Refactoring

This commit is contained in:
mibi88 2024-07-25 13:07:19 +02:00
parent f6d142c920
commit 25ea360713
15 changed files with 234 additions and 144 deletions

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@ -1,3 +1,26 @@
# Project structure
TODO: Describe the project structure.
* `assets` contains the tiled maps, and the tiled map converters.
* `assets-cg` contains the assets for cg calculators like the cg-50.
* `assets-fx` contains the assets for monochrome calculators.
* `captures` contains screenshots.
* `src` This folder contains the source code.
* `config.h` This header file contains defines for the size of various
things on screen, like the size of a tile in the tilemap, the size of the
dialog box, etc.
* `dialogs.c` and `dialogs.h` contain various functions to display dialogs
and also let the user respond.
* `events.c` and `events.h` parse tags in the messages that are displayed
using the dialogs procedures to modify variables (and soon, call
procedures).
* `game.c` and `game.h` handles the rendering, the input, etc.
* `main.c` handles the USB connection and the gint gray rendering, for 2bpp
rendering on monochrome calculators. Contains the mainloop. Also contains
code to display debug informations.
* `map.c` and `map.h` contain code to render, get a tile in the map, see if
the tile is walkable, etc.
* `mapdata.h` contains the available maps.
* `memory.c` and `memory.h` procedures to handle arrays (currently: search
in an array of short ints).
* `npc.c` and `npc.h` npc rendering and movement (and soon pathfinding).
* `player.c` and `player.h` handle the player movement, collision, etc.

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@ -4,9 +4,10 @@ Plus d'infos sur ce projet ici : [Le projet Collaboratif de PC](https://www.plan
## Contribuer!
Style du code [STYLE.md](STYLE.md).
Structure du projet [PROJECT_STRUCTURE.md](PROJECT_STRUCTURE.md).
## Avencement du projet
## Avancement du projet
A ce stade, on a déjà implémenté :
@ -17,12 +18,13 @@ A ce stade, on a déjà implémenté :
- [x] Multiple cartes avec importation automatique des fichiers `world` issus de Tiled
- [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground
- [x] Personnage
- [x] Dialogues avec fichiers externes `json` et séquenceage possible de ceux-ci via un arbre d'histoire (sauts de lignes et mots plus grands que l'écran pas supportés)
- [x] Dialogues avec fichiers externes `json` et séquenceage possible de ceux-ci via un arbre d'histoire (sauts de lignes et mots plus grands que l'écran pas supportés + limite d'un kibibyte)
- [x] Fontes de caractères
- [x] Interaction
- [ ] NPC
- [x] Changement de map durant le jeu
- [ ] Système d'événements
- [ ] Pathfinding
## Crédits

44
README_en.md Normal file
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@ -0,0 +1,44 @@
# Planet Casio Collaborative Project
(maybe I should've used google translate)
More informations can be found here (in french):
[Le projet Collaboratif de PC](https://www.planet-casio.com/Fr/forums/topic17343-last-projet-collaboratif-avec-toute-la-commu.html)
## Contribute!
Style guidelines [STYLE.md](STYLE.md).
Project structure [PROJECT_STRUCTURE.md](PROJECT_STRUCTURE.md).
## Current state
What we've implemented so far:
- [x] Screenshots via USB
- [x] Displaying the current map at the players position
- [x] Handling keyboard inputs
- [x] Handling collisions.
- [x] Multiple maps with automatic `world` files import (made with Tiled)
- [x] Multilayer map (Background, Foreground + accessibility / damage) with
foreground layer transparency.
- [x] Player character.
- [x] Dialogs from external `json` files (line jumps and words bigger than the
screen are unsupported + 1 kibibyte per message limit)
- [x] Font
- [x] Interaction
- [ ] NPC
- [x] Changing map in game.
- [ ] Event system
- [ ] Pathfinding
## Credits
The tiles are from Game Boy Top-down RPG Fantasy Tileset (FREE)
"Background Assets by Gumpy Function (gumpyfunction.itch.io)"
[Tiles Background Assets by Gumpy Function](https://gumpyfunction.itch.io/game-boy-rpg-fantasy-tileset-free)
Converted to greyscale with gimp.
1-bit (black and white) version by Shadow15510
CG (palette EGA64) color version by Fcalva

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@ -11,6 +11,10 @@ single line.
Put the curly braces after if, else, while or for statements and declarations of
procedures on the same line.
No spaces around parantheses, one space after a comma.
Variables names in sneak_case.
(Mibi88) SlyVTT, Fcalva, should be use a doc generation thing or do we describe
the procedures as I did so far?
@ -20,9 +24,9 @@ Document your procedures as following:
/* procedure_name()
*
* Describe what this procedure does.
* arg1: Describe this argument. If the text is too long, wrap it to the next
* line like this.
* arg2: Describe this argument, and so on.
* arg1: Describe this argument. If the text is too long, wrap it to the
* next line like this.
* long_name: Describe this argument, and so on.
*/
```

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@ -48,13 +48,13 @@ void blit() {
}
int showtext_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen, unsigned int start_i,
bool wait_continue) {
int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen, unsigned int start_i,
bool wait_continue) {
text = events_parse_string(&game->handler, text);
dfont(&FONT_USED);
unsigned int i, n, y = PXSIZE, l = 0;
@ -68,7 +68,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
/* Redrawing the entire screen, because maybe there was no dialog
displayed before. */
update_npc(game);
draw(game);
game_draw(game);
/* Fill the dialog box with white */
drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
@ -88,7 +88,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
}else{
/* Here I'm drawing the same as if start_anim is true, but whitout
* making an animation. */
draw(game);
game_draw(game);
drect(0, 0, DWIDTH, BOX_HEIGHT*PXSIZE, C_WHITE);
drect(0, BOX_HEIGHT*PXSIZE, DWIDTH, (BOX_HEIGHT+1)*PXSIZE, C_BLACK);
dimage(4*PXSIZE, 2*PXSIZE, face);
@ -191,7 +191,7 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
for(i=BOX_HEIGHT;i>0;i--){
/* It is the same as the start animation. */
update_npc(game);
draw(game);
game_draw(game);
drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
@ -206,12 +206,12 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
return return_int;
}
void showtext_dialog(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end) {
void dialogs_text(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end) {
/* Run showtext_opt with some default values. It makes it easier to use in
* simple dialogs. */
showtext_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
true, 0, true);
dialogs_text_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
true, 0, true);
}
@ -312,9 +312,9 @@ int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
for(i=DWIDTH/8+1;i>0;i--){
/* I'm drawing the same box as on the start animation */
update_npc(game);
draw(game);
showtext_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
_i, false);
game_draw(game);
dialogs_text_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
_i, false);
drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
@ -330,9 +330,9 @@ int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
return selected;
}
int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice) {
int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice) {
/* Put some arguments in global pointers and variables to make them
* accessible by _choice_call_before_end. */
_choices = choices;
@ -342,17 +342,16 @@ int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
_text = text;
/* Run showtext_opt and return his return value (the return value of
*_choice_call_before_end) */
return showtext_opt(game, face, text, _choice_call_before_end, start, end,
_choice_screen_call, 100, true, 0, true);
return dialogs_text_opt(game, face, text, _choice_call_before_end, start,
end, _choice_screen_call, 100, true, 0, true);
}
void initiate_dialog_sequence(Game *game, bopti_image_t *face,
uint32_t dialogNumber )
{
Dialog *currentDiag = &game->map_level->dialogs[ dialogNumber ];
void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
uint32_t dialogNumber) {
Dialog *currentDiag = &game->map_level->dialogs[dialogNumber];
/* we collect the information */
char *text = currentDiag->dialog;
@ -366,27 +365,23 @@ void initiate_dialog_sequence(Game *game, bopti_image_t *face,
int isQuestion = currentDiag->isQuestion;
/* we treat the action - i.e. we show a dialog */
if (isQuestion == 1) /* we have to manage a question */
{
int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 );
if (isQuestion == 1){
/* we have to manage a question */
int answer = dialogs_ask(game, face, text, true, true,
choices, 2, 0);
/* TO DO we need to split the strings conclusion1 and conclusion2 */
/* to extract the "gift" part */
if (answer==0)
{
showtext_dialog( game, face, conclusion1, true, true );
if (next1!=-1) initiate_dialog_sequence( game, face, next1 );
if(answer==0){
dialogs_text(game, face, conclusion1, true, true);
if (next1!=-1) dialogs_initiate_sequence(game, face, next1);
}else{
dialogs_text(game, face, conclusion2, true, true);
if (next2!=-1) dialogs_initiate_sequence(game, face, next2);
}
else
{
showtext_dialog( game, face, conclusion2, true, true );
if (next2!=-1) initiate_dialog_sequence( game, face, next2 );
}
}
else
{
showtext_dialog( game, face, text, true, true );
if (nextOther!=-1) initiate_dialog_sequence( game, face, nextOther );
}else{
dialogs_text(game, face, text, true, true);
if (nextOther!=-1) dialogs_initiate_sequence(game, face, nextOther);
}
}

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@ -7,7 +7,7 @@
#include "map.h"
#include "config.h"
/* showtext_opt()
/* dialogs_text_opt()
*
* Show some text in a box with word wrap for dialogs.
*
@ -35,17 +35,17 @@
* wait_continue: If I should wait that EXE is pressed after drawing a page.
*/
int showtext_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen, unsigned int start_i,
bool wait_continue);
int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen,
unsigned int start_i, bool wait_continue);
/* showtext_dialog()
/* dialogs_text()
*
* Calls showtext_opt with default parameters.
* Calls dialogs_text_opt with default parameters.
*
* game: The game struct of the current game.
* face: A bopti_image_t of the face of the person who's saying this
@ -58,12 +58,12 @@ int showtext_opt(Game *game, bopti_image_t *face, char *text,
* shown at the end of showtext_opt.
*/
void showtext_dialog(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end);
void dialogs_text(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end);
/* showtext_dialog_ask()
/* dialogs_ask()
*
* Like showtext_dialog, but lets the user choose between multiple possible
* Like dialogs_text, but lets the user choose between multiple possible
* choices after displaying the text.
*
* game: The game struct of the current game.
@ -83,12 +83,12 @@ void showtext_dialog(Game *game, bopti_image_t *face, char *text,
* default_choice: The choice choosen by default when the dialog just opened.
*/
int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice);
int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice);
/* TODO: Doc. */
void initiate_dialog_sequence(Game *game, bopti_image_t *face,
uint32_t dialogNumber);
void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
uint32_t dialogNumber);
#endif

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@ -27,18 +27,16 @@ void game_logic(Game *game) {
update_npc( game );
/* we check if interactions are possible close to the player */
for( uint32_t i=0; i<game->map_level->nbextradata; i++ )
{
for( uint32_t i=0; i<game->map_level->nbextradata; i++ ){
/* simple distance check along X and Y axis */
/* Be careful to use world coordinates, not local (i.e.map) ones */
if ( (abs((int) game->player.wx -
if ((abs((int) game->player.wx -
(int) game->map_level->extradata[i].x*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& (abs((int) game->player.wy -
(int) game->map_level->extradata[i].y*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& strcmp( game->map_level->extradata[i].type, "NPC") !=0 )
{
&& strcmp(game->map_level->extradata[i].type, "NPC") != 0){
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
@ -49,18 +47,16 @@ void game_logic(Game *game) {
}
}
for( uint32_t i=0; i<nbNPC; i++ )
{
for(uint32_t i=0; i<nbNPC; i++){
/* simple distance check along X and Y axis */
/* Be careful to use world coordinates, not local (i.e.map) ones */
if ( (abs((int) game->player.wx -
if ((abs((int) game->player.wx -
(int) npcRPG[i].curx*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& (abs((int) game->player.wy -
(int) npcRPG[i].cury*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& strcmp( game->map_level->extradata[i].type, "NPC") !=0 )
{
&& strcmp( game->map_level->extradata[i].type, "NPC") !=0){
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
@ -80,34 +76,30 @@ void game_logic(Game *game) {
}
void render_indicator(Game *game) {
void game_render_indicator(Game *game) {
/* nothing to do for the player so we quit */
if (game->player.canDoSomething==false)
return;
if(game->player.canDoSomething==false) return;
/* else we draw a small indicator on the screen */
dimage(5, 5, &SignAction_img);
}
void draw(Game *game) {
void game_draw(Game *game) {
/* Draw everything. */
render_map_by_layer(game, BACKGROUND);
npc_draw( game );
map_render_by_layer(game, BACKGROUND);
npc_draw(game);
player_draw(game);
render_map_by_layer(game, FOREGROUND);
render_indicator( game );
map_render_by_layer(game, FOREGROUND);
game_render_indicator(game);
dprint(8, 8, C_BLACK, "Lifes: %d", game->player.life);
dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
}
/* Key management */
void get_inputs(Game *game) {
key_event_t ev;
while((ev = pollevent()).type != KEYEV_NONE){
/**/
}
void game_get_inputs(Game *game) {
clearevents();
/* Key binding for the Player action */
@ -144,4 +136,3 @@ void get_inputs(Game *game) {
#endif //USB_FEATURE
}

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@ -155,27 +155,27 @@ typedef struct {
/* (Mibi88) TODO: Describe what this function is doing. */
void game_logic(Game *game);
/* draw()
/* game_draw()
*
* Draws everything on screen.
* game: The game struct.
*/
void draw(Game *game);
void game_draw(Game *game);
/* render_indicator()
/* game_render_indicator()
*
* This render a small sign on the upper left corner of the screen
* if the player can do an action
* game: The game struct.
*/
void render_indicator(Game *game);
void game_render_indicator(Game *game);
/* get_inputs()
/* game_get_inputs()
*
* Handle key presses.
* game: The game struct.
*/
void get_inputs(Game *game);
void game_get_inputs(Game *game);
#endif

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@ -125,7 +125,7 @@ int main(void) {
dclear(C_WHITE);
/* render the map */
draw(&game);
game_draw(&game);
#if DEBUGMODE && GINT_RENDER_RGB
if (game.debug_map)
@ -178,7 +178,7 @@ int main(void) {
#endif
/* Management of the inputs */
get_inputs(&game);
game_get_inputs(&game);
/* Run the game at max. 50fps */
while(game.frame_duration < 20) sleep();
/* Reset frame_duration for the next frame */

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@ -8,7 +8,7 @@ extern Map *worldRPG[];
//extern ExtraData *extraRPG[];
void render_map(Game *game) {
void map_render(Game *game) {
Map *map_level = game->map_level;
Player *player = &game->player;
@ -104,7 +104,7 @@ void render_map(Game *game) {
}
}
void render_map_by_layer(Game *game, int layer) {
void map_render_by_layer(Game *game, int layer) {
Map *map_level = game->map_level;
Player *player = &game->player;
@ -194,7 +194,7 @@ void render_map_by_layer(Game *game, int layer) {
}
}
short int get_tile(Game *game, int x, int y, int l) {
short int map_get_tile(Game *game, int x, int y, int l) {
Map *map_level = game->map_level;
@ -204,7 +204,7 @@ short int get_tile(Game *game, int x, int y, int l) {
map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
}
short int get_walkable(Game *game, int x, int y) {
short int map_get_walkable(Game *game, int x, int y) {
Map *map_level = game->map_level;
/* Get the tile at (x, y). Returns the tile ID or MAP_OUTSIDE if she's not
@ -214,7 +214,7 @@ short int get_walkable(Game *game, int x, int y) {
}
/* return the pointer to the map containing the given position */
Map *get_map_for_coordinates( Game *game, int x, int y )
Map *map_get_for_coordinates( Game *game, int x, int y )
{
/* check if the current map contains the point */
if (x>= (int)game->map_level->xmin && x< (int)game->map_level->xmax &&
@ -235,4 +235,4 @@ Map *get_map_for_coordinates( Game *game, int x, int y )
/* else we return NULL cause the point is a not within a map */
return NULL;
}
}

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@ -19,22 +19,22 @@
/* render_map()
/* map_render()
*
* Draws the map map on the entire screen to be viewed by the player player.
* game: The game struct.
*/
void render_map(Game *game);
void map_render(Game *game);
/* render_map_by_layer()
/* map_render_by_layer()
*
* Draws the map layer on the entire screen to be viewed by the player player.
* game: The game struct.
* layer: The layer to render.
*/
void render_map_by_layer(Game *game, int layer);
void map_render_by_layer(Game *game, int layer);
/* get_tile()
/* map_get_tile()
*
* Get the tile at (x, y) of the map map. If the tile is located outside of the
* screen, MAP_OUTSIDE is returned.
@ -43,24 +43,24 @@ void render_map_by_layer(Game *game, int layer);
* y: The coordinates of the tile.
* l: The layer of the tile.
*/
short int get_tile(Game *game, int x, int y, int l);
short int map_get_tile(Game *game, int x, int y, int l);
/* get_walkable()
/* map_get_walkable()
*
* Returns what is in the walkable layer at (x, y).
* game: The game struct.
* x: The coordinates of the tile.
* y: The coordinates of the tile.
*/
short int get_walkable(Game *game, int x, int y);
short int map_get_walkable(Game *game, int x, int y);
/* get_map_for_coordinates()
/* map_get_for_coordinates()
*
* return the pointer to the map containing the given position.
* game: The game struct.
* x: The coordinates to look at.
* y: The coordinates to look at.
*/
Map* get_map_for_coordinates(Game *game, int x, int y );
Map* map_get_for_coordinates(Game *game, int x, int y );
#endif

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@ -1,6 +1,6 @@
#include "memory.h"
bool is_in(short int *array, short int array_length, short int item) {
bool memory_is_in(short int *array, short int array_length, short int item) {
short int i;
for(i=0;i<array_length;i++){
if(array[i] == item){

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@ -2,8 +2,14 @@
#define MEMORY_H
#include <stdbool.h>
bool is_in(short int *array, short int array_length, short int item);
/* memory_is_in()
*
* returns true if item is in array.
* array: The array to search in.
* array_length: The length of the array.
* item: The item to search for.
*/
bool memory_is_in(short int *array, short int array_length, short int item);
#endif

View file

@ -91,10 +91,11 @@ extern bopti_image_t INFO_Icon_img;
void player_action(Game *game) {
if( game->player.isDoingAction ) return; /* alreday doing something (action IS NOT with an NPC ) */
/* already doing something (action IS NOT with an NPC) */
if(game->player.isDoingAction) return;
if( game->player.canDoSomething && !game->player.isInteractingWithNPC ) /* we can do something */
{
if(game->player.canDoSomething && !game->player.isInteractingWithNPC){
/* we can do something */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
@ -116,13 +117,12 @@ void player_action(Game *game) {
uint32_t dialogStart = currentData->dialogID;
initiate_dialog_sequence( game, face, dialogStart );
dialogs_initiate_sequence(game, face, dialogStart);
/* when done we release the occupied status of the player */
game->player.isDoingAction = false;
}
else if( game->player.canDoSomething && game->player.isInteractingWithNPC ) /* we can do something (action IS with an NPC ) */
{
}else if(game->player.canDoSomething && game->player.isInteractingWithNPC){
/* we can do something (action IS with an NPC) */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
@ -133,11 +133,12 @@ void player_action(Game *game) {
bopti_image_t *face = &NPC_Icon_img;
uint32_t dialogStart = currentNPC->dialogID;
/* we setr this NPC to paused to avoid changing its position while talking (the rest of the NPCs pursue their action)*/
/* we set this NPC to paused to avoid changing its position while
* talking (the rest of the NPCs pursue their action) */
currentNPC->paused = true;
initiate_dialog_sequence( game, face, dialogStart );
dialogs_initiate_sequence(game, face, dialogStart);
/* when done we release the occupied status of the player */
game->player.isDoingAction = false;
@ -174,15 +175,13 @@ bool player_collision(Game *game, Direction direction,
/* check where the player is expected to go on the next move */
/* if outside the map, we check if there is a map on the other */
/* side of the current map*/
if (get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE)
{
if (map_get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE){
// we compute the expected world coordinates accordingly
// while taking care of the scaling between fx and cg models (PXSIZE)
int worldX = (player->wx+dx) / PXSIZE;
int worldY = (player->wy+dy) / PXSIZE;
Map *map = get_map_for_coordinates(game, worldX, worldY );
if (map!=NULL && map!=game->map_level)
{
Map *map = map_get_for_coordinates(game, worldX, worldY);
if (map!=NULL && map!=game->map_level){
Map *backupmap = game->map_level;
int backupx = player->x;
int backupy = player->y;
@ -197,7 +196,7 @@ bool player_collision(Game *game, Direction direction,
player->x = (worldX - map->xmin ) * PXSIZE;
player->y = (worldY - map->ymin ) * PXSIZE;
int on_walkable = get_walkable(game, player->x/T_WIDTH,
int on_walkable = map_get_walkable(game, player->x/T_WIDTH,
player->y/T_HEIGHT);
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
@ -217,7 +216,7 @@ bool player_collision(Game *game, Direction direction,
/* we update the list of NPCs in the current map */
/* to follow the trajectories */
reload_npc( game );
reload_npc(game);
return false;
}
@ -231,7 +230,7 @@ bool player_collision(Game *game, Direction direction,
if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
else player_tile_y = player_tile_y/T_HEIGHT;
int on_walkable = get_walkable(game, player_tile_x, player_tile_y);
int on_walkable = map_get_walkable(game, player_tile_x, player_tile_y);
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
walkable_speed[on_walkable] : 0;

View file

@ -12,27 +12,53 @@
/* only methods propotypes are now in dedicated header files */
/* Draws the player player. This function should be called after drawing the
* map! */
/* player_draw()
*
* Draws the player. This function should be called after drawing the
* map!
* game: The game struct which contains the player struct used.
*/
void player_draw(Game *game);
/* Move the player player in the direction direction. */
/* player_move()
*
* Move the player in a direction.
* game: The game struct.
* direction: The direction to move the player in.
*/
void player_move(Game *game, Direction direction);
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
void player_action(Game *game);
/* Check if the player is in collision with the map or a NPC. Checkpos is used
* to check the axis where the player is not moving. */
/* player_collision()
*
* Check if the player is in collision with the map or a NPC. Checkpos is used
* to check the axis where the player is not moving.
* game: The game struct.
* direction: The direction the player is moving in.
* nomov_axis_check: The axis that isn't changed by this movement.
*/
bool player_collision(Game *game, Direction direction,
Checkpos nomov_axis_check);
/* Fix the position of the player so that he's not a bit inside of a hard block
* after a collision. */
/* player_fix_position()
*
* Fix the position of the player so that he's not a bit inside of a hard block
* after a collision.
* game: The game struct.
* fix_x: If we should fix the position on the X axis.
* fix_y: If we should fix the position on the Y axis.
*/
void player_fix_position(Game *game, bool fix_x, bool fix_y);
/* Apply damage to player */
/* player_damage()
*
* Apply damage to player
* game: The game struct.
* amount: The amount of damage to apply.
*/
void player_damage(Game *game, int amount);
#endif