#ifndef PLAYER_H #define PLAYER_H /* The size of the player. */ #ifdef FXCG50 #define P_WIDTH 16 #define P_HEIGHT 16 #else #define P_WIDTH 8 #define P_HEIGHT 8 #endif /* SPEED should NOT be 8 or bigger: it this may cause bugs when handling * collisions! */ #define SPEED PXSIZE*2 #include #include "mapstruct.h" #include "memory.h" /* The direction where the player is going to. */ typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction; typedef enum { P_LEFTUP = -1, P_CENTER = 0, P_RIGHTDOWN = 1 } Checkpos; /* Struct that define player parameters */ typedef struct { int x, y; /* The position of the player */ unsigned char px, py; /* The position of the player on screen */ unsigned short int life; /* How many lives the player still has between 0 * and 100. */ char speed; /* The speed of the movement of the player. */ } Player; /* Draws the player player. This function should be called after drawing the * map! */ void player_draw(Player *player); /* Move the player player in the direction direction. */ void player_move(Map *map_level, Player *player, Direction direction); /* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */ void player_action(Player *player); /* 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. */ bool player_collision(Map *map_level, Player *player, 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. */ void player_fix_position(Player *player, bool fix_x, bool fix_y); #endif