
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static unsigned int playerLevel = 1;
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map_clear_dead_monsters(gMap, gPlayer);
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map_clear_collected_items(gMap);
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@ -469,6 +470,10 @@ run_game(void)
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roommatrix_build_lightmap(gRoomMatrix);
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populateUpdateData(&updateData, deltaTime);
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if (playerLevel != gPlayer->stats.lvl) {
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playerLevel = gPlayer->stats.lvl;
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skillbar_check_skill_activation(gSkillBar, gPlayer);
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}
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gui_update_player_stats(gGui, gPlayer, gMap, gRenderer);
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particle_engine_update(deltaTime);
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player_update(&updateData);
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@ -32,6 +32,7 @@ typedef struct Particle_t {
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unsigned int movetime;
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unsigned int lifetime;
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bool fixed;
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Uint8 blend_mode;
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SDL_Color color;
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} Particle;
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@ -51,6 +52,7 @@ create_particle(void)
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p->movetime = 100;
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p->lifetime = 100;
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p->fixed = false;
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p->blend_mode = SDL_BLENDMODE_MOD;
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p->color = (SDL_Color) { 255, 255, 255, 255 };
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return p;
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}
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@ -197,6 +199,34 @@ particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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}
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}
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void
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particle_engine_sparkle(Position pos, Dimension dim)
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{
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debug("Sparkling");
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for (unsigned int i = 0; i < 50; ++i) {
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int x, y, yv;
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unsigned int lt;
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Particle *p;
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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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yv = (get_random(100) + 100) * -1;
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lt = get_random(20);
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p = create_particle();
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p->pos = (Position) { x, y };
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p->velocity = (Vector2d) { (float) 0, (float) yv };
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p->movetime = lt;
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p->lifetime = lt;
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p->blend_mode = SDL_BLENDMODE_BLEND;
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p->dim = (Dimension) { 2, 2 };
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p->color = C_WHITE;
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linkedlist_append(&engine->particles, p);
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}
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}
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void
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particle_engine_wind(Vector2d direction)
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{
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@ -293,7 +323,7 @@ render_particle(Particle *p, Camera *cam)
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pos = camera_to_camera_position(cam, &p->pos);
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// Make the particles look visible on all surfaces
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_MOD);
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SDL_SetRenderDrawBlendMode(cam->renderer, p->blend_mode);
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SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
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SDL_SetRenderDrawColor(cam->renderer,
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@ -40,6 +40,9 @@ particle_engine_eldritch_explosion(Position, Dimension);
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void
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particle_engine_speed_lines(Position, Dimension, bool horizontal);
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void
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particle_engine_sparkle(Position, Dimension);
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void
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particle_engine_wind(Vector2d direction);
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@ -271,8 +271,10 @@ check_skill_activation(Player *player, RoomMatrix *matrix, SDL_Event *event)
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continue;
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Skill *skill = player->skills[i];
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if (skill->levelcap > player->stats.lvl)
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continue;
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if (skill->available && !skill->available(player))
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continue;
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continue;
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skill->active = (selected - 1) == i && !skill->active && skill->resetCountdown == 0;
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if (skill->active && skill->instantUse) {
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SkillData skillData = { player, matrix, VECTOR2D_NODIR };
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@ -49,7 +49,7 @@ pointer_handle_event(Pointer *p, SDL_Event *event)
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#ifdef DEBUG
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if (event->type == SDL_MOUSEBUTTONDOWN) {
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Dimension dim = { 10, 10 };
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particle_engine_eldritch_explosion(p->sprite->pos, dim);
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particle_engine_sparkle(p->sprite->pos, dim);
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}
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#endif // DEBUG
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}
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@ -59,6 +59,7 @@ create_default(const char *s_label, Sprite *s)
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skill->active = false;
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skill->available = NULL;
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skill->use = NULL;
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skill->levelcap = 1;
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return skill;
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}
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@ -120,6 +121,7 @@ create_flurry(void)
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s->clip = CLIP32(0, 0);
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s->fixed = true;
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Skill *skill = create_default("Flurry", s);
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skill->levelcap = 2;
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skill->use = skill_use_flurry;
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return skill;
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}
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@ -169,6 +171,7 @@ create_throw_dagger(void)
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s->clip = CLIP32(64, 0);
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s->fixed = true;
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Skill *skill = create_default("Throw dagger", s);
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skill->levelcap = 1;
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skill->instantUse = false;
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skill->resetTime = 1;
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skill->available = skill_throw_dagger_available;
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@ -201,6 +204,7 @@ create_sip_health(void)
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s->clip = CLIP16(0, 0);
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s->fixed = true;
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Skill *skill = create_default("Sip health", s);
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skill->levelcap = 1;
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skill->instantUse = true;
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skill->available = skill_sip_health_available;
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skill->use = skill_sip_health;
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@ -297,6 +301,7 @@ create_charge(void)
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s->clip = CLIP32(32, 0);
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s->fixed = true;
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Skill *skill = create_default("Charge", s);
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skill->levelcap = 4;
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skill->use = skill_charge;
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return skill;
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}
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@ -45,6 +45,7 @@ typedef struct Skill_t {
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Sprite *icon;
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unsigned int resetTime;
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unsigned int resetCountdown;
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unsigned int levelcap;
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bool actionRequired;
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bool instantUse;
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bool active;
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@ -24,6 +24,7 @@
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#include "sprite.h"
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#include "keyboard.h"
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#include "texturecache.h"
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#include "particle_engine.h"
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static void
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load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer)
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@ -66,12 +67,27 @@ skillbar_create(SDL_Renderer *renderer)
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SkillBar *bar = ec_malloc(sizeof(SkillBar));
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bar->sprites = linkedlist_create();
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bar->activationTimer = timer_create();
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bar->skillSparkleTimer = timer_create();
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bar->lastActivation = 0;
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load_texture(bar, "GUI/GUI0.png", renderer);
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load_countdown_sprites(bar);
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return bar;
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}
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void
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skillbar_check_skill_activation(SkillBar *bar, Player *player)
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{
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (!player->skills[i])
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continue;
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if (player->skills[i]->levelcap != player->stats.lvl)
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continue;
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timer_start(bar->skillSparkleTimer);
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}
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}
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static void
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render_frame(Camera *cam)
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{
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@ -169,21 +185,58 @@ render_skill_unavailable(SkillBar *bar, Player *player, Camera *cam)
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static SDL_Rect unavailableSkillBox = { 0, 0, 32, 32 };
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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bool unavailable = false;
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SDL_Color color;
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if (!player->skills[i])
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continue;
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Skill *skill = player->skills[i];
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if (skill->resetCountdown || (skill->available && !skill->available(player))) {
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if (skill->levelcap > player->stats.lvl) {
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unavailable = true;
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color = (SDL_Color) { 0, 0, 0, 220 };
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} else if (skill->resetCountdown
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|| (skill->available && !skill->available(player)))
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{
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unavailable = true;
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color = (SDL_Color) { 255, 0, 0, 70 };
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}
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if (unavailable) {
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unavailableSkillBox.x = i * 32;
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SDL_SetRenderDrawColor(cam->renderer, 255, 0, 0, 70);
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SDL_SetRenderDrawColor(cam->renderer, UNPACK_COLOR(color));
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SDL_RenderFillRect(cam->renderer, &unavailableSkillBox);
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if (skill->resetCountdown) {
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render_skill_countdown(bar, i, skill->resetCountdown, cam);
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render_skill_countdown(bar,
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i,
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skill->resetCountdown,
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cam);
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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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render_skill_sparkles(SkillBar *bar, Player *player)
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{
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if (timer_get_ticks(bar->skillSparkleTimer) > 3000) {
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timer_stop(bar->skillSparkleTimer);
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return;
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}
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Position pos = { 0, 0 };
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Dimension dim = { 32, 32 };
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (!player->skills[i])
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continue;
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else if (player->skills[i]->levelcap != player->stats.lvl)
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continue;
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pos.x += 32 * i;
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particle_engine_sparkle(pos, dim);
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}
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}
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void
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skillbar_render(SkillBar *bar, Player *player, Camera *cam)
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{
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render_sprites(bar, cam);
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render_skill_unavailable(bar, player, cam);
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render_activation_indicator(bar, cam);
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if (timer_started(bar->skillSparkleTimer))
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render_skill_sparkles(bar, player);
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}
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void
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@ -29,12 +29,16 @@ typedef struct SkillBar_t {
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LinkedList *sprites;
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Sprite *countdowns[PLAYER_SKILL_COUNT];
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Timer *activationTimer;
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Timer *skillSparkleTimer;
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unsigned int lastActivation;
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} SkillBar;
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SkillBar *
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skillbar_create(SDL_Renderer*);
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void
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skillbar_check_skill_activation(SkillBar*, Player*);
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void
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skillbar_render(SkillBar*, Player*, Camera*);
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