Multiple characters allowed. Starting base health lowered. Fylgjr system implemented.

This commit is contained in:
Storm Dragon
2026-01-31 12:56:36 -05:00
parent 6407f39d1a
commit fc4b8d244b
26 changed files with 1248 additions and 106 deletions

View File

@@ -0,0 +1,144 @@
// Shared combat helpers for adventures
const int ADVENTURE_WEAPON_BOW = 1;
const int ADVENTURE_WEAPON_SLING = 2;
const int ADVENTURE_WEAPON_SPEAR = 3;
const int ADVENTURE_WEAPON_AXE = 4;
funcdef int AdventureRangedReleaseCallback(int player_x, int direction, int range, int weapon_type, int damage);
bool adventure_arrow_recover_pending = false;
void reset_adventure_combat_state() {
bow_drawing = false;
sling_charging = false;
adventure_arrow_recover_pending = false;
stop_bow_shot_audio();
safe_destroy_sound(sling_sound_handle);
last_sling_stage = -1;
}
void update_weapon_range_audio_with_listener(int listener_x, int creature_pos, bool &inout was_in_range) {
int range = get_current_weapon_range();
bool in_range = (range >= 0) && (abs(creature_pos - listener_x) <= range);
if (in_range && !was_in_range) {
play_weapon_range_sound("sounds/enemies/enter_range.ogg", creature_pos);
} else if (!in_range && was_in_range) {
play_weapon_range_sound("sounds/enemies/exit_range.ogg", creature_pos);
}
was_in_range = in_range;
}
void adventure_start_bow_shot_audio(int listener_x, int start_x, int end_x, int hit_x, int duration_ms) {
stop_bow_shot_audio();
bow_shot_active = true;
bow_shot_timer.restart();
bow_shot_start_x = start_x;
bow_shot_end_x = end_x;
bow_shot_hit_x = hit_x;
bow_shot_duration_ms = duration_ms;
if (bow_shot_duration_ms < 1) bow_shot_duration_ms = 1;
bow_shot_sound_handle = play_1d_with_volume_step(
"sounds/weapons/arrow_flies.ogg",
listener_x,
bow_shot_start_x,
false,
PLAYER_WEAPON_SOUND_VOLUME_STEP
);
}
void adventure_update_bow_shot(int listener_x) {
if (!bow_shot_active) return;
if (bow_shot_duration_ms < 1) bow_shot_duration_ms = 1;
int elapsed = bow_shot_timer.elapsed;
float progress = float(elapsed) / float(bow_shot_duration_ms);
if (progress > 1.0f) progress = 1.0f;
int travel = int(float(bow_shot_end_x - bow_shot_start_x) * progress);
int current_pos = bow_shot_start_x + travel;
if (bow_shot_sound_handle != -1) {
p.update_sound_1d(bow_shot_sound_handle, current_pos);
}
if (elapsed >= bow_shot_duration_ms) {
int hit_x = bow_shot_hit_x;
bool recover_pending = adventure_arrow_recover_pending;
stop_bow_shot_audio();
adventure_arrow_recover_pending = false;
if (hit_x >= 0) {
play_1d_with_volume_step(
"sounds/weapons/arrow_hit.ogg",
listener_x,
hit_x,
false,
PLAYER_WEAPON_SOUND_VOLUME_STEP
);
}
if (recover_pending) {
add_personal_count(ITEM_ARROWS, 1);
}
}
}
void adventure_release_bow_attack(int player_x, int player_facing, AdventureRangedReleaseCallback@ ranged_callback) {
if (get_personal_count(ITEM_ARROWS) <= 0) {
speak_ammo_blocked("No arrows.");
return;
}
int damage = get_bow_draw_damage(bow_draw_timer.elapsed);
add_personal_count(ITEM_ARROWS, -1);
p.play_stationary("sounds/weapons/bow_fire.ogg", false);
int search_direction = (player_facing == 1) ? 1 : -1;
int target_x = -1;
if (@ranged_callback !is null) {
target_x = ranged_callback(player_x, search_direction, BOW_RANGE, ADVENTURE_WEAPON_BOW, damage);
}
int end_x = (target_x != -1)
? target_x
: (player_x + (search_direction * (BOW_RANGE + BOW_MISS_EXTRA_TILES)));
int duration_ms = ARROW_FLIES_DURATION_MS;
if (target_x != -1) {
int distance = abs(target_x - player_x);
if (distance < 1) distance = 1;
duration_ms = int(float(ARROW_FLIES_DURATION_MS) * (float(distance) / float(BOW_RANGE)));
if (duration_ms < 1) duration_ms = 1;
}
adventure_arrow_recover_pending = (random(1, 100) <= 25);
adventure_start_bow_shot_audio(player_x, player_x, end_x, target_x, duration_ms);
}
void adventure_release_sling_attack(int player_x, int player_facing, AdventureRangedReleaseCallback@ ranged_callback) {
add_personal_count(ITEM_STONES, -1);
int elapsed = sling_charge_timer.elapsed;
int cycle_time = 1500;
int time_in_cycle = elapsed % cycle_time;
int stage = time_in_cycle / 500; // 0=low, 1=in-range, 2=high
if (stage != 1) {
speak_with_history("Stone missed.", true);
return;
}
int search_direction = (player_facing == 1) ? 1 : -1;
int target_x = -1;
int damage = random(SLING_DAMAGE_MIN, SLING_DAMAGE_MAX);
if (@ranged_callback !is null) {
target_x = ranged_callback(player_x, search_direction, SLING_RANGE, ADVENTURE_WEAPON_SLING, damage);
}
if (target_x == -1) {
speak_with_history("Stone missed.", true);
return;
}
play_1d_with_volume_step("sounds/weapons/sling_hit.ogg", player_x, target_x, false, PLAYER_WEAPON_SOUND_VOLUME_STEP);
}

View File

@@ -1,6 +1,7 @@
// Adventure System
// Handles triggering and managing terrain-specific adventures
#include "src/bosses/adventure_combat.nvgt"
#include "src/bosses/unicorn/unicorn_boss.nvgt"
void check_adventure_menu(int player_x) {

View File

@@ -16,7 +16,7 @@ class UnicornBoss {
}
void reset() {
health = 10000;
health = 450;
speed = UNICORN_SPEED;
facing = 0; // Start facing west (toward player)
x = 0;
@@ -33,6 +33,8 @@ const int BRIDGE_END = 54;
const int BRIDGE_SUPPORT_MAX_HEALTH = 100;
const float UNICORN_SOUND_VOLUME_STEP = 2.5; // Lower = audible from further away
const int UNICORN_SPEED = 80; // ms per tile, 100 tiles * 80ms = 8 seconds per charge
const bool UNICORN_BOW_CAN_DAMAGE_SUPPORTS = false;
const bool UNICORN_SLING_CAN_DAMAGE_SUPPORTS = false;
// State
UnicornBoss unicorn;
@@ -46,16 +48,23 @@ int player_arena_facing = 1; // 0 = west, 1 = east
int[] bridge_supports_health; // 2 supports: Left (start) and Right (end)
bool bridge_collapsed = false;
string current_unicorn_sound = "";
bool unicorn_defeated = false;
bool unicorn_defeated_by_fall = false;
bool unicorn_in_weapon_range = false;
void init_unicorn_adventure() {
unicorn.reset();
unicorn.x = UNICORN_ARENA_SIZE - 1; // Start at east end
reset_adventure_combat_state();
player_arena_x = 0; // Start player at west end
player_arena_y = 0;
player_arena_jumping = false;
bridge_collapsed = false;
current_unicorn_sound = "";
unicorn_defeated = false;
unicorn_defeated_by_fall = false;
unicorn_in_weapon_range = false;
// Initialize supports
bridge_supports_health.resize(2);
@@ -65,6 +74,7 @@ void init_unicorn_adventure() {
void cleanup_unicorn_adventure() {
p.destroy_all();
reset_adventure_combat_state();
if (unicorn.sound_handle != -1) {
p.destroy_sound(unicorn.sound_handle);
unicorn.sound_handle = -1;
@@ -90,6 +100,7 @@ void run_unicorn_adventure() {
intro.insert_last("Strategy:");
intro.insert_last(" - Use your axe to destroy a bridge support");
intro.insert_last(" - Lure the Unicorn onto the bridge");
intro.insert_last(" - Or fight the Unicorn directly (it has massive health)");
intro.insert_last(" - Jump (UP arrow) to avoid being trampled");
intro.insert_last(" - When the bridge collapses with the Unicorn on it, you win!");
intro.insert_last("");
@@ -130,10 +141,24 @@ void run_unicorn_adventure() {
// Updates
update_player_jump();
update_unicorn();
adventure_update_bow_shot(player_arena_x);
update_unicorn_weapon_range_audio();
// Check Conditions - unicorn falls when on collapsed bridge
if (bridge_collapsed && unicorn.x >= BRIDGE_START && unicorn.x <= BRIDGE_END) {
play_unicorn_death_sequence();
if (!unicorn_defeated && bridge_collapsed && unicorn.x >= BRIDGE_START && unicorn.x <= BRIDGE_END) {
mark_unicorn_defeated(true);
}
if (!unicorn_defeated && unicorn.health <= 0) {
mark_unicorn_defeated(false);
}
if (unicorn_defeated) {
if (unicorn_defeated_by_fall) {
play_unicorn_death_sequence();
} else {
play_unicorn_ground_death_sequence();
}
cleanup_unicorn_adventure();
give_unicorn_rewards();
return;
@@ -247,55 +272,207 @@ void handle_player_actions() {
// Can't attack while jumping
if (player_arena_jumping) return;
// Attack cooldown like main game
int attack_cooldown = 1000;
if (spear_equipped) attack_cooldown = 800;
if (axe_equipped) attack_cooldown = 1600;
bool ctrl_down = (key_down(KEY_LCTRL) || key_down(KEY_RCTRL));
if ((key_down(KEY_LCTRL) || key_down(KEY_RCTRL)) && arena_attack_timer.elapsed > attack_cooldown) {
arena_attack_timer.restart();
// Check for bridge supports
int target_support = -1;
// Check Left Support (at BRIDGE_START)
if (abs(player_arena_x - BRIDGE_START) <= 1) {
target_support = 0;
}
// Check Right Support (at BRIDGE_END)
else if (abs(player_arena_x - BRIDGE_END) <= 1) {
target_support = 1;
}
if (target_support != -1) {
if (bridge_supports_health[target_support] > 0) {
// Only axe can damage supports (like chopping trees)
if (axe_equipped) {
bridge_supports_health[target_support] -= AXE_DAMAGE;
p.play_stationary("sounds/weapons/axe_hit.ogg", false);
if (bridge_supports_health[target_support] <= 0) {
check_bridge_collapse();
}
} else if (spear_equipped) {
// Spear just makes sound, no damage (like hitting trees)
p.play_stationary("sounds/weapons/spear_hit.ogg", false);
} else {
// No weapon or sling - swing sound, no effect
p.play_stationary("sounds/weapons/axe_swing.ogg", false);
}
}
} else {
// Normal attack (useless vs unicorn but gives feedback)
if (abs(player_arena_x - unicorn.x) <= 1) {
p.play_stationary("sounds/weapons/axe_hit.ogg", false);
// Bow draw detection
if (bow_equipped) {
if (ctrl_down && !bow_drawing) {
if (get_personal_count(ITEM_ARROWS) > 0) {
bow_drawing = true;
bow_draw_timer.restart();
p.play_stationary("sounds/weapons/bow_draw.ogg", false);
} else {
p.play_stationary("sounds/weapons/axe_swing.ogg", false);
speak_ammo_blocked("No arrows.");
}
}
if (bow_drawing && !ctrl_down) {
adventure_release_bow_attack(player_arena_x, player_arena_facing, @unicorn_ranged_attack);
bow_drawing = false;
}
}
if (!bow_equipped && bow_drawing) {
bow_drawing = false;
}
// Sling charge detection
if (!bow_equipped && sling_equipped && ctrl_down && !sling_charging) {
if (get_personal_count(ITEM_STONES) > 0) {
sling_charging = true;
sling_charge_timer.restart();
sling_sound_handle = p.play_stationary("sounds/weapons/sling_swing.ogg", true);
last_sling_stage = -1;
} else {
speak_ammo_blocked("No stones.");
}
}
// Update sling charge state while holding
if (sling_charging && ctrl_down) {
update_sling_charge();
}
// Sling release detection
if (sling_charging && !ctrl_down) {
adventure_release_sling_attack(player_arena_x, player_arena_facing, @unicorn_ranged_attack);
sling_charging = false;
safe_destroy_sound(sling_sound_handle);
}
// Non-sling weapon attacks (existing pattern)
if (!bow_equipped && !bow_drawing && !sling_equipped && !sling_charging) {
if (fishing_pole_equipped) return;
int weapon_type = get_unicorn_melee_weapon_type();
if (weapon_type == -1) return;
int attack_cooldown = 1000;
if (weapon_type == ADVENTURE_WEAPON_SPEAR) attack_cooldown = 800;
if (weapon_type == ADVENTURE_WEAPON_AXE) attack_cooldown = 1600;
if (ctrl_down && arena_attack_timer.elapsed > attack_cooldown) {
arena_attack_timer.restart();
play_unicorn_melee_swing(weapon_type);
if (unicorn_melee_hit(weapon_type)) {
play_unicorn_melee_hit(weapon_type);
}
}
}
}
int get_unicorn_melee_weapon_type() {
if (spear_equipped) return ADVENTURE_WEAPON_SPEAR;
if (axe_equipped) return ADVENTURE_WEAPON_AXE;
return -1;
}
void play_unicorn_melee_swing(int weapon_type) {
if (weapon_type == ADVENTURE_WEAPON_SPEAR) {
p.play_stationary("sounds/weapons/spear_swing.ogg", false);
} else if (weapon_type == ADVENTURE_WEAPON_AXE) {
p.play_stationary("sounds/weapons/axe_swing.ogg", false);
}
}
void play_unicorn_melee_hit(int weapon_type) {
if (weapon_type == ADVENTURE_WEAPON_SPEAR) {
p.play_stationary("sounds/weapons/spear_hit.ogg", false);
} else if (weapon_type == ADVENTURE_WEAPON_AXE) {
p.play_stationary("sounds/weapons/axe_hit.ogg", false);
}
}
bool unicorn_melee_hit(int weapon_type) {
int target_support = -1;
if (abs(player_arena_x - BRIDGE_START) <= 1) {
target_support = 0;
} else if (abs(player_arena_x - BRIDGE_END) <= 1) {
target_support = 1;
}
if (target_support != -1 && bridge_supports_health[target_support] > 0) {
if (weapon_type == ADVENTURE_WEAPON_AXE) {
bridge_supports_health[target_support] -= AXE_DAMAGE;
if (bridge_supports_health[target_support] <= 0) {
check_bridge_collapse();
}
}
return true;
}
if (abs(player_arena_x - unicorn.x) <= 1) {
int damage = (weapon_type == ADVENTURE_WEAPON_SPEAR) ? SPEAR_DAMAGE : AXE_DAMAGE;
apply_unicorn_damage(damage);
return true;
}
return false;
}
int find_unicorn_ranged_target(int player_x, int direction, int range) {
int unicorn_distance = (unicorn.x - player_x) * direction;
if (unicorn_distance > 0 && unicorn_distance <= range) {
return unicorn.x;
}
for (int dist = 1; dist <= range; dist++) {
int check_x = player_x + (dist * direction);
if (check_x < 0 || check_x >= UNICORN_ARENA_SIZE) break;
if (bridge_supports_health[0] > 0 && check_x == BRIDGE_START) {
return check_x;
}
if (bridge_supports_health[1] > 0 && check_x == BRIDGE_END) {
return check_x;
}
}
return -1;
}
int unicorn_ranged_attack(int player_x, int direction, int range, int weapon_type, int damage) {
int target_x = find_unicorn_ranged_target(player_x, direction, range);
if (target_x == -1) return -1;
if (target_x == unicorn.x) {
apply_unicorn_damage(damage);
return target_x;
}
if (target_x == BRIDGE_START || target_x == BRIDGE_END) {
int support_index = (target_x == BRIDGE_START) ? 0 : 1;
bool can_damage = false;
if (weapon_type == ADVENTURE_WEAPON_BOW) {
can_damage = UNICORN_BOW_CAN_DAMAGE_SUPPORTS;
} else if (weapon_type == ADVENTURE_WEAPON_SLING) {
can_damage = UNICORN_SLING_CAN_DAMAGE_SUPPORTS;
}
if (can_damage && bridge_supports_health[support_index] > 0) {
bridge_supports_health[support_index] -= damage;
if (bridge_supports_health[support_index] <= 0) {
check_bridge_collapse();
}
}
}
return target_x;
}
void mark_unicorn_defeated(bool by_fall) {
if (unicorn_defeated) return;
unicorn_defeated = true;
unicorn_defeated_by_fall = by_fall;
if (by_fall) {
unicorn.health = 0;
}
}
void apply_unicorn_damage(int damage) {
if (damage <= 0) return;
if (unicorn.health <= 0) return;
unicorn.health -= damage;
if (unicorn.health <= 0) {
unicorn.health = 0;
mark_unicorn_defeated(false);
}
}
void play_unicorn_ground_death_sequence() {
if (unicorn.sound_handle != -1) {
p.destroy_sound(unicorn.sound_handle);
unicorn.sound_handle = -1;
}
p.play_stationary("sounds/actions/hit_ground.ogg", false);
wait(800);
}
void update_unicorn_weapon_range_audio() {
update_weapon_range_audio_with_listener(player_arena_x, unicorn.x, unicorn_in_weapon_range);
}
void check_bridge_collapse() {
// Bridge collapses when any support is destroyed
if (bridge_supports_health[0] <= 0 || bridge_supports_health[1] <= 0) {
@@ -339,6 +516,7 @@ void update_unicorn() {
if (unicorn.x == player_arena_x && player_arena_y == 0) {
player_health -= 10;
p.play_stationary("sounds/actions/hit_ground.ogg", false);
play_player_damage_sound();
}
}
}
@@ -440,6 +618,8 @@ void give_unicorn_rewards() {
rewards.insert_last("You have already mastered the Rune of Swiftness.");
}
append_adventure_completion_rewards(ADVENTURE_UNICORN, rewards);
// Display rewards in text reader
text_reader_lines(rewards, "Unicorn Victory", true);
}