breakhack/src/player.c

150 lines
3.4 KiB
C

#include <string.h>
#include "player.h"
#include "monster.h"
static Stats classStats[] = {
(Stats) { 11, 5, 7, 2, 1 }, /* ENGINEER */
(Stats) { 11, 5, 7, 2, 1 }, /* MAGE */
(Stats) { 11, 5, 7, 2, 1 }, /* PALADIN */
(Stats) { 11, 5, 7, 2, 2 }, /* ROGUE */
(Stats) { 11, 5, 7, 2, 1 }, /* WARRIOR */
};
static bool
has_collided(Player *player, RoomMatrix *matrix)
{
bool collided = false;
Position roomCoord = position_to_room_coords(&player->sprite->pos);
if (roomCoord.x != matrix->roomPos.x || roomCoord.y != matrix->roomPos.y) {
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) {
stats_fight(&player->stats, &space->monster->stats);
}
return collided;
}
static void
move_left(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 16;
player->sprite->pos.x -= TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.x += TILE_DIMENSION;
}
static
void move_right(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 32;
player->sprite->pos.x += TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.x -= TILE_DIMENSION;
}
static
void move_up(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 48;
player->sprite->pos.y -= TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.y += TILE_DIMENSION;
}
static
void move_down(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 0;
player->sprite->pos.y += TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.y -= TILE_DIMENSION;
}
static
void handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
{
static unsigned int step = 1;
if (event->type == SDL_KEYDOWN) {
switch (event->key.keysym.sym) {
case SDLK_LEFT:
case SDLK_h:
move_left(player, matrix);
break;
case SDLK_RIGHT:
case SDLK_l:
move_right(player, matrix);
break;
case SDLK_UP:
case SDLK_k:
move_up(player, matrix);
break;
case SDLK_DOWN:
case SDLK_j:
move_down(player, matrix);
break;
}
player->sprite->clip.x = 16*step;
if (step == 3)
step = 0;
else
++step;
}
}
Player*
player_create(class_t class, SDL_Renderer *renderer)
{
Player *player = malloc(sizeof(Player));
player->sprite = sprite_create();
char asset[100];
switch (class) {
case ENGINEER:
strcpy(asset, "assets/Commissions/Engineer.png");
player->stats = classStats[ENGINEER];
break;
case MAGE:
strcpy(asset, "assets/Commissions/Mage.png");
player->stats = classStats[MAGE];
break;
case PALADIN:
strcpy(asset, "assets/Commissions/Paladin.png");
player->stats = classStats[PALADIN];
break;
case ROGUE:
strcpy(asset, "assets/Commissions/Rogue.png");
player->stats = classStats[ROGUE];
break;
case WARRIOR:
strcpy(asset, "assets/Commissions/Warrior.png");
player->stats = classStats[WARRIOR];
break;
}
sprite_load_texture(player->sprite, asset, 0, renderer);
player->sprite->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
player->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
player->sprite->textures[0]->dim = (Dimension) {
TILE_DIMENSION, TILE_DIMENSION };
player->handle_event = &handle_player_input;
return player;
}
void
player_destroy(Player *player)
{
if (player->sprite)
sprite_destroy(player->sprite);
free(player);
}