Adds functioning player death and introduces better XP threshholds.
I'm pretty sure I've done the XP thing before. Perhaps I never comitted that code?
This commit is contained in:
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a045ffc07c
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cfa522009e
38
src/main.c
38
src/main.c
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@ -52,6 +52,7 @@ struct MENU_ITEM {
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static void resetGame(void);
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static void resetGame(void);
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static void initMainMenu(void);
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static void initMainMenu(void);
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static bool is_player_dead(void);
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static
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static
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bool initSDL(void)
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bool initSDL(void)
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@ -160,6 +161,9 @@ startGame(void *unused)
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UNUSED(unused);
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UNUSED(unused);
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cLevel = 1;
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cLevel = 1;
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gGameState = PLAYING;
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gGameState = PLAYING;
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if (gPlayer)
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player_destroy(gPlayer);
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gPlayer = player_create(WARRIOR, gRenderer);
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resetGame();
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resetGame();
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}
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}
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@ -174,8 +178,10 @@ static void
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toggleInGameMenu(void *unused)
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toggleInGameMenu(void *unused)
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{
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{
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UNUSED(unused);
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UNUSED(unused);
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if (gGameState == PLAYING)
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if (gGameState == PLAYING || gGameState == GAME_OVER)
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gGameState = IN_GAME_MENU;
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gGameState = IN_GAME_MENU;
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else if (is_player_dead())
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gGameState = GAME_OVER;
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else
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else
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gGameState = PLAYING;
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gGameState = PLAYING;
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}
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}
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@ -188,6 +194,9 @@ goToMainMenu(void *unused)
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menu_destroy(inGameMenu);
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menu_destroy(inGameMenu);
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inGameMenu = NULL;
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inGameMenu = NULL;
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initMainMenu();
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initMainMenu();
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Position p = { 0, 0 };
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map_set_current_room(gMap, &p);
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camera_follow_position(&gCamera, &p);
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}
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}
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static void
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static void
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@ -264,8 +273,11 @@ resetGame(void)
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if (gMap)
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if (gMap)
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map_destroy(gMap);
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map_destroy(gMap);
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particle_engine_clear();
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info("Building new map");
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info("Building new map");
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gMap = map_lua_generator_run(cLevel, gRenderer);
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gMap = map_lua_generator_run(cLevel, gRenderer);
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gPlayer->sprite->pos = (Position) {
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gPlayer->sprite->pos = (Position) {
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TILE_DIMENSION, TILE_DIMENSION };
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TILE_DIMENSION, TILE_DIMENSION };
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@ -297,7 +309,10 @@ loadMedia(void)
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static bool
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static bool
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handle_main_events(SDL_Event *event)
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handle_main_events(SDL_Event *event)
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{
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{
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if (gGameState == PLAYING || gGameState == IN_GAME_MENU) {
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if (gGameState == PLAYING
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|| gGameState == IN_GAME_MENU
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|| gGameState == GAME_OVER)
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{
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if (keyboard_press(SDLK_ESCAPE, event)) {
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if (keyboard_press(SDLK_ESCAPE, event)) {
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toggleInGameMenu(NULL);
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toggleInGameMenu(NULL);
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return true;
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return true;
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@ -340,10 +355,9 @@ handle_events(void)
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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_if_dead(void)
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is_player_dead(void)
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{
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{
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if (gPlayer->stats.hp <= 0) {
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if (gPlayer->stats.hp <= 0) {
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gui_log("The dungeon consumed you");
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -392,10 +406,13 @@ run_game(void)
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SDL_RenderSetViewport(gRenderer, &gameViewport);
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SDL_RenderSetViewport(gRenderer, &gameViewport);
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map_render(gMap, &gCamera);
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map_render(gMap, &gCamera);
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particle_engine_render(&gCamera);
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particle_engine_render(&gCamera);
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player_render(gPlayer, &gCamera);
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if (!is_player_dead())
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player_render(gPlayer, &gCamera);
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if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
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if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
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roommatrix_render_mouse_square(gRoomMatrix, &gCamera);
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roommatrix_render_mouse_square(gRoomMatrix, &gCamera);
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roommatrix_render_lightmap(gRoomMatrix, &gCamera);
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roommatrix_render_lightmap(gRoomMatrix, &gCamera);
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SDL_RenderSetViewport(gRenderer, &rightGuiViewport);
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SDL_RenderSetViewport(gRenderer, &rightGuiViewport);
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@ -413,12 +430,17 @@ run_game(void)
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SDL_RenderFillRect(gRenderer, &dimmer);
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SDL_RenderFillRect(gRenderer, &dimmer);
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menu_render(inGameMenu, &gCamera);
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menu_render(inGameMenu, &gCamera);
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}
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}
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if (gGameState == GAME_OVER) {
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// TODO(Linus): Render game over?
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}
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pointer_render(gPointer, &gCamera);
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pointer_render(gPointer, &gCamera);
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SDL_RenderPresent(gRenderer);
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SDL_RenderPresent(gRenderer);
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if (check_if_dead())
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if (gGameState == PLAYING && is_player_dead()) {
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gui_log("The dungeon consumed you");
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gGameState = GAME_OVER;
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gGameState = GAME_OVER;
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}
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check_next_level();
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check_next_level();
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}
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}
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@ -470,14 +492,12 @@ void run(void)
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switch (gGameState) {
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switch (gGameState) {
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case PLAYING:
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case PLAYING:
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case IN_GAME_MENU:
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case IN_GAME_MENU:
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case GAME_OVER:
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run_game();
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run_game();
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break;
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break;
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case MENU:
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case MENU:
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run_menu();
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run_menu();
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break;
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break;
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case GAME_OVER:
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fatal("GAME_OVER not implemented");
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break;
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case QUIT:
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case QUIT:
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quit = true;
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quit = true;
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break;
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break;
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@ -40,7 +40,6 @@ particle_engine_init(void)
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void
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void
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particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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{
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{
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check_engine();
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check_engine();
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if (count > 100)
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if (count > 100)
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@ -145,6 +144,14 @@ particle_engine_render(Camera *cam)
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}
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}
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}
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}
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void
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particle_engine_clear(void)
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{
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check_engine();
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while (engine->particles)
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free(linkedlist_pop(&engine->particles));
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}
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void
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void
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particle_engine_close(void)
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particle_engine_close(void)
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{
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{
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@ -18,6 +18,9 @@ particle_engine_update(float deltatime);
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void
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void
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particle_engine_render(Camera*);
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particle_engine_render(Camera*);
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void
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particle_engine_clear(void);
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void
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void
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particle_engine_close(void);
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particle_engine_close(void);
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22
src/player.c
22
src/player.c
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@ -35,7 +35,15 @@ player_levelup(Player *player)
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static unsigned int
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static unsigned int
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next_level_threshold(unsigned int current_level)
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next_level_threshold(unsigned int current_level)
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{
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{
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return (current_level * 50) + ((current_level > 0 ? current_level - 1 : 0) * 150);
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unsigned int last_level = 0;
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unsigned int padding = 0;
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if (current_level > 0) {
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last_level = next_level_threshold(current_level - 1);
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padding = (current_level - 1) * 150;
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}
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return last_level + (current_level * 50) + padding;
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}
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}
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static void
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static void
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@ -190,6 +198,15 @@ handle_movement_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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move_down(player, matrix);
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move_down(player, matrix);
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moved = true;
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moved = true;
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}
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}
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#ifdef DEBUG
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if (keyboard_mod_press(SDLK_SPACE, KMOD_CTRL, event)) {
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Position pos = player->sprite->pos;
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pos.x += 8;
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pos.y += 8;
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 }, 200);
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player->stats.hp = 0;
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}
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#endif // DEBUG
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if (moved) {
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if (moved) {
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player->sprite->clip.x = 16*step;
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player->sprite->clip.x = 16*step;
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@ -292,6 +309,9 @@ ExperienceData player_get_xp_data(Player *p)
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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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player_hit(Player *p, unsigned int dmg)
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{
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{
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if (p->stats.hp <= 0) {
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dmg = 200;
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}
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if (dmg > 0) {
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if (dmg > 0) {
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p->hitText->active = true;
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p->hitText->active = true;
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p->missText->active = false;
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p->missText->active = false;
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