Initial implementation of the falling tiles room modifier.
Incomplete and always on right now.
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f65bdd0f13
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21
src/map.c
21
src/map.c
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@ -286,15 +286,22 @@ map_update(UpdateData *data)
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monster = monster->next;
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monster_update(m, data);
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}
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Position roomPos = { map->currentRoom.x, map->currentRoom.y };
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Room *room = map->rooms[roomPos.x][roomPos.y];
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for (size_t i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (size_t j=0; j < MAP_ROOM_HEIGHT; ++j) {
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sprite_update(room->tiles[i][j]->sprite, data);
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}
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}
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}
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void map_render(Map *map, Camera *cam)
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{
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unsigned int i, j;
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Room *room;
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Position roomPos = { map->currentRoom.x, map->currentRoom.y };
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room = map->rooms[roomPos.x][roomPos.y];
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Room *room = map->rooms[roomPos.x][roomPos.y];
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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map_tile_render(room->tiles[i][j], cam);
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@ -401,7 +408,15 @@ void map_room_destroy(Room *room)
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free(room);
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}
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void map_destroy(Map *map)
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void
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map_trigger_tile_fall(MapTile *tile)
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{
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tile->sprite->state = SPRITE_STATE_FALLING;
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tile->lethal = true;
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}
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void
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map_destroy(Map *map)
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{
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int i, j;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
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@ -109,6 +109,9 @@ map_render_top_layer(Map*, RoomMatrix*, Camera*);
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void
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map_set_current_room(Map*, Position*);
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void
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map_trigger_tile_fall(MapTile *tile);
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void
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map_destroy(Map*);
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@ -28,7 +28,8 @@ typedef struct RoomMatrix_t RoomMatrix;
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typedef enum RoomModifierType_e {
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RMOD_TYPE_NONE,
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RMOD_TYPE_WINDY,
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RMOD_TYPE_FIRE
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RMOD_TYPE_FIRE,
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RMOD_TYPE_FALLING_TILES
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} RoomModifierType;
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typedef struct WindData {
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@ -286,11 +286,18 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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player_turn(player, &direction);
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Position lastPos = position_to_matrix_coords(&player->sprite->pos);
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player->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
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player->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
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if (!has_collided(player, matrix, direction)) {
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action_spent(player);
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if (lastPos.x > 1 &&
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lastPos.y > 1 &&
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lastPos.x < 14 &&
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lastPos.y < 10)
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map_trigger_tile_fall(matrix->spaces[lastPos.x][lastPos.y].tile);
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}
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}
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@ -46,6 +46,7 @@ roommatrix_reset(RoomMatrix *m)
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space->monster = NULL;
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space->player = NULL;
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space->trap = NULL;
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space->tile = NULL;
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while (space->items != NULL)
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linkedlist_pop(&space->items);
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while (space->artifacts != NULL)
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@ -116,6 +117,7 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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RoomSpace *space = &rm->spaces[i][j];
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if (r->tiles[i][j]) {
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space->tile = r->tiles[i][j];
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space->occupied =
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r->tiles[i][j]->collider;
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space->lightsource =
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@ -34,6 +34,7 @@ typedef struct Item_t Item;
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typedef struct Node LinkedList;
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typedef struct Trap Trap;
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typedef struct Object Object;
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typedef struct MapTile_t MapTile;
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struct UpdateData;
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@ -43,6 +44,7 @@ typedef struct RoomSpace {
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bool lightsource;
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bool damaging;
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int light;
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MapTile *tile;
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Monster *monster;
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Player *player;
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Trap *trap;
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@ -136,6 +136,8 @@ sprite_update(Sprite *s, UpdateData *data)
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s->dim.height /2
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};
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}
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if (s->dim.width < 4)
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s->hidden = true;
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}
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}
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