mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2025-05-29 06:55:14 +02:00
159 lines
4.4 KiB
C
159 lines
4.4 KiB
C
#include "game.h"
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#include "config.h"
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#include "map.h"
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#include "npc.h"
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#include <gint/cpu.h>
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <stdlib.h>
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#include <string.h>
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extern bopti_image_t SignAction_img;
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extern Dialog *dialogRPG;
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// extern NPC *npcRPG;
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// extern uint32_t nbNPC;
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#define MAX_INTERACTION_DISTANCE 12
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void interaction_available(Game *game) {
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uint32_t i;
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/*NPCs take priority over signs*/
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for(uint32_t i = 0; i < game->map_level->nbNPC; i++) {
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if(!game->map_level->npcs[i].has_dialogue)
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continue;
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/* simple distance check along X and Y axis */
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/* Be careful to use world coordinates, not local (i.e.map) ones */
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if((abs((int)game->player.wx -
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(int)game->map_level->npcs[i].curx * PXSIZE) <
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MAX_INTERACTION_DISTANCE * PXSIZE) &&
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(abs((int)game->player.wy -
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(int)game->map_level->npcs[i].cury * PXSIZE) <
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MAX_INTERACTION_DISTANCE * PXSIZE)) {
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/* the player can do something */
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game->player.canDoSomething = true;
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/* we mark the action for futur treatment in player_action() */
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game->player.whichAction = i;
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/* this is an interraction with a NPC */
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game->player.isInteractingWithNPC = true;
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return;
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}
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}
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for(i = 0; i < game->map_level->nbSign; i++) {
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/* simple distance check along X and Y axis */
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/* Be careful to use world coordinates, not local (i.e.map) ones */
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if((abs((int)game->player.wx -
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(int)game->map_level->signs[i].x * PXSIZE) <
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MAX_INTERACTION_DISTANCE * PXSIZE) &&
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(abs((int)game->player.wy -
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(int)game->map_level->signs[i].y * PXSIZE) <
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MAX_INTERACTION_DISTANCE * PXSIZE)) {
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/* the player can do something */
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game->player.canDoSomething = true;
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/* we mark the action for future treatment in player_action() */
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game->player.whichAction = i;
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/* this is not an interraction with a NPC */
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game->player.isInteractingWithNPC = false;
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return;
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}
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}
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/* else nothing to be done here */
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game->player.canDoSomething = false;
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game->player.whichAction = -1;
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game->player.isInteractingWithNPC = false;
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return;
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}
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void game_logic(Game *game) {
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update_npcs(game);
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/* we check if interactions are possible close to the player */
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interaction_available(game);
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}
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void game_render_indicator(Game *game) {
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/* nothing to do for the player so we quit */
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if(game->player.canDoSomething == false)
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return;
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/* else we draw a small indicator on the screen */
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dimage(5, 5, &SignAction_img);
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}
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void game_draw(Game *game) {
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/* Draw everything. */
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dclear(C_WHITE);
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map_render_by_layer(game, BACKGROUND);
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npc_draw(game);
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player_draw(game);
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map_render_by_layer(game, FOREGROUND);
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game_render_indicator(game);
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/*DEBUG*/
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dprint(8, 8, C_BLACK, "Lifes: %d", game->player.life);
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dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
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}
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/* Key management */
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void game_get_inputs(Game *game) {
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clearevents();
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/* Key binding for the Player action */
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/*************************************/
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if(keydown(KEY_EXIT))
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game->exittoOS = true;
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/* Player actions - Prototypes in player.h and implementation in player.c */
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if(keydown(KEY_LEFT))
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player_move(game, D_LEFT);
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if(keydown(KEY_RIGHT))
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player_move(game, D_RIGHT);
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if(keydown(KEY_UP))
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player_move(game, D_UP);
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if(keydown(KEY_DOWN))
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player_move(game, D_DOWN);
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if(keydown(KEY_SHIFT))
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player_action(game);
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if(keydown(KEY_OPTN)) {
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game->player.is_male = !game->player.is_male;
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/* TODO: Make something cleaner */
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while(keydown(KEY_OPTN)) {
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clearevents();
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sleep();
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}
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}
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/* Display Debug Information on screen */
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#if DEBUGMODE
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if(keydown(KEY_F1)) {
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game->debug_map = !game->debug_map;
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}
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if(keydown(KEY_F2)) {
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game->debug_player = !game->debug_player;
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}
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if(keydown(KEY_F3)) {
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game->debug_extra = !game->debug_extra;
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}
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#endif
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/* if USB is enabled - keybinding for screencapture */
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#if USB_FEATURE
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if(keydown(KEY_7))
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game->screenshot = true;
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if(keydown(KEY_8))
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game->record = !game->record;
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#endif // USB_FEATURE
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}
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