Completes #43 Add win state

Game now ends if you reach depth level 20

Also fixed:
    - Funky bug with stats with 0 dmg
    - Wonky speed = 2 on monsters behaviour
    - Some other minor stuff
This commit is contained in:
Linus Probert 2018-08-22 20:54:39 +02:00
parent 8c261fd59f
commit f67aab0b37
9 changed files with 132 additions and 45 deletions

View File

@ -244,7 +244,7 @@ ENDIF ()
# LINT: # LINT:
if (CPPCHECK_FOUND) if (CPPCHECK_FOUND)
add_custom_target(lint add_custom_target(lint
COMMAND ${CPPCHECK_EXECUTABLE} --force --language=c --template=gcc --error-exitcode=1 --quiet --enable=warning,style,performance,portability,information,missingInclude --suppress=*:src/sqlite3.? -isrc/sqlite3.c src/ COMMAND ${CPPCHECK_EXECUTABLE} --force --language=c --template=gcc --error-exitcode=1 --quiet --enable=warning,style,performance,portability,information,missingInclude src/
WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMENT "Run cppcheck" COMMENT "Run cppcheck"
) )

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@ -100,11 +100,11 @@ local stats = {
speed = 1 speed = 1
}, },
platino = { platino = {
hp = 30, hp = 90,
dmg = 0, dmg = 1,
atk = 0, atk = 0,
def = 0, def = 0,
speed = 2 speed = 1
} }
} }
@ -282,8 +282,6 @@ if(CURRENT_LEVEL > 0) then
enemies = {} enemies = {}
enemies = concat(enemies, undead) enemies = concat(enemies, undead)
enemies = concat(enemies, orcs) enemies = concat(enemies, orcs)
enemies = concat(enemies, reptile)
enemies = concat(enemies, avian)
elseif (CURRENT_LEVEL > 10) then elseif (CURRENT_LEVEL > 10) then
enemies = {} enemies = {}
enemies = concat(enemies, undead) enemies = concat(enemies, undead)

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@ -26,6 +26,7 @@ typedef enum GameState_t {
PLAYING, PLAYING,
IN_GAME_MENU, IN_GAME_MENU,
GAME_OVER, GAME_OVER,
COMPLETED,
QUIT QUIT
} GameState; } GameState;

View File

@ -332,10 +332,14 @@ static void
toggleInGameMenu(void *unused) toggleInGameMenu(void *unused)
{ {
UNUSED(unused); UNUSED(unused);
if (gGameState == PLAYING || gGameState == GAME_OVER) if (gGameState == PLAYING ||
gGameState == GAME_OVER ||
gGameState == COMPLETED)
gGameState = IN_GAME_MENU; gGameState = IN_GAME_MENU;
else if (is_player_dead()) else if (is_player_dead())
gGameState = GAME_OVER; gGameState = GAME_OVER;
else if (cLevel >= 20)
gGameState = COMPLETED;
else else
gGameState = PLAYING; gGameState = PLAYING;
} }
@ -413,7 +417,6 @@ createInGameGameOverMenu(void)
{ {
struct MENU_ITEM menu_items[] = { struct MENU_ITEM menu_items[] = {
{ "NEW GAME", startGame }, { "NEW GAME", startGame },
{ "HOW TO PLAY", showHowToTooltip },
{ "MAIN MENU", goToMainMenu }, { "MAIN MENU", goToMainMenu },
{ "QUIT", exitGame }, { "QUIT", exitGame },
}; };
@ -422,7 +425,7 @@ createInGameGameOverMenu(void)
menu_destroy(inGameMenu); menu_destroy(inGameMenu);
inGameMenu = NULL; inGameMenu = NULL;
} }
createMenu(&inGameMenu, menu_items, 4); createMenu(&inGameMenu, menu_items, 3);
} }
static void static void
@ -486,8 +489,10 @@ resetGame(void)
screen_destroy(scoreScreen); screen_destroy(scoreScreen);
scoreScreen = NULL; scoreScreen = NULL;
if (!inGameMenu) if (inGameMenu)
initInGameMenu(); menu_destroy(inGameMenu);
inGameMenu = NULL;
initInGameMenu();
if (gMap) if (gMap)
map_destroy(gMap); map_destroy(gMap);
@ -536,7 +541,8 @@ handle_main_input(void)
{ {
if (gGameState == PLAYING if (gGameState == PLAYING
|| gGameState == IN_GAME_MENU || gGameState == IN_GAME_MENU
|| gGameState == GAME_OVER) || gGameState == GAME_OVER
|| gGameState == COMPLETED)
{ {
if (!gGui->activeTooltip && input_key_is_pressed(&input, KEY_ESC)) if (!gGui->activeTooltip && input_key_is_pressed(&input, KEY_ESC))
toggleInGameMenu(NULL); toggleInGameMenu(NULL);
@ -615,9 +621,24 @@ is_player_dead(void)
return false; return false;
} }
static void
end_game_details(void)
{
gui_log("You earned %.2f gold", gPlayer->gold);
gui_event_message("You earned %.2f gold", gPlayer->gold);
if (hiscore_get_top_gold() < gPlayer->gold) {
gui_event_message("NEW HIGHSCORE");
gui_log("NEW HIGHSCORE");
}
}
static void static void
check_next_level(void) check_next_level(void)
{ {
if (cLevel >= 20) {
return;
}
Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y]; Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y];
Position pos = position_to_matrix_coords(&gPlayer->sprite->pos); Position pos = position_to_matrix_coords(&gPlayer->sprite->pos);
@ -629,14 +650,18 @@ check_next_level(void)
if (tile->levelExit) { if (tile->levelExit) {
mixer_play_effect(NEXT_LEVEL); mixer_play_effect(NEXT_LEVEL);
++cLevel; ++cLevel;
if (cLevel % 5 == 0) { if (cLevel > 19) {
mixer_play_music(BOSS_MUSIC0);
} else if (cLevel % 5 == 0) {
gui_log("You sense something powerful in the vicinity"); gui_log("You sense something powerful in the vicinity");
gui_event_message("Something powerful lurks in the dark");
mixer_play_music(BOSS_MUSIC0); mixer_play_music(BOSS_MUSIC0);
} else { } else {
mixer_play_music(GAME_MUSIC0 + get_random(2)); mixer_play_music(GAME_MUSIC0 + get_random(2));
} }
resetGame();
if (cLevel < 20) {
resetGame();
}
} }
} }
@ -679,7 +704,6 @@ run_game_update(void)
gGui->activeTooltip = new_artifact_tooltip; gGui->activeTooltip = new_artifact_tooltip;
} }
map_clear_expired_entities(gMap, gPlayer);
if (gGameState == PLAYING && currentTurn == PLAYER) if (gGameState == PLAYING && currentTurn == PLAYER)
player_update(&updateData); player_update(&updateData);
@ -698,25 +722,62 @@ run_game_update(void)
currentTurn = MONSTER; currentTurn = MONSTER;
player_reset_steps(gPlayer); player_reset_steps(gPlayer);
map_on_new_turn(gMap); map_on_new_turn(gMap);
map_clear_expired_entities(gMap, gPlayer);
repopulate_roommatrix(); repopulate_roommatrix();
} }
} else if (currentTurn == MONSTER) { } else if (currentTurn == MONSTER) {
if (map_move_monsters(gMap, gRoomMatrix)) { if (map_move_monsters(gMap, gRoomMatrix)) {
currentTurn = PLAYER; currentTurn = PLAYER;
map_clear_expired_entities(gMap, gPlayer);
repopulate_roommatrix(); repopulate_roommatrix();
} }
} }
} }
static void static void
run_game_render(void) render_gui(void)
{ {
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0); SDL_RenderSetViewport(gRenderer, &statsGuiViewport);
SDL_RenderClear(gRenderer); gui_render_panel(gGui, gCamera);
SDL_RenderSetViewport(gRenderer, &minimapViewport);
gui_render_minimap(gGui, gMap, gCamera);
SDL_RenderSetViewport(gRenderer, &skillBarViewport);
skillbar_render(gSkillBar, gPlayer, gCamera);
SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
gui_render_log(gGui, gCamera);
SDL_RenderSetViewport(gRenderer, NULL);
}
static void
render_game_completed(void)
{
SDL_RenderSetViewport(gRenderer, &gameViewport);
if (!is_player_dead()) {
player_render(gPlayer, gCamera);
player_render_toplayer(gPlayer, gCamera);
}
actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera);
if (gGameState == IN_GAME_MENU) {
SDL_Rect dimmer = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 150);
SDL_RenderFillRect(gRenderer, &dimmer);
menu_render(inGameMenu, gCamera);
}
#ifdef DEBUG
sprite_render(fpsSprite, gCamera);
pointer_render(gPointer, gCamera);
#endif // DEBUG
}
static void
render_game(void)
{
SDL_RenderSetViewport(gRenderer, &gameViewport); SDL_RenderSetViewport(gRenderer, &gameViewport);
map_render(gMap, gCamera); map_render(gMap, gCamera);
particle_engine_render_game(gCamera); particle_engine_render_game(gCamera);
map_render_mid_layer(gMap, gCamera); map_render_mid_layer(gMap, gCamera);
if (!is_player_dead()) { if (!is_player_dead()) {
@ -732,20 +793,17 @@ run_game_render(void)
roommatrix_render_lightmap(gRoomMatrix, gCamera); roommatrix_render_lightmap(gRoomMatrix, gCamera);
actiontextbuilder_render(gCamera); actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera); gui_render_event_message(gGui, gCamera);
}
SDL_RenderSetViewport(gRenderer, &statsGuiViewport); static void
gui_render_panel(gGui, gCamera); run_game_render(void)
{
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
SDL_RenderSetViewport(gRenderer, &minimapViewport); render_game();
gui_render_minimap(gGui, gMap, gCamera); render_gui();
SDL_RenderSetViewport(gRenderer, &skillBarViewport);
skillbar_render(gSkillBar, gPlayer, gCamera);
SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
gui_render_log(gGui, gCamera);
SDL_RenderSetViewport(gRenderer, NULL);
particle_engine_render_global(gCamera); particle_engine_render_global(gCamera);
gui_render_tooltip(gGui, gCamera); gui_render_tooltip(gGui, gCamera);
@ -768,18 +826,21 @@ run_game(void)
{ {
run_game_update(); run_game_update();
run_game_render(); if (cLevel >= 20) {
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
SDL_RenderClear(gRenderer);
render_game_completed();
render_gui();
SDL_RenderPresent(gRenderer);
} else {
run_game_render();
}
if (gGameState == PLAYING && is_player_dead()) { if (gGameState == PLAYING && is_player_dead()) {
camera_shake(VECTOR2D_RIGHT, 800); camera_shake(VECTOR2D_RIGHT, 800);
gui_log("The dungeon consumed you"); gui_log("The dungeon consumed you");
gui_log("You earned %.2f gold", gPlayer->gold);
gui_event_message("You died!"); gui_event_message("You died!");
gui_event_message("You earned %.2f gold", gPlayer->gold); end_game_details();
if (hiscore_get_top_gold() < gPlayer->gold) {
gui_event_message("NEW HIGHSCORE");
gui_log("NEW HIGHSCORE");
}
mixer_play_effect(SPLAT); mixer_play_effect(SPLAT);
gGameState = GAME_OVER; gGameState = GAME_OVER;
createInGameGameOverMenu(); createInGameGameOverMenu();
@ -788,6 +849,15 @@ run_game(void)
} else { } else {
check_next_level(); check_next_level();
} }
if (gGameState == PLAYING && cLevel >= 20) {
gGameState = COMPLETED;
createInGameGameOverMenu();
gui_event_message("Your break is over!");
gui_log("Your break is over!");
gui_event_message("Well done!");
end_game_details();
}
} }
static void static void
@ -833,8 +903,8 @@ run_menu(void)
SDL_RenderPresent(gRenderer); SDL_RenderPresent(gRenderer);
} }
static static void
void run(void) run(void)
{ {
static int oldTime = 0; static int oldTime = 0;
static int currentTime = 0; static int currentTime = 0;
@ -865,6 +935,7 @@ void run(void)
case PLAYING: case PLAYING:
case IN_GAME_MENU: case IN_GAME_MENU:
case GAME_OVER: case GAME_OVER:
case COMPLETED:
run_game(); run_game();
break; break;
case MENU: case MENU:

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@ -206,14 +206,18 @@ map_move_monsters(Map *map, RoomMatrix *rm)
if (monster->state.current == PASSIVE if (monster->state.current == PASSIVE
&& position_proximity(1, &rm->playerRoomPos, &pos)) && position_proximity(1, &rm->playerRoomPos, &pos))
continue; continue;
if (monster->steps >= monster->stats.speed)
continue;
allDone = allDone && monster_move(monster, rm, map); allDone = allDone && monster_move(monster, rm, map);
} }
if (allDone) if (allDone) {
timer_stop(map->monsterMoveTimer); timer_stop(map->monsterMoveTimer);
else linkedlist_each(&map->monsters, (void (*)(void*)) monster_reset_steps);
} else {
timer_start(map->monsterMoveTimer); timer_start(map->monsterMoveTimer);
}
return allDone; return allDone;
} }

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@ -472,7 +472,10 @@ monster_move(Monster *m, RoomMatrix *rm, Map *map)
RoomSpace *space = &rm->spaces[newPos.x][newPos.y]; RoomSpace *space = &rm->spaces[newPos.x][newPos.y];
if (space->light < 100 && withinHearingDist) { if (space->light < 100 && withinHearingDist) {
actiontextbuilder_create_text("!", C_WHITE, &m->sprite->pos); Position alertPos = m->sprite->pos;
alertPos.x += TILE_DIMENSION >> 1;
alertPos.y += TILE_DIMENSION >> 1;
actiontextbuilder_create_text("!", C_WHITE, &alertPos);
} }
} }
@ -498,13 +501,18 @@ monster_move(Monster *m, RoomMatrix *rm, Map *map)
if (m->stateIndicator.displayCount > 0) if (m->stateIndicator.displayCount > 0)
m->stateIndicator.displayCount -= 1; m->stateIndicator.displayCount -= 1;
m->state.stepsSinceChange += 1; m->state.stepsSinceChange += 1;
m->steps = 0;
return true; return true;
} }
return false; return false;
} }
void
monster_reset_steps(Monster *m)
{
m->steps = 0;
}
void void
monster_update(Monster *m, UpdateData *data) monster_update(Monster *m, UpdateData *data)
{ {

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@ -109,6 +109,9 @@ monster_set_state(Monster *m, StateType state, Uint8 forceCount);
void void
monster_push(Monster *, RoomMatrix*, Vector2d dir); monster_push(Monster *, RoomMatrix*, Vector2d dir);
void
monster_reset_steps(Monster *m);
void void
monster_destroy(Monster*); monster_destroy(Monster*);

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@ -295,6 +295,8 @@ void roommatrix_destroy(RoomMatrix *m)
linkedlist_pop(&space->items); linkedlist_pop(&space->items);
while (space->artifacts) while (space->artifacts)
linkedlist_pop(&space->artifacts); linkedlist_pop(&space->artifacts);
while (space->objects)
linkedlist_pop(&space->objects);
} }
} }

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@ -75,9 +75,9 @@ stats_fight(Stats *attacker, Stats *defender)
int dmgRoll = 0; int dmgRoll = 0;
if (atkRoll >= defRoll) { if (atkRoll >= defRoll) {
if (attacker->dmg > 0) if (attacker->dmg > 0)
dmgRoll = get_random(attacker->dmg) + 1;
else
dmgRoll = get_random(attacker->dmg - 1) + 1; dmgRoll = get_random(attacker->dmg - 1) + 1;
else
dmgRoll = 1;
if (critical) { if (critical) {
dmgRoll = dmgRoll * 2; dmgRoll = dmgRoll * 2;