Fixes some odd indentations
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parent
4ceb82f171
commit
8221304df8
65
src/player.c
65
src/player.c
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@ -181,7 +181,7 @@ on_monster_collision(Player *player,
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action_spent(player);
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}
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static void
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static void
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player_pickup_artifacts(Player *player, RoomSpace *space)
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{
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LinkedList *artifacts = space->artifacts;
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@ -191,7 +191,7 @@ player_pickup_artifacts(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_interact_objects(Player *player, RoomSpace *space)
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{
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LinkedList *objects = space->objects;
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@ -201,7 +201,7 @@ player_interact_objects(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_collect_items(Player *player, RoomSpace *space)
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{
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LinkedList *items = space->items;
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@ -212,7 +212,7 @@ player_collect_items(Player *player, RoomSpace *space)
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}
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}
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static void
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static void
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player_interact_traps_and_pits(Player *player, RoomSpace *space)
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{
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if (space->lethal) {
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@ -224,7 +224,7 @@ player_interact_traps_and_pits(Player *player, RoomSpace *space)
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}
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}
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static bool
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static bool
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player_has_collided(Player *p, RoomSpace *space)
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{
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if (space->occupied)
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@ -233,7 +233,7 @@ player_has_collided(Player *p, RoomSpace *space)
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return !p->phase_count && space->monster && space->monster->sprite->state != SPRITE_STATE_FALLING;
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}
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static bool
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static bool
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has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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Position roomCoord = position_to_room_coords(&player->sprite->pos);
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@ -276,7 +276,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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}
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}
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static void
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static void
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set_clip_for_direction(Player *player, Vector2d *direction)
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{
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if (vector2d_equals(*direction, VECTOR2D_LEFT))
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@ -289,7 +289,7 @@ set_clip_for_direction(Player *player, Vector2d *direction)
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player->sprite->clip.y = 0;
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}
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void
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void
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player_turn(Player *player, Vector2d *direction)
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{
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set_clip_for_direction(player, direction);
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@ -316,7 +316,7 @@ player_turn(Player *player, Vector2d *direction)
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}
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}
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static void
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static void
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move(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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player_turn(player, &direction);
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@ -343,7 +343,7 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
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}
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}
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void
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void
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player_sip_health(Player *player)
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{
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bool hasSips = player->class == MAGE ?
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@ -362,7 +362,7 @@ player_sip_health(Player *player)
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}
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}
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static Vector2d
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static Vector2d
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read_direction_from(Input *input)
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{
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if (input_key_is_pressed(input, KEY_LEFT))
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@ -377,7 +377,7 @@ read_direction_from(Input *input)
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return VECTOR2D_NODIR;
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}
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static void
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static void
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handle_next_move(UpdateData *data)
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{
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static unsigned int step = 1;
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@ -417,7 +417,7 @@ handle_next_move(UpdateData *data)
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}
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}
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static void
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static void
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use_skill(Skill *skill, SkillData *skillData)
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{
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skill->active = false;
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@ -427,7 +427,7 @@ use_skill(Skill *skill, SkillData *skillData)
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skill->resetCountdown = skill->resetTime;
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}
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static void
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static void
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check_skill_activation(UpdateData *data)
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{
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// TODO(Linus): This could be "smarter"
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@ -468,7 +468,7 @@ check_skill_activation(UpdateData *data)
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}
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}
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static bool
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static bool
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check_skill_trigger(UpdateData *data)
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{
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Player *player = data->player;
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@ -496,7 +496,7 @@ check_skill_trigger(UpdateData *data)
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return true;
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}
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static void
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static void
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build_sword_animation(Player *p, SDL_Renderer *renderer)
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{
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animation_load_texture(p->swordAnimation, "Extras/SwordSwing.png", renderer);
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@ -514,7 +514,7 @@ build_sword_animation(Player *p, SDL_Renderer *renderer)
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p->swordAnimation->sprite->rotationPoint = (SDL_Point) { 16, 16 };
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}
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Player*
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Player*
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player_create(class_t class, Camera *cam)
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{
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Player *player = malloc(sizeof(Player));
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@ -596,7 +596,7 @@ player_create(class_t class, Camera *cam)
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return player;
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}
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void
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void
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player_reset_on_levelchange(Player *player)
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{
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player->sprite->pos = (Position) {
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@ -604,7 +604,8 @@ player_reset_on_levelchange(Player *player)
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player->equipment.keys = 0;
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}
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ExperienceData player_get_xp_data(Player *p)
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ExperienceData
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player_get_xp_data(Player *p)
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{
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ExperienceData data;
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data.previousLevel = next_level_threshold(p->stats.lvl - 1);
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@ -614,7 +615,7 @@ ExperienceData player_get_xp_data(Player *p)
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return data;
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}
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void
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void
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player_monster_kill_check(Player *player, Monster *monster)
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{
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if (!monster)
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@ -654,7 +655,7 @@ player_monster_kill_check(Player *player, Monster *monster)
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}
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}
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void
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void
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player_hit(Player *p, unsigned int dmg)
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{
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if (dmg > 0) {
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@ -678,7 +679,7 @@ player_hit(Player *p, unsigned int dmg)
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}
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void
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void
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player_render(Player *player, Camera *cam)
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{
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sprite_set_alpha(player->sprite, player->phase_count ? 150 : 255);
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@ -691,25 +692,25 @@ player_render(Player *player, Camera *cam)
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}
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}
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void
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void
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player_render_toplayer(Player *player, Camera *camera)
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{
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animation_render(player->swordAnimation, camera);
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}
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void
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void
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player_reset_steps(Player *p)
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{
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p->stat_data.steps = 0;
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}
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static void
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static void
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reset_dagger_skill(Player *p)
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{
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p->skills[3]->resetCountdown = 0;
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}
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void
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void
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player_update(UpdateData *data)
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{
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Player *player = data->player;
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@ -749,7 +750,7 @@ player_update(UpdateData *data)
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animation_update(player->swordAnimation);
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}
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static void
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static void
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player_reset(Player *player)
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{
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for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i)
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@ -760,7 +761,7 @@ player_reset(Player *player)
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projectile_destroy(linkedlist_pop(&player->projectiles));
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}
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void
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void
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player_destroy(Player *player)
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{
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player_reset(player);
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@ -780,19 +781,19 @@ player_destroy(Player *player)
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free(player);
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}
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bool
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bool
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player_turn_over(Player *player)
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{
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return player->stat_data.steps >= player->stats.speed;
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}
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Uint32
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Uint32
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player_has_artifact(Player *p, MagicalEffect effect)
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{
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return p->equipment.artifacts[effect].level;
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}
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void
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void
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player_add_artifact(Player *p, Artifact *a)
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{
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if (a->price > p->gold) {
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@ -822,7 +823,7 @@ player_add_artifact(Player *p, Artifact *a)
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p->equipment.hasArtifacts = true;
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}
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void
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void
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player_set_falling(Player *player)
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{
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mixer_play_effect(FALL0 + get_random(1));
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