forked from NotAShelf/rogged
player: implement manual pickup and descend confirmation
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Icd8d0ffd9bdf92f5c8943590886543566a6a6964
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2 changed files with 108 additions and 46 deletions
135
src/player.c
135
src/player.c
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@ -5,6 +5,7 @@
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#include "map.h"
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#include "map.h"
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#include "utils.h"
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#include "utils.h"
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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void player_init(Player *p, int x, int y) {
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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->x = x;
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@ -15,6 +16,14 @@ void player_init(Player *p, int x, int y) {
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p->defense = 0;
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p->defense = 0;
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p->floor = 1;
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p->floor = 1;
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p->step_count = 0;
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p->step_count = 0;
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p->speed = 100;
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p->cooldown = 0;
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p->has_weapon = 0;
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p->has_armor = 0;
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memset(&p->equipped_weapon, 0, sizeof(Item));
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memset(&p->equipped_armor, 0, sizeof(Item));
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p->equipped_weapon.picked_up = 1;
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p->equipped_armor.picked_up = 1; // mark as invalid
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p->inventory_count = 0;
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p->inventory_count = 0;
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// Initialize inventory to empty
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// Initialize inventory to empty
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@ -33,17 +42,7 @@ static Enemy *get_enemy_at(Enemy *enemies, int count, int x, int y) {
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return NULL;
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return NULL;
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}
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}
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// Check if position has an item
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int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count) {
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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_x = p->x + dx;
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int new_y = p->y + dy;
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int new_y = p->y + dy;
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@ -65,20 +64,12 @@ int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_c
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return 1;
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return 1;
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}
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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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// Move player
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p->x = new_x;
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p->x = new_x;
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p->y = new_y;
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p->y = new_y;
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p->step_count += 1;
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p->step_count += 1;
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if (p->step_count % 15 == 0 && p->hp < p->max_hp) {
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if (p->step_count % 15 == 0 && p->hp < p->max_hp) {
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p->hp += 1;
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p->hp += 1;
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// p->hunger -= 0.1; ??
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}
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}
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return 1;
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return 1;
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}
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}
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@ -88,21 +79,30 @@ void player_attack(Player *p, Enemy *e) {
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combat_player_attack(p, e);
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combat_player_attack(p, e);
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}
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}
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void player_pickup(Player *p, Item *i) {
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// Get item at player's current position (for pickup)
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Item *get_item_at_floor(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_pickup(Player *p, Item *i) {
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if (p->inventory_count >= MAX_INVENTORY) {
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if (p->inventory_count >= MAX_INVENTORY) {
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return; // inventory full
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return 0;
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}
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}
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if (i->picked_up) {
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if (i->picked_up) {
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return; // already picked up
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return 0;
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}
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}
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// Copy item to inventory
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p->inventory[p->inventory_count] = *i;
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p->inventory[p->inventory_count] = *i;
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p->inventory_count++;
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p->inventory_count++;
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// Mark original as picked up
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i->picked_up = 1;
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i->picked_up = 1;
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return 1;
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}
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}
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void player_use_item(Player *p, Item *i) {
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void player_use_item(Player *p, Item *i) {
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@ -111,35 +111,31 @@ void player_use_item(Player *p, Item *i) {
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if (i->picked_up)
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if (i->picked_up)
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return; // invalid item
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return; // invalid item
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// Apply item effect
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// Apply item effect (only potions are consumed)
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item_use(p, i);
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if (i->type == ITEM_POTION) {
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item_use(p, i);
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// Mark item as used (remove from inventory)
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}
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i->picked_up = 1;
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// Weapons and armor are equipped, not consumed
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}
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}
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int player_use_first_item(Player *p) {
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int player_use_first_item(Player *p) {
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if (p == NULL || p->inventory_count == 0)
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if (p == NULL || p->inventory_count == 0)
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return 0;
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return 0;
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// Find first valid item in inventory
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// Find first valid item in inventory (skip weapons/armor - must equip explicitly)
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for (int i = 0; i < MAX_INVENTORY; i++) {
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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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if (!p->inventory[i].picked_up) {
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Item *item = &p->inventory[i];
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Item *item = &p->inventory[i];
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// Apply item effect
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if (item->type == ITEM_POTION) {
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item_use(p, item);
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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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// Remove from inventory (shift remaining items)
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for (int j = i; j < MAX_INVENTORY - 1; j++) {
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player_remove_inventory_item(p, i);
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p->inventory[j] = p->inventory[j + 1];
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return 1;
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}
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}
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p->inventory_count--;
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// Weapons/armor can't be used this way - must equip
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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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}
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}
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return 0;
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return 0;
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@ -154,3 +150,60 @@ Item *player_get_inventory_item(Player *p, int index) {
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return NULL; // invalid/empty
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return NULL; // invalid/empty
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return &p->inventory[index];
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return &p->inventory[index];
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}
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}
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void player_remove_inventory_item(Player *p, int index) {
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if (p == NULL)
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return;
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if (index < 0 || index >= MAX_INVENTORY)
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return;
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if (p->inventory[index].picked_up)
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return;
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// Shift remaining items
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for (int j = index; 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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p->inventory[MAX_INVENTORY - 1].picked_up = 1;
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}
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int player_equip_item(Player *p, int inv_index) {
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if (p == NULL)
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return 0;
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if (inv_index < 0 || inv_index >= MAX_INVENTORY)
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return 0;
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Item *item = player_get_inventory_item(p, inv_index);
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if (item == NULL)
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return 0;
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if (item->type == ITEM_WEAPON) {
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// Unequip current weapon first
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if (p->has_weapon) {
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p->attack -= p->equipped_weapon.power;
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}
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// Equip new weapon
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p->equipped_weapon = *item;
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p->has_weapon = 1;
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p->attack += item->power;
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// Remove from inventory
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player_remove_inventory_item(p, inv_index);
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return 1;
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}
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if (item->type == ITEM_ARMOR) {
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// Unequip current armor first
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if (p->has_armor) {
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p->defense -= p->equipped_armor.power;
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}
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// Equip new armor
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p->equipped_armor = *item;
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p->has_armor = 1;
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p->defense += item->power;
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// Remove from inventory
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player_remove_inventory_item(p, inv_index);
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return 1;
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}
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return 0; // Not equippable (potion)
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}
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19
src/player.h
19
src/player.h
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@ -7,21 +7,30 @@
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void player_init(Player *p, int x, int y);
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void player_init(Player *p, int x, int y);
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// Move player, return 1 if moved/attacked, 0 if blocked
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// Move player, return 1 if moved/attacked, 0 if blocked
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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 player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count);
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// Player attacks enemy (deal damage)
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// Player attacks enemy (deal damage)
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void player_attack(Player *p, Enemy *e);
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void player_attack(Player *p, Enemy *e);
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// Pick up item
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// Get item at floor position (x, y), returns NULL if none
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void player_pickup(Player *p, Item *i);
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Item *get_item_at_floor(Item *items, int count, int x, int y);
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// Use item
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// Pick up item, return 1 if successful, 0 if failed (full/invalid)
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int player_pickup(Player *p, Item *i);
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// Use item (potions only - weapons/armor are equipped)
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void player_use_item(Player *p, Item *i);
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void player_use_item(Player *p, Item *i);
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// Use first available item in inventory, return 1 if used
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// Use first available potion in inventory, return 1 if used
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int player_use_first_item(Player *p);
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int player_use_first_item(Player *p);
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// Get item at inventory index, returns NULL if invalid
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// Get item at inventory index, returns NULL if invalid
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Item *player_get_inventory_item(Player *p, int index);
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Item *player_get_inventory_item(Player *p, int index);
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// Remove item from inventory at index (shifts remaining items)
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void player_remove_inventory_item(Player *p, int index);
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// Equip weapon/armor from inventory, return 1 if successful
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int player_equip_item(Player *p, int inv_index);
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#endif // PLAYER_H
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#endif // PLAYER_H
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