/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * 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 . */ #pragma once #include #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 // 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; 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]; bool hasArtifacts; Uint32 keys; } PlayerEquipment; typedef struct PlayerStateData { bool shopOwnerKiller; } PlayerStateData; typedef struct Player { Sprite *sprite; Stats stats; unsigned int daggers; LinkedList *projectiles; unsigned int xp; double gold; PlayerStatData stat_data; unsigned int potion_sips; unsigned int phase_count; class_t class; state_t state; Skill *skills[PLAYER_SKILL_COUNT]; Timer *animationTimer; Animation *swordAnimation; PlayerEquipment equipment; 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*); void player_render_toplayer(Player*, Camera*); void player_turn(Player*, Vector2d *dir); void player_destroy(Player*); bool player_turn_over(Player*); void player_levelup(Player*); void player_set_level(Player*, Uint8 level); Uint32 player_has_artifact(Player *, MagicalEffect); void player_add_artifact(Player*, Artifact*); void player_set_falling(Player*);