Minicraft3DS/source/Player.c

542 lines
17 KiB
C

#include "Player.h"
#include <limits.h>
#include "Globals.h"
void potionEffect(int type) {
if(type == 1) {
UnderStrengthEffect = true;
}
if(type == 2) {
UnderSpeedEffect = true;
}
if (type == 3) {
regening = true;
}
if (type == 4) {
UnderSwimBreathEffect = true;
}
}
void initPlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
initPlayer(players+i);
}
}
void freePlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
freePlayer(players+i);
}
}
void playerInitMiniMapData(u8 *minimapData) {
int i;
for(i = 0; i < 128 * 128; ++i) {
minimapData[i] = 0;
}
}
void playerInitEntity(PlayerData *pd) {
pd->entity.type = ENTITY_PLAYER;
pd->entity.level = 1;
pd->entity.xr = 4;
pd->entity.yr = 3;
pd->entity.canSwim = true;
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
pd->entity.p.health = 10;
pd->entity.p.stamina = 10;
pd->entity.p.walkDist = 0;
pd->entity.p.attackTimer = 0;
pd->entity.p.dir = 0;
pd->entity.p.isDead = false;
pd->entity.p.hasWon = false;
pd->entity.p.data = pd;
}
void playerInitInventory(PlayerData *pd) {
//reset inventory
pd->inventory.lastSlot = 0;
pd->activeItem = &noItem;
addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
if(TESTGODMODE) {
addItemToInventory(newItem(ITEM_GOLD_APPLE,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(TOOL_SHOVEL,1), &(pd->inventory));
addItemToInventory(newItem(TOOL_HOE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_SWORD,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_PICKAXE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_AXE,4), &(pd->inventory));
addItemToInventory(newItem(ITEM_ANVIL,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_CHEST,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_OVEN,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_FURNACE,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_LANTERN,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_MAGIC_COMPASS,1), &(pd->inventory));
int i;
for (i = 7;i < 28;++i) addItemToInventory(newItem(i,50), &(pd->inventory));
}
}
void playerInitSprite(PlayerData *pd) {
pd->sprite.choosen = false;
pd->sprite.legs = 0;
pd->sprite.body = 0;
pd->sprite.arms = 0;
pd->sprite.head = 0;
pd->sprite.eyes = 0;
}
void playerInitMenus(PlayerData *pd) {
pd->ingameMenu = MENU_NONE;
pd->ingameMenuSelection = 0;
pd->ingameMenuInvSel = 0;
pd->ingameMenuInvSelOther = 0;
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuTimer = 0;
resetNPCMenuData(&(pd->npcMenuData));
pd->mapShouldRender = false;
pd->mapScrollX = 0;
pd->mapScrollY = 0;
pd->mapZoomLevel = 2;
sprintf(pd->mapText,"x%d", pd->mapZoomLevel);
pd->touchLastX = -1;
pd->touchLastY = -1;
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
void initPlayer(PlayerData *pd) {
pd->isSpawned = false;
playerInitMiniMapData(pd->minimapData);
playerInitEntity(pd);
playerInitInventory(pd);
playerInitSprite(pd);
initQuests(&(pd->questManager));
resetQuests(&(pd->questManager));
playerInitMenus(pd);
pd->score = 0;
}
void freePlayer(PlayerData *pd) {
freeQuests(&(pd->questManager));
}
PlayerData* getNearestPlayer(s8 level, s16 x, s16 y) {
int nearest = -1;
unsigned int nearestDist = UINT_MAX;
for(int i=0; i<playerCount; i++) {
if(players[i].entity.level!=level) continue;
int xdif = players[i].entity.x - x;
int ydif = players[i].entity.y - y;
unsigned int dist = xdif*xdif + ydif*ydif;
if(dist<nearestDist) {
nearest = i;
nearestDist = dist;
}
}
if(nearest==-1) return NULL;
return players+nearest;
}
PlayerData* getLocalPlayer() {
return players+playerLocalID;
}
//player update functions
bool playerUseItem(PlayerData *pd) {
int aitemID = 0;
Item * aitem;
Item * item ;
switch(pd->activeItem->id){
//shooting arrows
case TOOL_BOW:
item = getItemFromInventory(ITEM_ARROW_WOOD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_WOOD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_STONE, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_STONE;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_IRON, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_IRON;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GOLD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GOLD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GEM, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GEM;
aitem = item;
}
if(aitemID!=0) {
--aitem->countLevel;
if (isItemEmpty(aitem)) {
removeItemFromInventory(aitem->slotNum, &(pd->inventory));
}
switch(pd->entity.p.dir) {
case 0:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, 2, pd->entity.level), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, -2, pd->entity.level), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, -2, 0, pd->entity.level), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 2, 0, pd->entity.level), &eManager);
break;
}
return true;
}
break;
// Health items
case ITEM_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 2)){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_STRENGTH_POTION:
if(pd->entity.p.health < 20 && playerUseEnergy(pd, 2) && pd->entity.p.strengthTimer == 0){
potionEffect(1);
--item->countLevel;
}
return 0;
case ITEM_SPEED_POTION:
if(pd->entity.p.health < 20 && playerUseEnergy(pd, 2) && pd->entity.p.speedTimer == 0){
potionEffect(2);
--item->countLevel;
}
return 0;
case ITEM_REGEN_POTION:
if(pd->entity.p.health < 20 && playerUseEnergy(pd, 2) && pd->entity.p.regenTimer == 0){
potionEffect(3);
--item->countLevel;
}
return 0;
case ITEM_SWIM_BREATH_POTION:
if(pd->entity.p.health < 20 && playerUseEnergy(pd, 2) && pd->entity.p.swimBreathTimer == 0){
potionEffect(4);
--item->countLevel;
}
return 0;
case ITEM_GOLD_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 1)){
playerHeal(pd, 8);
playerUseEnergy(pd, -10);
--item->countLevel;
}
return 0;
case ITEM_FLESH:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BREAD:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 2);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 3);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 4);
--(pd->activeItem->countLevel);
}
break;
//special item
case ITEM_WIZARD_SUMMON:
if(pd->entity.level==0) {
--(pd->activeItem->countLevel);
airWizardHealthDisplay = 2000;
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
}
break;
}
if (isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
return false;
}
bool playerInteract(PlayerData *pd, int x0, int y0, int x1, int y1) {
Entity * es[eManager.lastSlot[pd->entity.level]];
int eSize = getEntities(es, pd->entity.level, x0, y0, x1, y1);
int i;
for (i = 0; i < eSize; ++i) {
Entity * ent = es[i];
if (ent != &(pd->entity)){
if (ItemVsEntity(pd, pd->activeItem, ent, pd->entity.p.dir)) return true;
}
}
return false;
}
void playerAttack(PlayerData *pd) {
bool done = false;
pd->entity.p.attackTimer = 5;
int yo = -2;
int range = 12;
//directly using an item
if(playerUseItem(pd)) return;
//interacting with entities
switch(pd->entity.p.dir){
case 0: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + range + yo)) return; break;
case 1: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y - range + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return; break;
case 2: if(playerInteract(pd, pd->entity.x - range, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return; break;
case 3: if(playerInteract(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + range, pd->entity.y + 8 + yo)) return; break;
}
int xt = pd->entity.x >> 4;
int yt = (pd->entity.y + yo) >> 4;
int r = 12;
if (pd->entity.p.dir == 0) yt = (pd->entity.y + r + yo) >> 4;
if (pd->entity.p.dir == 1) yt = (pd->entity.y - r + yo) >> 4;
if (pd->entity.p.dir == 2) xt = (pd->entity.x - r) >> 4;
if (pd->entity.p.dir == 3) xt = (pd->entity.x + r) >> 4;
//interacting with tiles
if (xt >= 0 && yt >= 0 && xt < 128 && yt < 128) {
s8 itract = itemTileInteract(getTile(pd->entity.level, xt, yt), pd, pd->activeItem, pd->entity.level, xt, yt, pd->entity.x, pd->entity.y, pd->entity.p.dir);
if(itract > 0){
if(itract==2) pd->entity.p.isCarrying = false;
done = true;
}
if (pd->activeItem != &noItem && isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
}
if(done) return;
//breaking tiles
if (pd->activeItem == &noItem || pd->activeItem->id == TOOL_SWORD || pd->activeItem->id == TOOL_AXE) {
if (xt >= 0 && yt >= 0 && xt < 128 && 128) {
playerHurtTile(pd, getTile(pd->entity.level, xt, yt), pd->entity.level, xt, yt, (rand()%3) + 1, pd->entity.p.dir);
}
}
}
bool playerUseArea(PlayerData *pd, int x0, int y0, int x1, int y1) {
Entity * entities[eManager.lastSlot[pd->entity.level]];
int i;
int ae = getEntities(entities, pd->entity.level, x0, y0, x1, y1);
for(i = 0; i < ae; ++i){
if(useEntity(pd, entities[i])) return true;
}
return false;
}
bool playerUse(PlayerData *pd) {
int yo = -2;
if (pd->entity.p.dir == 0 && playerUseArea(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + 12 + yo)) return true;
if (pd->entity.p.dir == 1 && playerUseArea(pd, pd->entity.x - 8, pd->entity.y - 12 + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return true;
if (pd->entity.p.dir == 3 && playerUseArea(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + 12, pd->entity.y + 8 + yo)) return true;
if (pd->entity.p.dir == 2 && playerUseArea(pd, pd->entity.x - 12, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return true;
return false;
}
void tickPlayer(PlayerData *pd, bool inmenu) {
if (pd->entity.p.isDead) return;
//invincibility time
if (pd->entity.hurtTime > 0) pd->entity.hurtTime--;
//stamina recharging
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
if (pd->entity.p.stamina <= 0 && pd->entity.p.staminaRechargeDelay == 0 && pd->entity.p.staminaRecharge == 0) {
pd->entity.p.staminaRechargeDelay = 40;
}
if (pd->entity.p.staminaRechargeDelay > 0) {
--pd->entity.p.staminaRechargeDelay;
}
if (pd->entity.p.staminaRechargeDelay == 0) {
++pd->entity.p.staminaRecharge;
if (swimming) pd->entity.p.staminaRecharge = 0;
while (pd->entity.p.staminaRecharge > 10) {
pd->entity.p.staminaRecharge -= 10;
if (pd->entity.p.stamina < 10) ++pd->entity.p.stamina;
}
}
if(!inmenu) {
if(!pd->sprite.choosen) {
pd->ingameMenu = MENU_CHARACTER_CUSTOMIZE;
pd->ingameMenuSelection = 0;
return;
}
//movement
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
if (pd->inputs.k_left.down){
pd->entity.p.ax -= 1;
pd->entity.p.dir = 2;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_right.down){
pd->entity.p.ax += 1;
pd->entity.p.dir = 3;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_up.down){
pd->entity.p.ay -= 1;
pd->entity.p.dir = 1;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_down.down){
pd->entity.p.ay += 1;
pd->entity.p.dir = 0;
++pd->entity.p.walkDist;
}
if (pd->entity.p.staminaRechargeDelay % 2 == 0) moveMob(&(pd->entity), pd->entity.p.ax, pd->entity.p.ay);
//"pausing", TODO: since multiplayer this will no longer pause
if (pd->inputs.k_pause.clicked){
pd->ingameMenuSelection = 0;
pd->ingameMenu = MENU_PAUSED;
}
//attacking
if(pd->inputs.k_attack.clicked){
if (pd->entity.p.stamina != 0) {
if(!TESTGODMODE) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
}
}
if (pd->inputs.k_menu.clicked){
pd->ingameMenuInvSel = 0;
if(!playerUse(pd)) pd->ingameMenu = MENU_INVENTORY;
}
}
//swimming stamina and drowning
if (swimming && pd->entity.p.swimTimer % 60 == 0) {
if (pd->entity.p.stamina > 0) {
if(!TESTGODMODE) --pd->entity.p.stamina;
} else {
hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
}
}
if(isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4)) ++pd->entity.p.swimTimer;
if(pd->entity.p.attackTimer > 0) --pd->entity.p.attackTimer;
//TODO - maybe move to own function
//Update Minimap
int xp;
int yp;
for(xp = (pd->entity.x>>4)-5; xp<(pd->entity.x>>4)+5; ++xp) {
for(yp = (pd->entity.y>>4)-5; yp<(pd->entity.y>>4)+5; ++yp) {
if(xp>=0 && xp<128 && yp>=0 && yp<128) {
if(!getMinimapVisible(pd, pd->entity.level, xp, yp)) {
setMinimapVisible(pd, pd->entity.level, xp, yp, true);
}
}
}
}
}
void playerSetActiveItem(PlayerData *pd, Item *item) {
pd->activeItem = item;
if(pd->activeItem->id > 27 && pd->activeItem->id < 51) pd->entity.p.isCarrying = true;
else pd->entity.p.isCarrying = false;
}
bool playerUseEnergy(PlayerData *pd, int amount) {
if(TESTGODMODE) return true;
if(amount > pd->entity.p.stamina) return false;
pd->entity.p.stamina -= amount;
return true;
}
void playerHeal(PlayerData *pd, int amount) {
pd->entity.p.health += amount;
if(pd->entity.p.health > 10) pd->entity.p.health = 10;
char healText[11];
sprintf(healText, "%d", amount);
addEntityToList(newTextParticleEntity(healText,0xFF00FF00, pd->entity.x, pd->entity.y, pd->entity.level), &eManager);
}
void playerSpawn(PlayerData *pd) {
while(true){
int rx = rand()%128;
int ry = rand()%128;
if(getTile(pd->entity.level, rx, ry) == TILE_GRASS){
pd->entity.x = (rx << 4) + 8;
pd->entity.y = (ry << 4) + 8;
pd->isSpawned = true;
break;
}
}
}