Collab_RPG/src/game.c
2024-07-21 02:42:50 +02:00

148 lines
4.1 KiB
C

#include "game.h"
#include "map.h"
#include "config.h"
#include <stdlib.h>
#include <string.h>
#include <gint/keyboard.h>
#include <gint/cpu.h>
#include <gint/display.h>
#include "npc.h"
extern bopti_image_t SignAction_img;
extern Dialog *dialogRPG;
extern NPC *npcRPG;
extern uint32_t nbNPC;
#define MAX_INTERACTION_DISTANCE 12
void game_logic(Game *game) {
update_npcs( game );
/* we check if interactions are possible close to the player */
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 -
(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 )
{
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
game->player.whichAction = i;
/* this is not an interraction with a NPC */
game->player.isInteractingWithNPC = false;
return;
}
}
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 -
(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 )
{
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
game->player.whichAction = i;
/* this is not an interraction with a NPC */
game->player.isInteractingWithNPC = true;
return;
}
}
/* else nothing to be done here */
game->player.canDoSomething = false;
game->player.whichAction = -1;
game->player.isInteractingWithNPC = false;
return;
}
void render_indicator(Game *game)
{
/* nothing to do for the player so we quit */
if (game->player.canDoSomething==false)
return;
/* else we draw a small indicator on the screen */
dimage(5, 5, &SignAction_img);
}
void draw(Game *game) {
/* Draw everything. */
render_map_by_layer(game, BACKGROUND);
npc_draw( game );
player_draw(game);
render_map_by_layer(game, FOREGROUND);
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){
/**/
}
/* Key binding for the Player action */
/*************************************/
if(keydown(KEY_EXIT)) game->exittoOS = true;
/* Player actions - Prototypes in player.h and implementation in player.c */
if(keydown(KEY_LEFT)) player_move(game, D_LEFT);
if(keydown(KEY_RIGHT)) player_move(game, D_RIGHT);
if(keydown(KEY_UP)) player_move(game, D_UP);
if(keydown(KEY_DOWN)) player_move(game, D_DOWN);
if(keydown(KEY_SHIFT)) player_action(game);
/* Display Debug Information on screen */
#if DEBUGMODE
if(keydown(KEY_F1)) {
game->debug_map = !game->debug_map;
}
if(keydown(KEY_F2)) {
game->debug_player = !game->debug_player;
}
if(keydown(KEY_F3)) {
game->debug_extra = !game->debug_extra;
}
#endif
/* if USB is enabled - keybinding for screencapture */
#if USB_FEATURE
if(keydown(KEY_7)) game->screenshot = true;
if(keydown(KEY_8)) game->record = !game->record;
#endif //USB_FEATURE
}