Adds "speed lines" to charge skill
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7e596a251e
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@ -164,13 +164,13 @@ item_builder_build_item(ItemKey key, int level)
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item = create_item(path_flesh,
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CLIP16(get_random(7) * 16, get_random(1) * 16),
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&eat_flesh);
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item->value = 1 + get_random(level*2);
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item->value = 1 + get_random(level);
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break;
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case HEALTH:
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item = create_item(path_potion,
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CLIP16(0, 0),
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&drink_health);
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item->value = 1 + get_random(level*2);
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item->value = 1 + get_random(level);
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break;
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default:
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fatal("in item_builder_build() : Unhandled item key %d", key);
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@ -148,6 +148,35 @@ particle_engine_eldritch_explosion(Position pos, Dimension dim)
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create_explosion(pos, dim, 1, green);
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}
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void
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particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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{
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static SDL_Color color = { 0, 0, 255, 200 };
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for (unsigned int i = 0; i < 150; ++i) {
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int x, y;
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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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lt = get_random(10);
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p = ec_malloc(sizeof(Particle));
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p->pos = (Position) { x, y };
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p->velocity = (Vector2d) { 0, 0 };
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p->movetime = lt;
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p->lifetime = lt;
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if (horizontal)
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p->dim = (Dimension) { 20, 1 };
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else
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p->dim = (Dimension) { 2, 20 };
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p->color = color;
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linkedlist_append(&engine->particles, p);
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}
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}
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static void
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move_particle(Particle *particle, float deltaTime)
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{
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@ -36,6 +36,9 @@ particle_engine_fire_explosion(Position, Dimension);
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void
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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_update(float deltatime);
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@ -74,3 +74,9 @@ bool position_in_room(Position *pos, Position *roomPos)
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return true;
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}
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bool
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position_in_roommatrix(const Position *pos)
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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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}
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@ -26,12 +26,19 @@ typedef struct {
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int y;
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} Position;
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Position position_to_matrix_coords(Position*);
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Position
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position_to_matrix_coords(Position*);
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Position position_to_room_coords(Position*);
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Position
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position_to_room_coords(Position*);
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bool position_in_room(Position *pos, Position *roomPos);
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bool
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position_in_room(Position *pos, Position *roomPos);
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bool position_equals(const Position*, const Position*);
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bool
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position_equals(const Position*, const Position*);
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bool
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position_in_roommatrix(const Position*);
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#endif // POSITION_H_
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47
src/skill.c
47
src/skill.c
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@ -28,6 +28,7 @@
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#include "mixer.h"
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#include "gui.h"
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#include "random.h"
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#include "particle_engine.h"
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static void
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set_player_clip_for_direction(Player *player, Vector2d *direction)
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@ -38,7 +39,7 @@ set_player_clip_for_direction(Player *player, Vector2d *direction)
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player->sprite->clip.y = 48;
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else if (direction->x < 0) // Left
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player->sprite->clip.y = 16;
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else if (direction->x < 0) // Right
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else if (direction->x > 0) // Right
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player->sprite->clip.y = 32;
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}
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@ -69,6 +70,10 @@ skill_use_flurry(Skill *skill, SkillData *data)
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set_player_clip_for_direction(data->player, &data->direction);
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if (!position_in_roommatrix(&targetPos)) {
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return false;
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}
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Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(TRIPPLE_SWING);
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if (monster) {
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@ -79,9 +84,9 @@ skill_use_flurry(Skill *skill, SkillData *data)
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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if (dmg > 0 && originalHp > 0) {
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gui_log("You hit for %u damage", dmg);
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monster_hit(monster, dmg);
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hitCount++;
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}
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monster_hit(monster, dmg);
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}
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if (hitCount == 1) {
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mixer_play_effect(SWORD_HIT);
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@ -151,21 +156,44 @@ skill_charge(Skill *skill, SkillData *data)
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unsigned int steps = 0;
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// Find collider
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do {
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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while (position_in_roommatrix(&destination)
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&& !matrix->spaces[destination.x][destination.y].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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steps++;
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} while (!matrix->spaces[destination.x][destination.y].occupied
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|| destination.x == MAP_ROOM_WIDTH || destination.x < 0
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|| destination.y == MAP_ROOM_HEIGHT ||destination.y < 0);
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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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steps--;
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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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set_player_clip_for_direction(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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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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@ -174,9 +202,10 @@ skill_charge(Skill *skill, SkillData *data)
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unsigned int dmg = stats_fight(&tmpStats, &monster->stats);
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if (dmg > 0) {
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gui_log("You charged %s for %u damage", monster->lclabel, dmg);
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monster_hit(monster, dmg);
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mixer_play_effect(SWORD_HIT);
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data->player->hits += 1;
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}
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monster_hit(monster, dmg);
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}
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return true;
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