Add inventory.
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archive/rpg/entity/entity.c
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200
archive/rpg/entity/entity.c
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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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