breakhack/src/player.h

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
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#include <SDL.h>
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#include "sprite.h"
#include "stats.h"
#include "actiontext.h"
#include "camera.h"
#include "skill.h"
#include "linkedlist.h"
#include "input.h"
#include "artifact.h"
#define PLAYER_SKILL_COUNT 5
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// Foward declare
typedef struct UpdateData UpdateData;
typedef struct Animation Animation;
typedef enum PlayerClass { ENGINEER, MAGE, PALADIN, ROGUE, WARRIOR } class_t;
typedef enum PlayerState { ALIVE, DEAD } state_t;
typedef struct PlayerStatData {
unsigned int total_steps;
unsigned int steps;
unsigned int hits;
unsigned int kills;
unsigned int misses;
} PlayerStatData;
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typedef struct ExperienceDatat {
unsigned int previousLevel;
unsigned int current;
unsigned int nextLevel;
unsigned int level;
} ExperienceData;
typedef struct ArtifactData {
const char *name;
const char *desc;
Uint32 level;
} ArtifactData;
typedef struct PlayerEquipment {
ArtifactData artifacts[LAST_ARTIFACT_EFFECT];
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bool hasArtifacts;
Uint32 keys;
} PlayerEquipment;
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typedef struct PlayerStateData {
bool shopOwnerKiller;
} PlayerStateData;
typedef struct Player {
Sprite *sprite;
Stats stats;
unsigned int daggers;
LinkedList *projectiles;
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unsigned int xp;
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double gold;
PlayerStatData stat_data;
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unsigned int potion_sips;
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unsigned int phase_count;
class_t class;
state_t state;
Skill *skills[PLAYER_SKILL_COUNT];
Timer *animationTimer;
Animation *swordAnimation;
PlayerEquipment equipment;
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PlayerStateData stateData;
} Player;
Player*
player_create(class_t, Camera*);
void
player_reset_on_levelchange(Player *player);
ExperienceData
player_get_xp_data(Player*);
void
player_monster_kill_check(Player*, Monster*);
void
player_sip_health(Player*);
void
player_hit(Player*, unsigned int dmg);
void
player_reset_steps(Player*);
void
player_update(struct UpdateData *);
void
player_render(Player*, Camera*);
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void
player_render_toplayer(Player*, Camera*);
void
player_turn(Player*, Vector2d *dir);
void
player_destroy(Player*);
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bool
player_turn_over(Player*);
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void
player_levelup(Player*);
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void
player_set_level(Player*, Uint8 level);
Uint32
player_has_artifact(Player *, MagicalEffect);
void
player_add_artifact(Player*, Artifact*);
void
player_set_falling(Player*);