372 lines
8.4 KiB
C
372 lines
8.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "player.h"
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#include "monster.h"
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#include "util.h"
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#include "gui.h"
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#include "item.h"
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#include "particle_engine.h"
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#include "keyboard.h"
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1 }
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#define MAGE_STATS { 12, 12, 5, 7, 2, 1, 1 }
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#define PALADIN_STATS { 12, 12, 8, 9, 2, 1, 1 }
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#define ROGUE_STATS { 12, 12, 5, 7, 3, 2, 1 }
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#define WARRIOR_STATS { 12, 12, 8, 9, 2, 1, 1 }
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static void
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player_levelup(Player *player)
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{
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player->stats.lvl += 1;
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player->stats.maxhp += 3;
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player->stats.dmg += 5;
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player->stats.atk += 1;
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player->stats.def += 1;
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// Limit health to 3 rows of hearts
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if (player->stats.maxhp > 72)
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player->stats.maxhp = 72;
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player->stats.hp = player->stats.maxhp;
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}
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static unsigned int
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next_level_threshold(unsigned int current_level)
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{
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unsigned int last_level = 0;
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unsigned int padding = 0;
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if (current_level > 0) {
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last_level = next_level_threshold(current_level - 1);
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padding = (current_level - 1) * 150;
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}
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return last_level + (current_level * 50) + padding;
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}
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static void
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player_gain_xp(Player *player, unsigned int xp_gain)
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{
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player->xp += xp_gain;
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if (player->xp >= next_level_threshold(player->stats.lvl)) {
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player_levelup(player);
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gui_log("You have reached level %u", player->stats.lvl);
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}
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}
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static bool
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has_collided(Player *player, RoomMatrix *matrix)
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{
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bool collided = false;
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Position roomCoord = position_to_room_coords(&player->sprite->pos);
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if (roomCoord.x != matrix->roomPos.x
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|| roomCoord.y != matrix->roomPos.y) {
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return collided;
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}
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Position matrixPos = position_to_matrix_coords(&player->sprite->pos);
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RoomSpace *space = &matrix->spaces[matrixPos.x][matrixPos.y];
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collided = space->occupied;
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if (space->monster != NULL) {
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unsigned int hit = stats_fight(&player->stats,
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&space->monster->stats);
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monster_hit(space->monster, hit);
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if (hit > 0)
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player->hits += 1;
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else
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player->misses += 1;
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if (hit > 0)
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gui_log("You hit %s for %u damage",
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space->monster->lclabel, hit);
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else
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gui_log("You missed %s", space->monster->lclabel);
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if (space->monster->stats.hp <= 0) {
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unsigned int gained_xp = 5 * space->monster->stats.lvl;
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player->kills += 1;
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gui_log("You killed %s and gained %d xp",
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space->monster->lclabel, gained_xp);
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player_gain_xp(player, gained_xp);
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}
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} else if (collided) {
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gui_log("Ouch! There is something in the way");
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}
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if (space->items != NULL) {
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LinkedList *items = space->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_collected(item, player);
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}
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}
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return collided;
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}
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static void
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player_step(Player *p)
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{
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p->total_steps++;
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p->steps++;
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p->missText->pos = p->sprite->pos;
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p->hitText->pos = p->sprite->pos;
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}
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static void
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move_left(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 16;
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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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}
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player_step(player);
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}
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static void
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move_right(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 32;
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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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}
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player_step(player);
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}
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static void
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move_up(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 48;
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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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}
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player_step(player);
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}
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static void
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move_down(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 0;
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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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}
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player_step(player);
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}
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static void
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sip_health(Player *player)
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{
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if (player->potion_sips > 0) {
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--player->potion_sips;
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++player->stats.hp;
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gui_log("You take a sip of health potion");
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} else {
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gui_log("You have nothing to sip");
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}
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}
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static void
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handle_movement_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
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static unsigned int step = 1;
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bool moved = false;
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if (keyboard_direction_press(LEFT, event)) {
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move_left(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(RIGHT, event)) {
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move_right(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(UP, event)) {
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move_up(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(DOWN, event)) {
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move_down(player, matrix);
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moved = true;
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}
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#ifdef DEBUG
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if (keyboard_mod_press(SDLK_SPACE, KMOD_CTRL, event)) {
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Position pos = player->sprite->pos;
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pos.x += 8;
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pos.y += 8;
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 }, 200);
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player->stats.hp = 0;
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}
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#endif // DEBUG
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if (moved) {
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player->sprite->clip.x = 16*step;
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++step;
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step = step % 4;
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}
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}
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static void
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handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
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if (event->type != SDL_KEYDOWN)
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return;
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if (keyboard_mod_press(SDLK_h, KMOD_SHIFT, event)) {
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sip_health(player);
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} else {
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handle_movement_input(player, matrix, event);
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}
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}
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static void
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player_load_texts(Player *p, SDL_Renderer *renderer)
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{
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ActionText *t = actiontext_create();
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actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
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t->color = (SDL_Color) { 255, 100, 0, 255 };
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actiontext_set_text(t, "HIT", renderer);
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t->pos = p->sprite->pos;
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p->hitText = t;
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t = actiontext_create();
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actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
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t->color = (SDL_Color) { 255, 255, 0, 255 };
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actiontext_set_text(t, "MISS", renderer);
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t->pos = p->sprite->pos;
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p->missText = t;
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}
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Player*
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player_create(class_t class, SDL_Renderer *renderer)
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{
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Player *player = malloc(sizeof(Player));
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player->sprite = sprite_create();
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player->total_steps = 0;
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player->steps = 0;
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player->xp = 0;
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player->hits = 0;
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player->kills = 0;
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player->misses = 0;
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player->gold = 0;
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player->potion_sips = 0;
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player->class = class;
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char asset[100];
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switch (class) {
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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;
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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;
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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;
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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;
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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;
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}
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sprite_load_texture(player->sprite, asset, 0, renderer);
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player->sprite->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
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player->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
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player->sprite->textures[0]->dim = (Dimension) {
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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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}
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ExperienceData player_get_xp_data(Player *p)
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{
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ExperienceData data;
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data.previousLevel = next_level_threshold(p->stats.lvl - 1);
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data.current = p->xp;
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data.nextLevel = next_level_threshold(p->stats.lvl);
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data.level = p->stats.lvl;
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return data;
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}
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void
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player_hit(Player *p, unsigned int dmg)
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{
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if (p->stats.hp <= 0) {
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dmg = 200;
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}
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if (dmg > 0) {
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p->hitText->active = true;
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p->missText->active = false;
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Position pos = p->sprite->pos;
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pos.x += 8;
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pos.y += 8;
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 }, dmg);
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} else {
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p->missText->active = true;
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p->hitText->active = false;
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}
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}
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void
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player_render(Player *player, Camera *cam)
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{
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sprite_render(player->sprite, cam);
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actiontext_render(player->hitText, cam);
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actiontext_render(player->missText, cam);
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}
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static void
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player_print(Player *p)
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{
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Position roomPos = position_to_matrix_coords(&p->sprite->pos);
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Position pos = p->sprite->pos;
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debug("\n");
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debug("--------=== <[ Player Stats ]> ===--------");
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debug("HP: %d", p->stats.hp);
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debug("Level: %u\tXP:\t%u", p->stats.lvl, p->xp);
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debug("Gold: %.2f", p->gold);
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debug("Hits: %u\tMisses:\t%u", p->hits, p->misses);
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debug("Kills: %u", p->kills);
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debug("Steps: %u", p->total_steps);
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debug("Pos: %dx%d\tRoomPos: %dx%d", pos.x, pos.y,
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roomPos.x, roomPos.y);
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debug("------------------------------------------");
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}
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void
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player_reset_steps(Player *p)
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{
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p->steps = 0;
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player_print(p);
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}
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void
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player_destroy(Player *player)
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{
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if (player->sprite)
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sprite_destroy(player->sprite);
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actiontext_destroy(player->hitText);
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actiontext_destroy(player->missText);
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free(player);
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}
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