forked from NotAShelf/rogged
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
142 lines
3.6 KiB
C
142 lines
3.6 KiB
C
#include "player.h"
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#include "common.h"
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#include "map.h"
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#include "utils.h"
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#include "combat.h"
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#include "items.h"
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#include <stdlib.h>
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void player_init(Player* p, int x, int y) {
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p->x = x;
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p->y = y;
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p->hp = PLAYER_BASE_HP;
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p->max_hp = PLAYER_BASE_HP;
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p->attack = PLAYER_BASE_ATTACK;
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p->defense = 0;
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p->floor = 1;
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p->inventory_count = 0;
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// Initialize inventory to empty
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for (int i = 0; i < MAX_INVENTORY; i++) {
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p->inventory[i].picked_up = 1; // mark as invalid
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}
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}
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// Check if position has an enemy
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static Enemy* get_enemy_at(Enemy* enemies, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
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return &enemies[i];
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}
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}
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return NULL;
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}
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// Check if position has an item
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static Item* get_item_at(Item* items, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (!items[i].picked_up && items[i].x == x && items[i].y == y) {
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return &items[i];
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}
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}
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return NULL;
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}
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int player_move(Player* p, int dx, int dy, Map* map, Enemy* enemies, int enemy_count, Item* items, int item_count) {
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int new_x = p->x + dx;
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int new_y = p->y + dy;
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// Check bounds
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if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT)) {
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return 0;
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}
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// Check if walkable
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if (!is_floor(map, new_x, new_y)) {
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return 0;
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}
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// Check for enemy at target position
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Enemy* enemy = get_enemy_at(enemies, enemy_count, new_x, new_y);
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if (enemy != NULL) {
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// Attack the enemy
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player_attack(p, enemy);
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return 1;
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}
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// Check for item at target position
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Item* item = get_item_at(items, item_count, new_x, new_y);
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if (item != NULL) {
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// Pick up the item
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player_pickup(p, item);
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}
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// Move player
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p->x = new_x;
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p->y = new_y;
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return 1;
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}
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void player_attack(Player* p, Enemy* e) {
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// Use combat system
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combat_player_attack(p, e);
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}
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void player_pickup(Player* p, Item* i) {
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if (p->inventory_count >= MAX_INVENTORY) {
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return; // inventory full
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}
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if (i->picked_up) {
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return; // already picked up
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}
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i->picked_up = 1;
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p->inventory[p->inventory_count] = *i; // copy item to inventory
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p->inventory_count++;
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}
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void player_use_item(Player* p, Item* i) {
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if (p == NULL || i == NULL) return;
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if (i->picked_up) return; // invalid item
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// Apply item effect
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item_use(p, i);
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// Mark item as used (remove from inventory)
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i->picked_up = 1;
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}
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int player_use_first_item(Player* p) {
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if (p == NULL || p->inventory_count == 0) return 0;
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// Find first valid item in inventory
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for (int i = 0; i < MAX_INVENTORY; i++) {
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if (!p->inventory[i].picked_up) {
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Item* item = &p->inventory[i];
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// Apply item effect
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item_use(p, item);
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// Remove from inventory (shift remaining items)
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for (int j = i; j < MAX_INVENTORY - 1; j++) {
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p->inventory[j] = p->inventory[j + 1];
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}
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p->inventory_count--;
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// Mark last slot as invalid
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p->inventory[MAX_INVENTORY - 1].picked_up = 1;
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return 1;
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}
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}
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return 0;
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}
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Item* player_get_inventory_item(Player* p, int index) {
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if (p == NULL) return NULL;
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if (index < 0 || index >= MAX_INVENTORY) return NULL;
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if (p->inventory[index].picked_up) return NULL; // invalid/empty
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return &p->inventory[index];
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}
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