breakhack/src/player.c

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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#include "player.h"
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#include "monster.h"
#include "util.h"
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#include "gui.h"
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1 }
#define MAGE_STATS { 12, 12, 5, 7, 2, 1, 1 }
#define PALADIN_STATS { 12, 12, 5, 7, 2, 1, 1 }
#define ROGUE_STATS { 12, 12, 5, 7, 2, 2, 1 }
#define WARRIOR_STATS { 12, 12, 5, 7, 2, 1, 1 }
static bool
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has_collided(Player *player, RoomMatrix *matrix)
{
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bool collided = false;
Position roomCoord = position_to_room_coords(&player->sprite->pos);
if (roomCoord.x != matrix->roomPos.x || roomCoord.y != matrix->roomPos.y) {
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return collided;
}
Position matrixPos = position_to_matrix_coords(&player->sprite->pos);
RoomSpace *space = &matrix->spaces[matrixPos.x][matrixPos.y];
collided = space->occupied;
if (space->monster != NULL) {
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unsigned int hit = stats_fight(&player->stats,
&space->monster->stats);
monster_hit(space->monster, hit);
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if (hit > 0)
player->hits += 1;
else
player->misses += 1;
if (hit > 0)
gui_log("You hit '%s' for %u damage", space->monster->label, hit);
else
gui_log("You missed '%s'", space->monster->label);
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if (space->monster->stats.hp <= 0) {
// TODO(Linus): This needs some love later on.
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player->kills += 1;
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player->xp += 10;
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gui_log("You killed '%s' and gained %d xp", space->monster->label, 10);
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}
} else if (collided) {
gui_log("Ouch! There is something in the way");
}
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return collided;
}
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static void
player_step(Player *p)
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{
p->total_steps++;
p->steps++;
p->missText->pos = p->sprite->pos;
p->hitText->pos = p->sprite->pos;
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}
static void
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move_left(Player *player, RoomMatrix *matrix)
{
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player->sprite->clip.y = 16;
player->sprite->pos.x -= TILE_DIMENSION;
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if (has_collided(player, matrix)) {
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player->sprite->pos.x += TILE_DIMENSION;
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}
player_step(player);
}
static
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void move_right(Player *player, RoomMatrix *matrix)
{
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player->sprite->clip.y = 32;
player->sprite->pos.x += TILE_DIMENSION;
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if (has_collided(player, matrix)) {
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player->sprite->pos.x -= TILE_DIMENSION;
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}
player_step(player);
}
static
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void move_up(Player *player, RoomMatrix *matrix)
{
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player->sprite->clip.y = 48;
player->sprite->pos.y -= TILE_DIMENSION;
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if (has_collided(player, matrix)) {
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player->sprite->pos.y += TILE_DIMENSION;
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}
player_step(player);
}
static
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void move_down(Player *player, RoomMatrix *matrix)
{
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player->sprite->clip.y = 0;
player->sprite->pos.y += TILE_DIMENSION;
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if (has_collided(player, matrix)) {
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player->sprite->pos.y -= TILE_DIMENSION;
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}
player_step(player);
}
static
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void handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
static unsigned int step = 1;
if (event->type == SDL_KEYDOWN) {
switch (event->key.keysym.sym) {
case SDLK_LEFT:
case SDLK_h:
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move_left(player, matrix);
break;
case SDLK_RIGHT:
case SDLK_l:
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move_right(player, matrix);
break;
case SDLK_UP:
case SDLK_k:
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move_up(player, matrix);
break;
case SDLK_DOWN:
case SDLK_j:
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move_down(player, matrix);
break;
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}
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player->sprite->clip.x = 16*step;
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if (step == 3)
step = 0;
else
++step;
}
}
static void
player_load_texts(Player *p, SDL_Renderer *renderer)
{
ActionText *t = actiontext_create();
actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
t->color = (SDL_Color) { 255, 100, 0, 255 };
actiontext_set_text(t, "HIT", renderer);
t->pos = p->sprite->pos;
p->hitText = t;
t = actiontext_create();
actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
t->color = (SDL_Color) { 255, 255, 0, 255 };
actiontext_set_text(t, "MISS", renderer);
t->pos = p->sprite->pos;
p->missText = t;
}
Player*
player_create(class_t class, SDL_Renderer *renderer)
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{
Player *player = malloc(sizeof(Player));
player->sprite = sprite_create();
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player->total_steps = 0;
player->steps = 0;
player->xp = 0;
player->hits = 0;
player->kills = 0;
player->misses = 0;
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char asset[100];
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switch (class) {
case ENGINEER:
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m_strcpy(asset, 100, "assets/Commissions/Engineer.png");
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player->stats = (Stats) ENGINEER_STATS;
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break;
case MAGE:
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m_strcpy(asset, 100, "assets/Commissions/Mage.png");
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player->stats = (Stats) MAGE_STATS;
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break;
case PALADIN:
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m_strcpy(asset, 100, "assets/Commissions/Paladin.png");
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player->stats = (Stats) PALADIN_STATS;
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break;
case ROGUE:
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m_strcpy(asset, 100, "assets/Commissions/Rogue.png");
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player->stats = (Stats) ROGUE_STATS;
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break;
case WARRIOR:
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m_strcpy(asset, 100, "assets/Commissions/Warrior.png");
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player->stats = (Stats) WARRIOR_STATS;
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break;
}
sprite_load_texture(player->sprite, asset, 0, renderer);
player->sprite->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
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player->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
player->sprite->textures[0]->dim = (Dimension) {
TILE_DIMENSION, TILE_DIMENSION };
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player->handle_event = &handle_player_input;
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player_load_texts(player, renderer);
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return player;
}
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void
player_hit(Player *p, unsigned int dmg)
{
if (dmg > 0) {
p->hitText->active = true;
p->missText->active = false;
} else {
p->missText->active = true;
p->hitText->active = false;
}
}
void
player_render(Player *player, Camera *cam)
{
sprite_render(player->sprite, cam);
actiontext_render(player->hitText, cam);
actiontext_render(player->missText, cam);
}
static void
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player_print(Player *p)
{
Position roomPos = position_to_matrix_coords(&p->sprite->pos);
Position pos = p->sprite->pos;
debug("\n");
debug("--------=== <[ Player Stats ]> ===--------");
debug("HP: %d", p->stats.hp);
debug("Level: %u\tXP:\t%u", p->stats.lvl, p->xp);
debug("Hits: %u\tMisses:\t%u", p->hits, p->misses);
debug("Kills: %u", p->kills);
debug("Steps: %u", p->total_steps);
debug("Pos: %dx%d\tRoomPos: %dx%d", pos.x, pos.y,
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roomPos.x, roomPos.y);
debug("------------------------------------------");
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}
void
player_reset_steps(Player *p)
{
p->steps = 0;
player_print(p);
}
void
player_destroy(Player *player)
{
if (player->sprite)
sprite_destroy(player->sprite);
actiontext_destroy(player->hitText);
actiontext_destroy(player->missText);
free(player);
}