Add inventory.
This commit is contained in:
14
archive/rpg/entity/CMakeLists.txt
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14
archive/rpg/entity/CMakeLists.txt
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@@ -0,0 +1,14 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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entity.c
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entityanim.c
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npc.c
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player.c
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entitydir.c
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)
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200
archive/rpg/entity/entity.c
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200
archive/rpg/entity/entity.c
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@@ -0,0 +1,200 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "entity.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "time/time.h"
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#include "util/math.h"
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#include "rpg/cutscene/cutscenemode.h"
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#include "rpg/overworld/map.h"
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entity_t ENTITIES[ENTITY_COUNT];
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void entityInit(entity_t *entity, const entitytype_t type) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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assertTrue(
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entity >= ENTITIES && entity < ENTITIES + ENTITY_COUNT,
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"Entity pointer is out of bounds"
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);
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memoryZero(entity, sizeof(entity_t));
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entity->id = (uint8_t)(entity - ENTITIES);
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entity->type = type;
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if(ENTITY_CALLBACKS[type].init != NULL) ENTITY_CALLBACKS[type].init(entity);
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}
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void entityUpdate(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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// What state is the entity in?
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if(entity->animation != ENTITY_ANIM_IDLE) {
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// Entity is mid animation, tick it (down).
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entity->animTime -= TIME.delta;
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if(entity->animTime <= 0) {
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entity->animation = ENTITY_ANIM_IDLE;
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entity->animTime = 0;
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}
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return;
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}
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// Movement code.
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if(
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cutsceneModeIsInputAllowed() &&
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ENTITY_CALLBACKS[entity->type].movement != NULL
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) {
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ENTITY_CALLBACKS[entity->type].movement(entity);
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}
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}
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void entityTurn(entity_t *entity, const entitydir_t direction) {
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entity->direction = direction;
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entity->animation = ENTITY_ANIM_TURN;
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entity->animTime = ENTITY_ANIM_TURN_DURATION;
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}
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void entityWalk(entity_t *entity, const entitydir_t direction) {
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// TODO: Animation, delay, etc.
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entity->direction = direction;
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// Where are we moving?
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worldpos_t newPos = entity->position;
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{
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worldunits_t relX, relY;
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entityDirGetRelative(direction, &relX, &relY);
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newPos.x += relX;
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newPos.y += relY;
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}
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// Get tile under foot
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tile_t tileCurrent = mapGetTile(entity->position);
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tile_t tileNew = mapGetTile(newPos);
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bool_t fall = false;
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bool_t raise = false;
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// Are we walking up a ramp?
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if(
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tileIsRamp(tileCurrent) &&
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(
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// Can only walk UP the direction the ramp faces.
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(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent ||
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// If diagonal ramp, can go up one of two ways only.
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(
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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)
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)
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// Must be able to walk up.
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)
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) {
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tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
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worldpos_t abovePos = newPos;
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abovePos.z += 1;
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tile_t tileAbove = mapGetTile(abovePos);
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if(tileAbove != TILE_SHAPE_NULL && tileIsWalkable(tileAbove)) {
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// We can go up the ramp.
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raise = true;
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}
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} else if(tileNew == TILE_SHAPE_NULL && newPos.z > 0) {
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// Falling down?
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worldpos_t belowPos = newPos;
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belowPos.z -= 1;
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tile_t tileBelow = mapGetTile(belowPos);
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if(
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tileBelow != TILE_SHAPE_NULL &&
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tileIsRamp(tileBelow) &&
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(
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// This handles regular cardinal ramps
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(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow ||
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// This handles diagonal ramps
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(
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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)
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)
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)
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) {
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// We will fall to this tile.
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fall = true;
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}
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}
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// Can we walk here?
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if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked
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// Entity in way?
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entity_t *other = ENTITIES;
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do {
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if(other == entity) continue;
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if(other->type == ENTITY_TYPE_NULL) continue;
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if(!worldPosIsEqual(other->position, newPos)) continue;
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return;// Blocked
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} while(++other, other < &ENTITIES[ENTITY_COUNT]);
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entity->lastPosition = entity->position;
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entity->position = newPos;
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entity->animation = ENTITY_ANIM_WALK;
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entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
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if(raise) {
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entity->position.z += 1;
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} else if(fall) {
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entity->position.z -= 1;
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}
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}
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entity_t * entityGetAt(const worldpos_t position) {
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entity_t *ent = ENTITIES;
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do {
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if(ent->type == ENTITY_TYPE_NULL) continue;
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if(!worldPosIsEqual(ent->position, position)) continue;
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return ent;
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} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
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return NULL;
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}
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uint8_t entityGetAvailable() {
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entity_t *ent = ENTITIES;
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do {
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if(ent->type == ENTITY_TYPE_NULL) return ent - ENTITIES;
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} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
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return 0xFF;
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}
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77
archive/rpg/entity/entity.h
Normal file
77
archive/rpg/entity/entity.h
Normal file
@@ -0,0 +1,77 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "entitydir.h"
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#include "entityanim.h"
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#include "entitytype.h"
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#include "npc.h"
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typedef struct map_s map_t;
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typedef struct entity_s {
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uint8_t id;
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entitytype_t type;
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entitytypedata_t data;
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// Movement
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entitydir_t direction;
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worldpos_t position;
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worldpos_t lastPosition;
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entityanim_t animation;
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float_t animTime;
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} entity_t;
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extern entity_t ENTITIES[ENTITY_COUNT];
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/**
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* Initializes an entity structure.
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*
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* @param entity Pointer to the entity structure to initialize.
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* @param type The type of the entity.
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*/
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void entityInit(entity_t *entity, const entitytype_t type);
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/**
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* Updates an entity.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void entityUpdate(entity_t *entity);
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/**
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* Turn an entity to face a new direction.
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*
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* @param entity Pointer to the entity to turn.
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* @param direction The direction to face.
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*/
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void entityTurn(entity_t *entity, const entitydir_t direction);
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/**
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* Make an entity walk in a direction.
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*
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* @param entity Pointer to the entity to make walk.
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* @param direction The direction to walk in.
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*/
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void entityWalk(entity_t *entity, const entitydir_t direction);
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/**
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* Gets the entity at a specific world position.
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*
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* @param map Pointer to the map to check.
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* @param pos The world position to check.
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* @return Pointer to the entity at the position, or NULL if none.
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*/
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entity_t *entityGetAt(const worldpos_t pos);
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/**
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* Gets an available entity index.
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*
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* @return The index of an available entity, or 0xFF if none are available.
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*/
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uint8_t entityGetAvailable();
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9
archive/rpg/entity/entityanim.c
Normal file
9
archive/rpg/entity/entityanim.c
Normal file
@@ -0,0 +1,9 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "entityanim.h"
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18
archive/rpg/entity/entityanim.h
Normal file
18
archive/rpg/entity/entityanim.h
Normal file
@@ -0,0 +1,18 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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#define ENTITY_ANIM_TURN_DURATION 0.06f
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#define ENTITY_ANIM_WALK_DURATION 0.1f
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typedef enum {
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ENTITY_ANIM_IDLE,
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ENTITY_ANIM_TURN,
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ENTITY_ANIM_WALK,
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} entityanim_t;
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51
archive/rpg/entity/entitydir.c
Normal file
51
archive/rpg/entity/entitydir.c
Normal file
@@ -0,0 +1,51 @@
|
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/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
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#include "entitydir.h"
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#include "assert/assert.h"
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entitydir_t entityDirGetOpposite(const entitydir_t dir) {
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switch(dir) {
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case ENTITY_DIR_NORTH: return ENTITY_DIR_SOUTH;
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case ENTITY_DIR_SOUTH: return ENTITY_DIR_NORTH;
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case ENTITY_DIR_EAST: return ENTITY_DIR_WEST;
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case ENTITY_DIR_WEST: return ENTITY_DIR_EAST;
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default: return dir;
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||||
}
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||||
}
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void entityDirGetRelative(
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const entitydir_t from,
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worldunits_t *outX,
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worldunits_t *outY
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) {
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assertValidEntityDir(from, "Invalid direction provided");
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assertNotNull(outX, "Output X pointer cannot be NULL");
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assertNotNull(outY, "Output Y pointer cannot be NULL");
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switch(from) {
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case ENTITY_DIR_NORTH:
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*outX = 0;
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*outY = -1;
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||||
break;
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||||
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case ENTITY_DIR_EAST:
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*outX = 1;
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*outY = 0;
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break;
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case ENTITY_DIR_SOUTH:
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*outX = 0;
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||||
*outY = 1;
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||||
break;
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||||
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case ENTITY_DIR_WEST:
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*outX = -1;
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*outY = 0;
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||||
break;
|
||||
}
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||||
}
|
||||
50
archive/rpg/entity/entitydir.h
Normal file
50
archive/rpg/entity/entitydir.h
Normal file
@@ -0,0 +1,50 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "rpg/overworld/worldpos.h"
|
||||
|
||||
typedef enum {
|
||||
ENTITY_DIR_UP = ENTITY_DIR_NORTH,
|
||||
ENTITY_DIR_DOWN = ENTITY_DIR_SOUTH,
|
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ENTITY_DIR_LEFT = ENTITY_DIR_WEST,
|
||||
ENTITY_DIR_RIGHT = ENTITY_DIR_EAST,
|
||||
} entitydir_t;
|
||||
|
||||
/**
|
||||
* Gets the opposite direction of a given direction.
|
||||
*
|
||||
* @param dir The direction to get the opposite of.
|
||||
* @return entitydir_t The opposite direction.
|
||||
*/
|
||||
entitydir_t entityDirGetOpposite(const entitydir_t dir);
|
||||
|
||||
/**
|
||||
* Asserts a given direction is valid.
|
||||
*
|
||||
* @param dir The direction to validate.
|
||||
* @param msg The message to display if the assertion fails.
|
||||
*/
|
||||
#define assertValidEntityDir(dir, msg) \
|
||||
assertTrue( \
|
||||
(dir) == ENTITY_DIR_NORTH || \
|
||||
(dir) == ENTITY_DIR_EAST || \
|
||||
(dir) == ENTITY_DIR_SOUTH || \
|
||||
(dir) == ENTITY_DIR_WEST, \
|
||||
msg \
|
||||
)
|
||||
|
||||
/**
|
||||
* Gets the relative x and y offsets for a given direction.
|
||||
*
|
||||
* @param dir The direction to get offsets for.
|
||||
* @param relX Pointer to store the relative x offset.
|
||||
* @param relY Pointer to store the relative y offset.
|
||||
*/
|
||||
void entityDirGetRelative(
|
||||
const entitydir_t dir, worldunits_t *relX, worldunits_t *relY
|
||||
);
|
||||
55
archive/rpg/entity/entitytype.h
Normal file
55
archive/rpg/entity/entitytype.h
Normal file
@@ -0,0 +1,55 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "duskdefs.h"
|
||||
#include "rpg/entity/player.h"
|
||||
#include "npc.h"
|
||||
|
||||
typedef uint8_t entitytype_t;
|
||||
|
||||
typedef union {
|
||||
player_t player;
|
||||
npc_t npc;
|
||||
} entitytypedata_t;
|
||||
|
||||
typedef struct {
|
||||
/**
|
||||
* Initialization callback for the entity type.
|
||||
* @param entity Pointer to the entity to initialize.
|
||||
*/
|
||||
void (*init)(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Movement callback for the entity type.
|
||||
* @param entity Pointer to the entity to move.
|
||||
*/
|
||||
void (*movement)(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Interaction callback for the entity type.
|
||||
* @param player Pointer to the player entity.
|
||||
* @param entity Pointer to the entity to interact with.
|
||||
* @return True if the entity handled the interaction, false otherwise.
|
||||
*/
|
||||
bool_t (*interact)(entity_t *player, entity_t *entity);
|
||||
} entitycallback_t;
|
||||
|
||||
static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
|
||||
[ENTITY_TYPE_NULL] = { NULL },
|
||||
|
||||
[ENTITY_TYPE_PLAYER] = {
|
||||
.init = playerInit,
|
||||
.movement = playerInput
|
||||
},
|
||||
|
||||
[ENTITY_TYPE_NPC] = {
|
||||
.init = npcInit,
|
||||
.movement = npcMovement,
|
||||
.interact = npcInteract
|
||||
}
|
||||
};
|
||||
31
archive/rpg/entity/npc.c
Normal file
31
archive/rpg/entity/npc.c
Normal file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
#include "rpg/cutscene/scene/testcutscene.h"
|
||||
#include "rpg/rpgtextbox.h"
|
||||
|
||||
void npcInit(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
}
|
||||
|
||||
void npcMovement(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
}
|
||||
|
||||
bool_t npcInteract(entity_t *player, entity_t *npc) {
|
||||
assertNotNull(player, "Player entity pointer cannot be NULL");
|
||||
assertNotNull(npc, "NPC entity pointer cannot be NULL");
|
||||
|
||||
cutsceneSystemStartCutscene(&TEST_CUTSCENE);
|
||||
|
||||
// rpgTextboxShow(RPG_TEXTBOX_POS_BOTTOM, "Hello World!");
|
||||
|
||||
return false;
|
||||
};
|
||||
37
archive/rpg/entity/npc.h
Normal file
37
archive/rpg/entity/npc.h
Normal file
@@ -0,0 +1,37 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} npc_t;
|
||||
|
||||
/**
|
||||
* Initializes an NPC entity.
|
||||
*
|
||||
* @param entity Pointer to the entity structure to initialize.
|
||||
*/
|
||||
void npcInit(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Updates an NPC entity.
|
||||
*
|
||||
* @param entity Pointer to the entity structure to update.
|
||||
*/
|
||||
void npcMovement(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Handles interaction with an NPC entity.
|
||||
*
|
||||
* @param player Pointer to the player entity.
|
||||
* @param npc Pointer to the NPC entity.
|
||||
*/
|
||||
bool_t npcInteract(entity_t *player, entity_t *npc);
|
||||
54
archive/rpg/entity/player.c
Normal file
54
archive/rpg/entity/player.c
Normal file
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "assert/assert.h"
|
||||
#include "rpg/rpgcamera.h"
|
||||
#include "util/memory.h"
|
||||
#include "time/time.h"
|
||||
|
||||
void playerInit(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
}
|
||||
|
||||
void playerInput(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
|
||||
// Turn
|
||||
const playerinputdirmap_t *dirMap = PLAYER_INPUT_DIR_MAP;
|
||||
do {
|
||||
if(!inputIsDown(dirMap->action)) continue;
|
||||
if(entity->direction == dirMap->direction) continue;
|
||||
return entityTurn(entity, dirMap->direction);
|
||||
} while((++dirMap)->action != 0xFF);
|
||||
|
||||
// Walk
|
||||
dirMap = PLAYER_INPUT_DIR_MAP;
|
||||
do {
|
||||
if(!inputIsDown(dirMap->action)) continue;
|
||||
if(entity->direction != dirMap->direction) continue;
|
||||
return entityWalk(entity, dirMap->direction);
|
||||
} while((++dirMap)->action != 0xFF);
|
||||
|
||||
// Interaction
|
||||
if(inputPressed(INPUT_ACTION_ACCEPT)) {
|
||||
worldunit_t x, y, z;
|
||||
{
|
||||
worldunits_t relX, relY;
|
||||
entityDirGetRelative(entity->direction, &relX, &relY);
|
||||
x = entity->position.x + relX;
|
||||
y = entity->position.y + relY;
|
||||
z = entity->position.z;
|
||||
}
|
||||
|
||||
entity_t *interact = entityGetAt((worldpos_t){ x, y, z });
|
||||
if(interact != NULL && ENTITY_CALLBACKS[interact->type].interact != NULL) {
|
||||
if(ENTITY_CALLBACKS[interact->type].interact(entity, interact)) return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
43
archive/rpg/entity/player.h
Normal file
43
archive/rpg/entity/player.h
Normal file
@@ -0,0 +1,43 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "input/input.h"
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} player_t;
|
||||
|
||||
typedef struct {
|
||||
inputaction_t action;
|
||||
entitydir_t direction;
|
||||
} playerinputdirmap_t;
|
||||
|
||||
static const playerinputdirmap_t PLAYER_INPUT_DIR_MAP[] = {
|
||||
{ INPUT_ACTION_UP, ENTITY_DIR_NORTH },
|
||||
{ INPUT_ACTION_DOWN, ENTITY_DIR_SOUTH },
|
||||
{ INPUT_ACTION_LEFT, ENTITY_DIR_WEST },
|
||||
{ INPUT_ACTION_RIGHT, ENTITY_DIR_EAST },
|
||||
|
||||
{ 0xFF, 0xFF }
|
||||
};
|
||||
|
||||
/**
|
||||
* Initializes a player entity.
|
||||
*
|
||||
* @param entity Pointer to the entity structure to initialize.
|
||||
*/
|
||||
void playerInit(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Handles movement logic for the player entity.
|
||||
*
|
||||
* @param entity Pointer to the player entity structure.
|
||||
*/
|
||||
void playerInput(entity_t *entity);
|
||||
Reference in New Issue
Block a user