rogged/src/player.h
NotAShelf ee116ef33f
refactor: split player_move and decompose handle_input
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Iaac0cda778dd541eb34980f3e902ca726a6a6964
2026-04-05 22:36:32 +03:00

42 lines
1.4 KiB
C

#ifndef PLAYER_H
#define PLAYER_H
#include "common.h"
// Initialize player at position
void player_init(Player *p, int x, int y);
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
int player_move(Player *p, int dx, int dy, Map *map);
// Find a living enemy at tile (x, y); returns NULL if none
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);
// Player attacks enemy (deal damage)
void player_attack(Player *p, Enemy *e);
// Get item at floor position (x, y), returns NULL if none
Item *get_item_at_floor(Item *items, int count, int x, int y);
// Pick up item, return 1 if successful, 0 if failed (full/invalid)
int player_pickup(Player *p, Item *i);
// Use item (potions only - weapons/armor are equipped)
void player_use_item(Player *p, Item *i);
// Use first available potion in inventory, return 1 if used
int player_use_first_item(Player *p);
// Get item at inventory index, returns NULL if invalid
Item *player_get_inventory_item(Player *p, int index);
// Remove item from inventory at index (shifts remaining items)
void player_remove_inventory_item(Player *p, int index);
// Equip weapon/armor from inventory, return 1 if successful
int player_equip_item(Player *p, int inv_index);
// Drop item from inventory at index (returns it to floor), return 1 if successful
int player_drop_item(Player *p, int inv_index, Item *items, int item_count);
#endif // PLAYER_H