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Player.c
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#include "Player.h"
Player_s *CreatePlayer()
{
Player_s *player = (Player_s *)malloc(sizeof(Player_s));
player->m_base = CreateEntity(PLAYER);
memset(player->m_inventory.m_objects, 0, sizeof(Object_s) * 9);
player->m_inventory.m_idx = 0;
player->m_vitals[FOOD_LVL] = 100.f;
player->m_vitals[WATER_LVL] = 100.f;
player->m_possible_crafts = NULL;
player->m_craft_selected = 0;
player->m_base->m_direction = EAST;
player->update_stats = true;
return player;
}
void MovePlayerTo(Player_s *player, Coordinate_s coordinate)
{
player->m_base->m_position = coordinate;
}
void MovePlayer(Player_s *player, double actualTime)
{
// move only at 1/0.080 m/s
if (player->m_base->m_last_move + 80 > actualTime)
return;
Coordinate_s *player_position = &player->m_base->m_position;
Direction_e player_direction = player->m_base->m_direction;
Tilemap_s *tilemap = player->m_base->m_tilemap;
Block_s **front_block = getFrontBlock(player->m_base, tilemap);
if (((front_block[1] && front_block[1]->m_flags & WALKABLE) || !front_block[1]) && (player->m_action & SURFING || (front_block[0]->m_flags & WALKABLE) || (front_block[1] && front_block[1]->m_type == SURFBOARD_B)))
{
// Update current player action
if ((front_block[1] && front_block[1]->m_type == SURFBOARD_B) || (player->m_action & SURFING && front_block[0]->m_type == WATER))
{
player->m_action = SURFING;
// Pop the board from beaneath
Coordinate_s player_tilemap_coord = getEntityTilemapCoordinate(player->m_base);
Block_s **block_beneath = tilemap->m_blocks[player_tilemap_coord.m_y * tilemap->m_width + player_tilemap_coord.m_x];
if (block_beneath[1] && block_beneath[1]->m_type == SURFBOARD_B)
{
free(block_beneath[1]);
block_beneath[1] = NULL;
// Make it the current used tool
player->m_tool = createTool(SURFBOARD);
}
}
else
{
// If previously surfing
if (player->m_action & SURFING)
addToolToInventory(player, player->m_tool);
player->m_action = MOVE;
}
moveEntityInDirection(player->m_base);
reducePlayerFoodLevel(player, .1f);
reducePlayerWaterLevel(player, .2f);
player->m_base->m_last_move = actualTime;
}
}
void MakeActionOnBlock(Action_e action, Block_s *block)
{
if ((action == BREAK) && (action & block->m_flags))
block->m_health--;
}
// void MakeAction(Player_s *player, Action_e action)
// {
// Block_s *front_block = getFrontBlock(player->m_base, player->m_base->m_tilemap);
// if (!front_block)
// return;
// if ((action == BREAK) && (action & front_block->m_flags))
// front_block->m_health--;
// if ((action == MOVE) && (action & front_block->m_flags))
// MovePlayer(player,);
// }
void printPlayer(Player_s *player)
{
printf("\033[%d;%dH", player->m_base->m_position.m_y + 1, player->m_base->m_position.m_x + 1);
printf("👨");
}
inline void addPlayerToTilemap(Player_s *player, Tilemap_s *tilemap)
{
addEntityToTilemap(tilemap, player->m_base);
tilemap->m_player = player;
}
inline void reducePlayerFoodLevel(Player_s *player, float amount)
{
if (player->m_vitals[FOOD_LVL] <= 0)
return;
player->m_vitals[FOOD_LVL] -= amount;
player->update_stats = true;
}
inline void reducePlayerWaterLevel(Player_s *player, float amount)
{
if (player->m_vitals[WATER_LVL] <= 0)
return;
player->m_vitals[WATER_LVL] -= amount;
player->update_stats = true;
}
inline void reducePlayerHealth(Player_s *player)
{
if (player->m_base->m_health <= 0)
return;
player->m_base->m_health--;
player->update_stats = true;
}
void breakBlockInFront(Player_s *player)
{
Block_s **block = getFrontBlock(player->m_base, player->m_base->m_tilemap);
// If the block can be breaked
if (block[1] && block[1]->m_flags & BREAKABLE)
{
player->m_action = BREAK;
// If the player is holding a tool
if (player->m_inventory.m_objects[player->m_inventory.m_idx].m_data && player->m_inventory.m_objects[player->m_inventory.m_idx].m_type == TOOL)
{
Tool_s *current_tool = player->m_inventory.m_objects[player->m_inventory.m_idx].m_data;
reduceBlockHealth(block[1], current_tool->m_block_damage);
}
else
reduceBlockHealth(block[1], 1.f);
}
Tilemap_s *tilemap = player->m_base->m_tilemap;
tilemap->m_previous_chunk = tilemap->m_chunks[MAX_CHUNK_DISTANCE / 2][MAX_CHUNK_DISTANCE / 2];
tilemap->m_save_previous_chunk = true;
}
Tool_s *getFrontTool(Player_s *player)
{
int entity_x = player->m_base->m_position.m_x,
entity_y = player->m_base->m_position.m_y;
Tilemap_s *tilemap = player->m_base->m_tilemap;
Block_s **blocks = tilemap->m_blocks[1];
// Get entity coordinate in tilemap space
Coordinate_s entity_tilemap_coord = getEntityTilemapCoordinate(player->m_base);
Block_s **block_in_front;
Tool_s *tool;
switch (player->m_base->m_direction)
{
case NORTH:
block_in_front = tilemap->m_blocks[(entity_tilemap_coord.m_y - 1) * CHUNK_SIZE * MAX_CHUNK_DISTANCE + entity_tilemap_coord.m_x];
break;
case SOUTH:
block_in_front = tilemap->m_blocks[(entity_tilemap_coord.m_y + 1) * CHUNK_SIZE * MAX_CHUNK_DISTANCE + entity_tilemap_coord.m_x];
break;
case WEST:
block_in_front = tilemap->m_blocks[entity_tilemap_coord.m_y * CHUNK_SIZE * MAX_CHUNK_DISTANCE + entity_tilemap_coord.m_x - 1];
break;
case EAST:
block_in_front = tilemap->m_blocks[entity_tilemap_coord.m_y * CHUNK_SIZE * MAX_CHUNK_DISTANCE + entity_tilemap_coord.m_x + 1];
break;
default:
break;
}
switch (block_in_front[1]->m_type)
{
case SURFBOARD_B:
tool = createTool(SURFBOARD);
break;
default:
break;
}
return tool;
}
void addToolToInventory(Player_s *player, Tool_s *tool)
{
Object_s object = {TOOL, tool};
addObjectToInventory(&player->m_inventory, object);
}
void pickBlockInFront(Player_s *player)
{
Block_s **block = getFrontBlock(player->m_base, player->m_base->m_tilemap);
// If the block can be picked
if (block[1] && block[1]->m_flags & PICKABLE)
{
player->m_action = PICK;
Block_s *picked_block = malloc(sizeof(Block_s));
if (block[1]->m_type == SURFBOARD_B)
{
Tool_s *picked_tool = getFrontTool(player);
free(block[1]);
block[1] = NULL;
addToolToInventory(player, picked_tool);
}
else
{
memcpy(picked_block, block[1], sizeof(Block_s));
free(block[1]);
block[1] = NULL;
// Add the block to the inventory
addBlockToInventory(player, picked_block);
}
}
// Update possible crafts
if (player->m_possible_crafts)
{
freeCraftList(player->m_possible_crafts);
player->m_possible_crafts = NULL;
}
player->m_possible_crafts = getPossibleCrafts(player);
if (player->m_possible_crafts)
player->m_craft_selected = player->m_possible_crafts;
Tilemap_s *tilemap = player->m_base->m_tilemap;
tilemap->m_previous_chunk = tilemap->m_chunks[MAX_CHUNK_DISTANCE / 2][MAX_CHUNK_DISTANCE / 2];
tilemap->m_save_previous_chunk = true;
}
void placeBlockInFront(Player_s *player)
{
Block_s **block = getFrontBlock(player->m_base, player->m_base->m_tilemap);
Object_s *holded_object = getCurrentInventoryObject(player);
if (!block[1] && holded_object->m_type == BLOCK && (block[0]->m_flags & PLACABLE))
{
Block_s *holded_block = holded_object->m_data;
if (holded_block->m_type == APPLE)
{
player->m_vitals[FOOD_LVL] += 0.5f;
player->m_vitals[WATER_LVL] += 1.f;
}
else
{
block[1] = malloc(sizeof(Block_s));
memcpy(block[1], holded_object->m_data, sizeof(Block_s));
}
free(holded_object->m_data);
holded_object->m_type = NONE;
}
else if (!block[1] && (holded_object->m_type == TOOL))
{
Tool_s *tool = holded_object->m_data;
if (tool)
{
switch (tool->m_type)
{
case SURFBOARD:
block[1] = CreateBlock(SURFBOARD_B, PICKABLE | WALKABLE);
// free(holded_object->m_data);
// holded_object->m_type = NONE;
player->m_inventory.m_objects[player->m_inventory.m_idx].m_data = NULL;
player->m_inventory.m_objects[player->m_inventory.m_idx].m_type = NONE;
break;
default:
break;
}
}
}
// Update possible crafts
if (player->m_possible_crafts)
{
freeCraftList(player->m_possible_crafts);
player->m_possible_crafts = NULL;
}
player->m_possible_crafts = getPossibleCrafts(player);
if (player->m_possible_crafts)
player->m_craft_selected = player->m_possible_crafts;
Tilemap_s *tilemap = player->m_base->m_tilemap;
tilemap->m_previous_chunk = tilemap->m_chunks[MAX_CHUNK_DISTANCE / 2][MAX_CHUNK_DISTANCE / 2];
tilemap->m_save_previous_chunk = true;
}
inline void freePlayer(Player_s *player)
{
free(player->m_base);
free(player);
}
void writePlayerToFile(Player_s *player, const char *filename)
{
FILE *player_file = fopen(filename, "w");
// Store player position
fwrite(&player->m_base->m_position, sizeof(Coordinate_s), 1, player_file);
// Store player stats
fwrite(&player->m_vitals[FOOD_LVL], sizeof(float), 2, player_file);
fwrite(&player->m_base->m_health, sizeof(size_t), 1, player_file);
}
void readPlayerFromFile(Player_s *player, const char *filename)
{
FILE *player_file = fopen(filename, "r");
fread(&player->m_base->m_position, sizeof(Coordinate_s), 1, player_file);
fread(&player->m_vitals[FOOD_LVL], sizeof(float), 2, player_file);
fread(&player->m_base->m_health, sizeof(size_t), 1, player_file);
}