Got this texture stuff working
This commit is contained in:
parent
0723f62559
commit
e845195823
60
src/main.c
60
src/main.c
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@ -59,74 +59,74 @@
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#endif // STEAM_BUILD
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static char *artifacts_tooltip[] = {
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"CONGRATULATIONS!",
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"CONGRATULATIONS!", "",
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"",
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" You just picked up your first artifact!",
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" You just picked up your first artifact!", "",
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"",
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" Your current artifacts and corresponding level are",
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" listed next to your skills."
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" Your current artifacts and corresponding level are", "",
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" listed next to your skills." "",
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"",
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"",
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" Artifacts have mystical effects that improve your offensive",
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" or defensive advantage in the dungeon. However it is sometimes",
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" hard to know what effect an artifact has.",
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" Artifacts have mystical effects that improve your offensive", "",
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" or defensive advantage in the dungeon. However it is sometimes", "",
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" hard to know what effect an artifact has.", "",
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"",
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"",
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" Perhaps an experienced dungeoner will know more?",
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" Perhaps an experienced dungeoner will know more?", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *skills_tooltip[] = {
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"CONGRATULATIONS!",
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"CONGRATULATIONS!", "",
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"",
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" You have aquired a new level and a new skill!",
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" You have aquired a new level and a new skill!", "",
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"",
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" Skills are listed in the bar below the game screen.",
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" Skills are listed in the bar below the game screen.", "",
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"",
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"",
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" SKILL INFO: SHIFT + <NUM>",
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" Where <NUM> is the skill number (1-5)",
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" SKILL INFO: SHIFT + <NUM>", "",
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" Where <NUM> is the skill number (1-5)", "",
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"",
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" DISABLE TOOLTIPS: CTRL + D",
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" DISABLE TOOLTIPS: CTRL + D", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *how_to_play_tooltip[] = {
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"HOW TO PLAY",
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"HOW TO PLAY", "",
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"",
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" NAVIGATION: Use ARROWS or WASD or HJKL to move",
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" NAVIGATION: Use ARROWS or WASD or HJKL to move", "",
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"",
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" ATTACK: Walk into a monster to attack it",
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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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" 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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" 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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" DRINK HEALTH: Press 5 (if you need health and have potions)", "",
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"",
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" TOGGLE MUSIC: CTRL + M",
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" TOGGLE MUSIC: CTRL + M", "",
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"",
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" TOGGLE SOUND: CTRL + S",
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" TOGGLE SOUND: CTRL + S", "",
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"",
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" TOGGLE FULLSCREEN: CTRL + F",
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" TOGGLE FULLSCREEN: CTRL + F", "",
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"",
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" TOGGLE MENU: ESC",
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" TOGGLE MENU: ", "ESC", "",
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"",
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" Your stats and inventory are listed in the right panel",
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" Your stats and inventory are listed in the right panel", "",
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"",
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"",
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" GOOD LUCK!",
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" May your death be quick and painless...",
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" GOOD LUCK!", "",
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" May your death be quick and painless...", "",
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"",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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162
src/skill.c
162
src/skill.c
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@ -38,163 +38,163 @@
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#include "tooltip.h"
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static char *flurry_tooltip[] = {
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"FLURRY",
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"FLURRY", "",
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"",
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" Hits an adjecant enemy with a flurry of three strikes.",
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" Each strike has the same odds of hitting as a regular attack",
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" Hits an adjecant enemy with a flurry of three strikes.", "",
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" Each strike has the same odds of hitting as a regular attack", "",
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"",
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"COOLDOWN:",
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" 5 turns",
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"COOLDOWN:", "",
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" 5 turns", "",
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"",
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"USAGE:",
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" activate the skill (press 1)",
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" followed by a direction (left, right, up or down)",
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"USAGE:", "",
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" activate the skill (press ", "1", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "", "",
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NULL
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};
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static char *bash_tooltip[] = {
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"BASH",
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"BASH", "",
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"",
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" Bashes an adjecant enemy with your shield",
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" On a successful hit the target will be stunned for 2 turns",
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" Bashes an adjecant enemy with your shield", "",
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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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" 3 turns",
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"COOLDOWN:", "",
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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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" followed by a direction (left, right, up or down)",
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"USAGE:", "",
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" activate the skill (press ", "2", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *trip_tooltip[] = {
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"TRIP",
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"TRIP", "",
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"",
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" Trips an adjecant enemy causing him to fall (move), in",
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" the direction you tripped it in.",
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" On a successful hit the enemy will also be stunned."
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" Trips an adjecant enemy causing him to fall (move), in", "",
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" the direction you tripped it in.", "",
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" On a successful hit the enemy will also be stunned." "",
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"",
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" This can be combined with traps and pits to great effect.",
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" This can be combined with traps and pits to great effect.", "",
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"",
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"COOLDOWN:",
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" 3 turns",
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"COOLDOWN:", "",
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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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" followed by a direction (left, right, up or down)",
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"USAGE:", "",
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" activate the skill (press ", "2", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *backstab_tooltip[] = {
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"BACKSTAB",
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"BACKSTAB", "",
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"",
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" You flip over an adjecant enemy taking it's place and",
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" it taking yours, finnishing off with a stab in the back",
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" of your foe.",
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" A successful attack will also leave the enemy stunned."
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" You flip over an adjecant enemy taking it's place and", "",
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" it taking yours, finnishing off with a stab in the back", "",
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" of your foe.", "",
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" A successful attack will also leave the enemy stunned." "",
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"",
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"COOLDOWN:",
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" 5 turns",
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"COOLDOWN:", "",
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" 5 turns", "",
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"",
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"USAGE:",
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" activate the skill (press 1)",
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" followed by a direction (left, right, up or down)",
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"USAGE:", "",
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" activate the skill (press ", "1", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *phase_tooltip[] = {
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"PHASE",
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"PHASE", "",
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"",
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" You phase out of existence for a time. While you are phased you",
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" are unaffected by gravity, traps and enemies won't see you.",
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" You can also pass through enemies.",
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" You phase out of existence for a time. While you are phased you", "",
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" are unaffected by gravity, traps and enemies won't see you.", "",
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" You can also pass through enemies.", "",
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"",
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" The effect lasts for 3 turns",
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" The effect lasts for 3 turns", "",
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"",
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"COOLDOWN:",
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" 8 turns",
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"COOLDOWN:", "",
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" 8 turns", "",
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"",
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"USAGE:",
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" activate the skill (press 3)",
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" then move as normal",
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" activate the skill (press ", "3", ")", "",
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" then move as normal", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *charge_tooltip[] = {
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"CHARGE",
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"CHARGE", "",
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"",
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" You charge in a chosen direction into the first obstructing",
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" object. Charging into an enemy can deliver massive damage.",
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" You charge in a chosen direction into the first obstructing", "",
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" object. Charging into an enemy can deliver massive damage.", "",
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"",
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" Damage is affected by charge distance.",
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" Longer distance, more damage.",
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" Damage is affected by charge distance.", "",
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" Longer distance, more damage.", "",
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"",
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"COOLDOWN:",
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" 5 turns",
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"COOLDOWN:", "",
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" 5 turns", "",
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"",
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"USAGE:",
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" activate the skill (press 3)",
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" followed by a direction (left, right, up or down)",
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" activate the skill (press ", "3", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *dagger_tooltip[] = {
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"THROW DAGGER",
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"THROW DAGGER", "",
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"",
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" You throw a dagger in the chosen direction.",
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" You throw a dagger in the chosen direction.", "",
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"",
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" Damage is affected by throwing distance.",
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" Longer distance, more damage.",
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" Damage is affected by throwing distance.", "",
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" Longer distance, more damage.", "",
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"",
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" Dagger supply is not infinite, your current dagger",
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" inventory is displayed in the panel to the right.",
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" Dagger supply is not infinite, your current dagger", "",
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" inventory is displayed in the panel to the right.", "",
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"",
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"COOLDOWN:",
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" 0 turns",
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"COOLDOWN:", "",
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" 0 turns", "",
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"",
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"USAGE:",
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" activate the skill (press 4)",
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" followed by a direction (left, right, up or down)",
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"USAGE:", "",
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" activate the skill (press ", "4", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *health_tooltip[] = {
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"DRINK HEALTH",
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"DRINK HEALTH", "",
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"",
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" You take a sip from your health vial",
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" You take a sip from your health vial", "",
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"",
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" The current amount of sips in your vials is",
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" dsplayed in the panel to the right.",
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" The current amount of sips in your vials is", "",
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" dsplayed in the panel to the right.", "",
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"",
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"COOLDOWN:",
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" 0 turns",
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"COOLDOWN:", "",
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" 0 turns", "",
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"",
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"USAGE:",
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" Sip health (press 5)",
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"USAGE:", "",
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" Sip health (press ", "5", ")", "",
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"",
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"",
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"Press ESC to close",
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"Press ", "ESC", " to close", "",
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NULL
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};
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@ -30,11 +30,13 @@ render_button_texture_for(const char *text, Position pos, Camera *cam)
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SDL_Rect clip = CLIP16(0, 0);
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if (strcmp(text, "1") == 0) {
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// no op
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} else if (strcmp(text, "2") == 0) {
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clip = CLIP16(16, 0);
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} else {
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return false;
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}
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SDL_Rect renderBox = { pos.x, pos.y, 8, 8 };
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SDL_Rect renderBox = { pos.x, pos.y, 16, 16 };
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texture_render_clip(t, &renderBox, &clip, cam);
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return true;
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}
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@ -66,10 +68,10 @@ tooltip_create(char **content, Camera *cam)
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}
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Sprite *sprite = gui_util_create_tooltip_frame_sprite(BOTTOM_GUI_WIDTH/16 - 6,
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(Uint32) ((rowCount * 10 + 48)/16),
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(Uint32) ((rowCount * 9 + 48)/16),
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cam);
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sprite->pos.x = 48;
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sprite->pos.y = 96;
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sprite->pos.y = 48;
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Texture *texture = sprite->textures[0];
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Texture *text = texture_create();
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texture_load_font(text, "GUI/SDS_8x8.ttf", LOG_FONT_SIZE, 0);
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@ -78,13 +80,17 @@ tooltip_create(char **content, Camera *cam)
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while (*content) {
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if (strlen(*content) > 0) {
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if (!render_button_texture_for(*content, POS(renderBox.w, renderBox.y), cam)) {
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if (render_button_texture_for(*content, POS(renderBox.x, renderBox.y - 4), cam)) {
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renderBox.x += 24;
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} else {
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load_texture_for(text, *content, &renderBox, cam->renderer);
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texture_render(text, &renderBox, cam);
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renderBox.x += text->dim.width;
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}
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} else {
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renderBox.x = 16;
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renderBox.y += 14;
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}
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renderBox.y += 10;
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content++;
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}
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SDL_SetRenderTarget(cam->renderer, NULL);
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