Make the game a bit more actionfilled
- Level 1 is reduced in size - More monsters spawn - Maps are more 'messy' and less linear - Introduces 'space' to hold your turn
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@ -50,8 +50,8 @@ local function generate_path ()
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local lastDirection = 0
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local coridoor_count = 0
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local bossLevel = CURRENT_LEVEL % 5 == 0
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local coverage = 9 + CURRENT_LEVEL
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if bossLevel then
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local coverage = 8 + CURRENT_LEVEL
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if bossLevel or CURRENT_LEVEL == 1 then
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coverage = 5
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end
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@ -61,15 +61,7 @@ local function generate_path ()
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while matrix_coverage(map_matrix) < coverage do
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local direction = random(4)
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if lastDirection > 0 then
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if random(24) <= 6 then direction = lastDirection end
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end
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while lastDirection == reverse_direction(direction) do
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direction = random(4)
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end
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if coridoor_count < coverage/3 then
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if coridoor_count < coverage/2 then
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if random(3) == 1 and (cx > 1 or cy > 1) then
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map_matrix[cx][cy].type = "coridoor"
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coridoor_count = coridoor_count + 1
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@ -300,7 +300,9 @@ local enemies = {}
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if(CURRENT_LEVEL > 0) then
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if (CURRENT_LEVEL == 1) then
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enemies = concat(enemies, pests)
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enemies = concat(enemies, avian)
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enemies = concat(enemies, misc)
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enemies = concat(enemies, dogs)
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elseif (CURRENT_LEVEL > 15) then
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enemies = {}
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enemies = concat(enemies, undead)
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@ -342,6 +344,7 @@ function module.add_monsters_to_room(room, roomx, roomy)
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if (CURRENT_LEVEL > 3) then
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count = random(4)
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end
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count = count + 1
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local i = 0
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while i < count do
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local rx = random(13) + 1
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@ -91,6 +91,8 @@ get_event_key(SDL_Event *event)
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key = KEY_ESC; break;
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case SDLK_RETURN:
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key = KEY_ENTER; break;
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case SDLK_SPACE:
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key = KEY_SPACE; break;
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default:
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key = 0; break;
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}
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39
src/input.h
39
src/input.h
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@ -22,22 +22,23 @@
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#include <SDL.h>
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#include <stdbool.h>
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#define KEY_LEFT 1
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#define KEY_RIGHT 2
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#define KEY_UP 4
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#define KEY_DOWN 8
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#define KEY_NUM0 16
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#define KEY_NUM1 32
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#define KEY_NUM2 64
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#define KEY_NUM3 128
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#define KEY_NUM4 256
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#define KEY_NUM5 512
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#define KEY_NUM6 1024
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#define KEY_NUM7 2048
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#define KEY_NUM8 4096
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#define KEY_NUM9 8192
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#define KEY_ESC 16384
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#define KEY_ENTER 32768
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#define KEY_LEFT 0x1
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#define KEY_RIGHT 0x2
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#define KEY_UP 0x4
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#define KEY_DOWN 0x8
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#define KEY_NUM0 0x10
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#define KEY_NUM1 0x20
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#define KEY_NUM2 0x40
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#define KEY_NUM3 0x80
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#define KEY_NUM4 0x100
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#define KEY_NUM5 0x200
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#define KEY_NUM6 0x400
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#define KEY_NUM7 0x800
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#define KEY_NUM8 0x1000
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#define KEY_NUM9 0x2000
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#define KEY_ESC 0x4000
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#define KEY_ENTER 0x8000
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#define KEY_SPACE 0x10000
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#define KEY_CTRL_M 0x1
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#define KEY_CTRL_S 0x2
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@ -49,9 +50,9 @@
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#define KEY_SHIFT_NUM5 0x80
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#define KEY_CTRL_F 0x100
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#define MBUTTON_LEFT 1
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#define MBUTTON_MIDDLE 2
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#define MBUTTON_RIGHT 4
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#define MBUTTON_LEFT 0x1
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#define MBUTTON_MIDDLE 0x2
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#define MBUTTON_RIGHT 0x4
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typedef struct Input {
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Uint64 keyState;
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@ -103,6 +103,8 @@ static char *how_to_play_tooltip[] = {
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"",
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" ATTACK: Walk into a monster to attack it",
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"",
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" HOLD TURN: Press SPACE",
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"",
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" THROW DAGGER: Press 4 then chose a direction (nav keys)",
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"",
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" DRINK HEALTH: Press 5 (if you need health and have potions)",
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@ -306,6 +306,12 @@ handle_next_move(UpdateData *data)
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if (linkedlist_size(player->projectiles) > 0)
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return;
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if (input_key_is_pressed(data->input, KEY_SPACE)) {
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action_spent(data->player);
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gui_log("You take a moment and stare at your feet");
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return;
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}
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RoomMatrix *matrix = data->matrix;
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Vector2d nextDir = read_direction_from(data->input);
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if (!vector2d_equals(nextDir, VECTOR2D_NODIR))
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@ -62,7 +62,7 @@ static char *bash_tooltip[] = {
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" On a successful hit the target will be stunned for 2 turns",
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"",
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"COOLDOWN:",
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" 2 turns",
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" 3 turns",
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"",
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"USAGE:",
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" activate the skill (press 2)",
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@ -335,7 +335,7 @@ create_bash(void)
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Skill *skill = create_default("Bash", s);
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skill->levelcap = 3;
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skill->instantUse = false;
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skill->resetTime = 2;
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skill->resetTime = 3;
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skill->available = NULL;
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skill->use = skill_bash;
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skill->actionRequired = true;
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