parent
736eb79996
commit
a04f131c2d
11
TODO.txt
11
TODO.txt
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@ -1,15 +1,4 @@
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o Make things less difficult and more interesting
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o Interesting items
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x Daggers
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- Bombs?
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- Magical permanent items would be nice
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- Piercing daggers
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- Charge passthrough
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- +1 atk / +1 def items
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o Creat some nice room modifiers
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o Creat some nice room modifiers
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x Windy room
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x Liquid in rooms
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- Falling floor tiles
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- Falling floor tiles
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- Credit screen showing music and graphics guys:
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- Credit screen showing music and graphics guys:
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Binary file not shown.
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@ -82,6 +82,7 @@ load_effects(void)
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effects[FALL0] = load_effect("Sounds/FX/fall0.wav");
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effects[FALL0] = load_effect("Sounds/FX/fall0.wav");
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effects[FALL1] = load_effect("Sounds/FX/fall1.wav");
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effects[FALL1] = load_effect("Sounds/FX/fall1.wav");
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effects[SLAM] = load_effect("Sounds/FX/slam.wav");
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effects[SLAM] = load_effect("Sounds/FX/slam.wav");
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effects[MAGIC_PICKUP] = load_effect("Sounds/FX/magic_pickup.wav");
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}
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}
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void
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void
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@ -58,6 +58,7 @@ typedef enum Fx_t {
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PLAYER_HIT2,
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PLAYER_HIT2,
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DAGGER_PICKUP,
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DAGGER_PICKUP,
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SLAM,
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SLAM,
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MAGIC_PICKUP,
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LAST_EFFECT
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LAST_EFFECT
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} Fx;
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} Fx;
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@ -556,7 +556,7 @@ monster_drop_loot(Monster *monster, Map *map, Player *player)
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// TODO: This should not occur every time
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// TODO: This should not occur every time
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// Debug code.
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// Debug code.
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Artifact *a = artifact_create(TRAP_AVOIDANCE);
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Artifact *a = artifact_create(CHARGE_THROUGH);
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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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}
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}
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@ -629,6 +629,7 @@ player_add_artifact(Player *p, Artifact *a)
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if (a->collected)
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if (a->collected)
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return;
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return;
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mixer_play_effect(MAGIC_PICKUP);
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a->collected = true;
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a->collected = true;
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ArtifactData *ad = &p->equipment.artifacts[a->effect];
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ArtifactData *ad = &p->equipment.artifacts[a->effect];
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@ -95,5 +95,8 @@ position_in_room(Position *pos, Position *roomPos)
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bool
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bool
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position_in_roommatrix(const Position *pos)
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position_in_roommatrix(const Position *pos)
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{
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{
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return pos->x >= 0 && pos->x < MAP_ROOM_WIDTH && pos->y >= 0 && pos->y < MAP_ROOM_HEIGHT;
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return pos->x >= 0
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&& pos->x < MAP_ROOM_WIDTH
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&& pos->y >= 0
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&& pos->y < MAP_ROOM_HEIGHT;
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}
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}
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170
src/skill.c
170
src/skill.c
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@ -34,6 +34,7 @@
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#include "item.h"
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#include "item.h"
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#include "animation.h"
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#include "animation.h"
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#include "artifact.h"
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#include "artifact.h"
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#include "trap.h"
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static Skill *
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static Skill *
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create_default(const char *s_label, Sprite *s)
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create_default(const char *s_label, Sprite *s)
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@ -271,76 +272,23 @@ create_sip_health(void)
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return skill;
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return skill;
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}
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}
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static bool
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static void
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skill_charge(Skill *skill, SkillData *data)
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skill_charge_check_path(SkillData *data,
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Position origin,
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Position dest)
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{
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{
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UNUSED(skill);
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Player *player = data->player;
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RoomMatrix *matrix = data->matrix;
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RoomMatrix *matrix = data->matrix;
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Player *player = data->player;
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Position playerPos = position_to_matrix_coords(&player->sprite->pos);
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Position itPos = origin;
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Position destination = playerPos;
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Position lastPos = dest;
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lastPos.x += (int) data->direction.x * 2;
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unsigned int steps = 0;
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lastPos.y += (int) data->direction.y * 2;
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Uint8 steps = 1;
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// Find collider
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while (position_in_roommatrix(&itPos) && !position_equals(&itPos, &lastPos)) {
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destination.x += (int) data->direction.x;
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RoomSpace *space = &matrix->spaces[itPos.x][itPos.y];
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destination.y += (int) data->direction.y;
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if (space->monster) {
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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Monster *monster = matrix->spaces[itPos.x][itPos.y].monster;
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while (position_in_roommatrix(&destination) && !space->occupied)
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{
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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if (space->items != NULL) {
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LinkedList *items = space->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_collected(item, player);
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}
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LinkedList *artifacts = space->artifacts;
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while (artifacts != NULL) {
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Artifact *artifact = artifacts->data;
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artifacts = artifacts->next;
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player_add_artifact(player, artifact);
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}
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}
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space = &matrix->spaces[destination.x][destination.y];
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steps++;
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}
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if (!position_in_roommatrix(&destination)) {
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destination.x -= (int) data->direction.x;
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destination.y -= (int) data->direction.y;
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}
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// Move player
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Position playerOriginPos = player->sprite->pos;
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player->sprite->pos.x += (steps * TILE_DIMENSION) * (int) data->direction.x;
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player->sprite->pos.y += (steps * TILE_DIMENSION) * (int) data->direction.y;
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Position playerDestinationPos = player->sprite->pos;
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player_turn(data->player, &data->direction);
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// Add motion particles
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bool horizontal = data->direction.x != 0;
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Dimension particleArea;
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if (horizontal)
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particleArea = (Dimension) { steps * TILE_DIMENSION, TILE_DIMENSION };
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else
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particleArea = (Dimension) { TILE_DIMENSION, steps * TILE_DIMENSION };
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Position speedLinePos;
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if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y)
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speedLinePos = playerOriginPos;
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else
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speedLinePos = playerDestinationPos;
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particle_engine_speed_lines(speedLinePos, particleArea, horizontal);
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mixer_play_effect(SWOOSH);
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if (matrix->spaces[destination.x][destination.y].monster) {
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Monster *monster = matrix->spaces[destination.x][destination.y].monster;
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Stats tmpStats = player->stats;
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Stats tmpStats = player->stats;
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tmpStats.dmg *= steps > 0 ? steps : 1;
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tmpStats.dmg *= steps > 0 ? steps : 1;
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mixer_play_effect(SWING0 + get_random(3) - 1);
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mixer_play_effect(SWING0 + get_random(3) - 1);
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@ -354,6 +302,94 @@ skill_charge(Skill *skill, SkillData *data)
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player_monster_kill_check(data->player, monster);
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player_monster_kill_check(data->player, monster);
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}
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}
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// Pick up items in the path
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LinkedList *items = space->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_collected(item, player);
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}
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LinkedList *artifacts = space->artifacts;
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while (artifacts != NULL) {
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Artifact *artifact = artifacts->data;
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artifacts = artifacts->next;
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player_add_artifact(player, artifact);
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}
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if (space->trap)
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space->trap->sprite->animate = true;
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itPos.x += (int) data->direction.x;
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itPos.y += (int) data->direction.y;
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steps++;
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}
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}
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static bool
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skill_charge(Skill *skill, SkillData *data)
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{
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UNUSED(skill);
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Player *player = data->player;
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RoomMatrix *matrix = data->matrix;
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Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
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Position destination = playerStartPos;
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// Find collider
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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Uint32 passThroughCount = 0;
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Uint32 chargeThroughLvl = player_has_artifact(data->player, CHARGE_THROUGH);
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Position lastAvailableDest = playerStartPos;
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while (position_in_roommatrix(&destination))
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{
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if (space->occupied) {
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if (!space->monster || passThroughCount >= chargeThroughLvl)
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break;
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else
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passThroughCount++;
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} else {
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lastAvailableDest = destination;
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}
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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space = &matrix->spaces[destination.x][destination.y];
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}
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destination = lastAvailableDest;
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// Move player
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Position playerOriginPos = player->sprite->pos;
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Sint32 xdiff = destination.x - playerStartPos.x;
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Sint32 ydiff = destination.y - playerStartPos.y;
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player->sprite->pos.x += xdiff * TILE_DIMENSION;
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player->sprite->pos.y += ydiff * TILE_DIMENSION;
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Position playerDestinationPos = player->sprite->pos;
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player_turn(data->player, &data->direction);
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// Add motion particles
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bool horizontal = data->direction.x != 0;
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Dimension particleArea;
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if (horizontal)
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particleArea = (Dimension) { abs(xdiff) * TILE_DIMENSION, TILE_DIMENSION };
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else
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particleArea = (Dimension) { TILE_DIMENSION, abs(ydiff) * TILE_DIMENSION };
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Position speedLinePos;
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if (playerOriginPos.x < playerDestinationPos.x || playerOriginPos.y < playerDestinationPos.y)
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speedLinePos = playerOriginPos;
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else
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speedLinePos = playerDestinationPos;
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particle_engine_speed_lines(speedLinePos, particleArea, horizontal);
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mixer_play_effect(SWOOSH);
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skill_charge_check_path(data, playerStartPos, destination);
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return true;
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return true;
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}
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}
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