Collab_RPG/src/game.h
2024-08-01 19:08:47 +02:00

233 lines
5.4 KiB
C

#ifndef GAME_H
#define GAME_H
#include "animation.h"
#include "events.h"
#include <gint/display.h>
#include <stdint.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;
typedef enum {
I_NONE,
I_ARMOR,
I_GLOVE,
I_BEER,
I_MILK,
I_TALISMAN,
I_AMOUNT
} Item;
typedef struct {
Item i;
unsigned char durability;
} Slot;
typedef struct {
Slot slots[SLOT_NUM];
} Inventory;
typedef struct {
uint32_t x1, y1;
uint32_t x2, y2;
} Collider;
/* Struct that define player parameters */
typedef struct {
int16_t x, y; /* The position of the player in the current map */
uint16_t px, py; /* The position of the player on screen */
int8_t life; /* How many lives the player still has between 0 and 100. */
int8_t speed; /* The speed of the movement of the player. */
/* set to true if a action can be done in the current position of the map */
bool canDoSomething;
/* indicates which data are relevant to the current action in the */
/* extradata layer of the map */
int32_t whichAction;
/* the player is doing something */
bool isDoingAction;
/* the player is interacting with a NPC */
bool isInteractingWithNPC;
bool is_male;
Animation animation;
} Player;
typedef struct {
uint32_t ID;
/* data to be shown in the dialog*/
char *dialog;
/* is it a question or a simple dialog ? */
uint32_t isQuestion;
/* if it is a question, then the choices for answering */
char *choices;
/* the conclusion of the dialog for answer 1 and 2 respectively */
/* Note : it may contain a set of event with a dedicated syntax */
char *conclusion1;
int32_t next1;
char *conclusion2;
int32_t next2;
int32_t nextOther;
} Dialog;
typedef struct {
/* position of the item */
uint32_t x;
uint32_t y;
/*id of it's icon*/
uint32_t icon;
char *name;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/*if the dialog is interactive or not*/
uint32_t needAction;
} Sign;
typedef struct {
/* current coordinates of the NPC
* In 24:8 fixed point */
uint32_t curx;
uint32_t cury;
/* initial coordinates of the NPC (needed to get absolute coordinates of
* path) */
uint32_t x;
uint32_t y;
/* id of it's face */
uint16_t face;
uint8_t paused;
uint8_t has_dialog;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/*if the dialog is interactive or not*/
uint32_t needAction;
char *name;
/* data for NPC's trajectories */
uint32_t hasPath;
uint32_t path_length;
uint32_t currentPoint;
int16_t *xpath;
int16_t *ypath;
int type : 32;
uint8_t current_group;
uint8_t hostile_to_group;
uint16_t __padding;
} NPC;
typedef struct {
Collider collider;
/* The destination portal */
void *portal;
/* The destination map */
void *map;
} Portal;
typedef struct {
/* width, height and the number of layer of the map */
uint32_t x;
uint32_t y;
uint32_t w;
uint32_t h;
uint32_t nblayers;
uint32_t tileset_size;
/* the tileset to use */
bopti_image_t *tileset;
/* contain the properties of the tiles */
/* this is given by the layer Walkable of the map in Tiled */
uint8_t *walkable;
uint32_t nbNPC;
NPC *npcs;
uint32_t nbSign;
Sign *signs;
uint32_t nbPortal;
Portal *portals;
/* structure that contains all the dialogs for that part of the map */
uint32_t nbdialogsdata;
Dialog *dialogs;
uint32_t indoor;
/* list of all the tiles to draw the background and the foreground layers */
uint16_t *layers[];
} Map;
/* This struct will contain all the data of the game. It will make it possible
* to pass it to the NPCs to let them interact with the player and the rest of
* the world. */
typedef struct {
Map *map_level; /* The level that the player is currently playing */
Player player; /* The player data. */
EventHandler handler; /* The event handler (see events.h). */
/* Some global variables */
/* Set to true when asked for exit */
bool exittoOS;
/* Set to true when screenshot is required */
bool screenshot;
/* Set to true when recording a video of the screen is required */
bool record;
/* How many ms the frame already took. */
long int frame_duration;
/* variables used for debuging */
bool debug_map;
bool debug_player;
bool debug_extra;
Animation npc_animation;
int mana; /* Only for testing events TODO: Remove this! */
} Game;
/* TODO: Doc! */
void game_init(Game *game);
/* (Mibi88) TODO: Describe what this function is doing. */
void game_logic(Game *game);
/* game_draw()
*
* Draws everything on screen.
* game: The game struct.
*/
void game_draw(Game *game);
/* 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 game_render_indicator(Game *game);
/* game_get_inputs()
*
* Handle key presses.
* game: The game struct.
*/
void game_get_inputs(Game *game);
/* TODO: Doc! */
void game_update_animations(Game *game, unsigned char ms);
#endif