diff --git a/src/main.c b/src/main.c index 52ada39..809d4c7 100644 --- a/src/main.c +++ b/src/main.c @@ -446,10 +446,8 @@ static int handle_movement_input(GameState *gs) { MoveResult result = try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true); if (result == MOVE_RESULT_MOVED) { - if (target != NULL) { - player_on_move(&gs->player); - action = 1; - } + player_on_move(&gs->player); + action = 1; } else if (result == MOVE_RESULT_BLOCKED_ENEMY) { target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y); player_attack(&gs->player, target); diff --git a/src/player.c b/src/player.c index ecc9967..9fb41f0 100644 --- a/src/player.c +++ b/src/player.c @@ -2,6 +2,7 @@ #include "combat.h" #include "common.h" #include "items.h" +#include "movement.h" #include "settings.h" #include @@ -46,6 +47,21 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) { return NULL; } +int player_move(Player *p, Vec2 direction, Map *map, Enemy *enemies, int enemy_count) { + MoveResult result = try_move_entity(&p->position, direction, map, p, enemies, enemy_count, true); + if (result != MOVE_RESULT_MOVED) + return 0; + + p->step_count += 1; + if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp && + !combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) && + !combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) && + !combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) { + p->hp += 1; + } + return 1; +} + void player_on_move(Player *p) { p->step_count += 1; if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp && diff --git a/src/player.h b/src/player.h index 290806a..79ce091 100644 --- a/src/player.h +++ b/src/player.h @@ -6,7 +6,7 @@ // Initialize player at position void player_init(Player *p, int x, int y); -// Apply status effects, healing, etc +// Apply status effect, healing ect void player_on_move(Player *p); // Find a living enemy at tile (x, y); returns NULL if none