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:
if (CPPCHECK_FOUND)
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}
COMMENT "Run cppcheck"
)

View File

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

View File

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

View File

@ -332,10 +332,14 @@ static void
toggleInGameMenu(void *unused)
{
UNUSED(unused);
if (gGameState == PLAYING || gGameState == GAME_OVER)
if (gGameState == PLAYING ||
gGameState == GAME_OVER ||
gGameState == COMPLETED)
gGameState = IN_GAME_MENU;
else if (is_player_dead())
gGameState = GAME_OVER;
else if (cLevel >= 20)
gGameState = COMPLETED;
else
gGameState = PLAYING;
}
@ -413,7 +417,6 @@ createInGameGameOverMenu(void)
{
struct MENU_ITEM menu_items[] = {
{ "NEW GAME", startGame },
{ "HOW TO PLAY", showHowToTooltip },
{ "MAIN MENU", goToMainMenu },
{ "QUIT", exitGame },
};
@ -422,7 +425,7 @@ createInGameGameOverMenu(void)
menu_destroy(inGameMenu);
inGameMenu = NULL;
}
createMenu(&inGameMenu, menu_items, 4);
createMenu(&inGameMenu, menu_items, 3);
}
static void
@ -486,7 +489,9 @@ resetGame(void)
screen_destroy(scoreScreen);
scoreScreen = NULL;
if (!inGameMenu)
if (inGameMenu)
menu_destroy(inGameMenu);
inGameMenu = NULL;
initInGameMenu();
if (gMap)
@ -536,7 +541,8 @@ handle_main_input(void)
{
if (gGameState == PLAYING
|| gGameState == IN_GAME_MENU
|| gGameState == GAME_OVER)
|| gGameState == GAME_OVER
|| gGameState == COMPLETED)
{
if (!gGui->activeTooltip && input_key_is_pressed(&input, KEY_ESC))
toggleInGameMenu(NULL);
@ -615,9 +621,24 @@ is_player_dead(void)
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
check_next_level(void)
{
if (cLevel >= 20) {
return;
}
Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y];
Position pos = position_to_matrix_coords(&gPlayer->sprite->pos);
@ -629,16 +650,20 @@ check_next_level(void)
if (tile->levelExit) {
mixer_play_effect(NEXT_LEVEL);
++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_event_message("Something powerful lurks in the dark");
mixer_play_music(BOSS_MUSIC0);
} else {
mixer_play_music(GAME_MUSIC0 + get_random(2));
}
if (cLevel < 20) {
resetGame();
}
}
}
static void
populateUpdateData(UpdateData *data, float deltatime)
@ -679,7 +704,6 @@ run_game_update(void)
gGui->activeTooltip = new_artifact_tooltip;
}
map_clear_expired_entities(gMap, gPlayer);
if (gGameState == PLAYING && currentTurn == PLAYER)
player_update(&updateData);
@ -698,25 +722,62 @@ run_game_update(void)
currentTurn = MONSTER;
player_reset_steps(gPlayer);
map_on_new_turn(gMap);
map_clear_expired_entities(gMap, gPlayer);
repopulate_roommatrix();
}
} else if (currentTurn == MONSTER) {
if (map_move_monsters(gMap, gRoomMatrix)) {
currentTurn = PLAYER;
map_clear_expired_entities(gMap, gPlayer);
repopulate_roommatrix();
}
}
}
static void
run_game_render(void)
render_gui(void)
{
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
SDL_RenderSetViewport(gRenderer, &statsGuiViewport);
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);
map_render(gMap, gCamera);
particle_engine_render_game(gCamera);
map_render_mid_layer(gMap, gCamera);
if (!is_player_dead()) {
@ -732,20 +793,17 @@ run_game_render(void)
roommatrix_render_lightmap(gRoomMatrix, gCamera);
actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera);
}
SDL_RenderSetViewport(gRenderer, &statsGuiViewport);
gui_render_panel(gGui, gCamera);
static void
run_game_render(void)
{
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
SDL_RenderSetViewport(gRenderer, &minimapViewport);
gui_render_minimap(gGui, gMap, gCamera);
render_game();
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);
gui_render_tooltip(gGui, gCamera);
@ -768,18 +826,21 @@ run_game(void)
{
run_game_update();
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()) {
camera_shake(VECTOR2D_RIGHT, 800);
gui_log("The dungeon consumed you");
gui_log("You earned %.2f gold", gPlayer->gold);
gui_event_message("You died!");
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");
}
end_game_details();
mixer_play_effect(SPLAT);
gGameState = GAME_OVER;
createInGameGameOverMenu();
@ -788,6 +849,15 @@ run_game(void)
} else {
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
@ -833,8 +903,8 @@ run_menu(void)
SDL_RenderPresent(gRenderer);
}
static
void run(void)
static void
run(void)
{
static int oldTime = 0;
static int currentTime = 0;
@ -865,6 +935,7 @@ void run(void)
case PLAYING:
case IN_GAME_MENU:
case GAME_OVER:
case COMPLETED:
run_game();
break;
case MENU:

View File

@ -206,14 +206,18 @@ map_move_monsters(Map *map, RoomMatrix *rm)
if (monster->state.current == PASSIVE
&& position_proximity(1, &rm->playerRoomPos, &pos))
continue;
if (monster->steps >= monster->stats.speed)
continue;
allDone = allDone && monster_move(monster, rm, map);
}
if (allDone)
if (allDone) {
timer_stop(map->monsterMoveTimer);
else
linkedlist_each(&map->monsters, (void (*)(void*)) monster_reset_steps);
} else {
timer_start(map->monsterMoveTimer);
}
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];
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)
m->stateIndicator.displayCount -= 1;
m->state.stepsSinceChange += 1;
m->steps = 0;
return true;
}
return false;
}
void
monster_reset_steps(Monster *m)
{
m->steps = 0;
}
void
monster_update(Monster *m, UpdateData *data)
{

View File

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

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@ -295,6 +295,8 @@ void roommatrix_destroy(RoomMatrix *m)
linkedlist_pop(&space->items);
while (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;
if (atkRoll >= defRoll) {
if (attacker->dmg > 0)
dmgRoll = get_random(attacker->dmg) + 1;
else
dmgRoll = get_random(attacker->dmg - 1) + 1;
else
dmgRoll = 1;
if (critical) {
dmgRoll = dmgRoll * 2;