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/*
 * Copyright (C) 2021  P. J. McDermott
 *
 * This file is part of Maze Fight
 *
 * Maze Fight is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Maze Fight is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Maze Fight.  If not, see <http://www.gnu.org/licenses/>.
 */

#include <SDL.h>
#include "../char.h"
#include "../defs.h"
#include "../maze.h"
#include "char.h"

struct mf_player {
	struct mf_char parent;
};

static int
_mf_player_update(struct mf_char *c)
{
	int dx;
	int dy;
	int x;
	int y;

	switch (c->cur_dir) {
		case MF_CHAR_DIR_U_: dx =  0; dy = -1; break;
		case MF_CHAR_DIR_D_: dx =  0; dy =  1; break;
		case MF_CHAR_DIR_L_: dx = -1; dy =  0; break;
		case MF_CHAR_DIR_R_: dx =  1; dy =  0; break;
		default:             dx =  0; dy =  0; break;
	}
	x = c->cur_x - dx, y = c->cur_y - dy;
	do {
		x += dx, y += dy;
		mf_maze_reveal_wall(c->maze, x, y, -1,  0);
		mf_maze_reveal_wall(c->maze, x, y,  1,  0);
		mf_maze_reveal_wall(c->maze, x, y,  0, -1);
		mf_maze_reveal_wall(c->maze, x, y,  0,  1);
	} while (!mf_maze_is_wall(c->maze, x, y, dx, dy));

	return 0;
}

static int
_mf_player_step(struct mf_char *c __attribute__((__unused__)))
{
	return 0;
}

static int
_mf_player_turn(struct mf_char *c __attribute__((__unused__)))
{
	return 0;
}

static int
_mf_player_render(struct mf_char *c __attribute__((__unused__)),
		SDL_Renderer *renderer __attribute__((__unused__)))
{
	return 0;
}

static void
_mf_player_collide(struct mf_char *c __attribute__((__unused__)))
{
}

static void
_mf_player_destroy(struct mf_char *c __attribute__((__unused__)))
{
}

struct mf_char *
mf_player_new(struct mf_maze *maze, int cell_width)
{
	struct mf_char   *c;
	struct mf_player *p __attribute__((__unused__));

	mf_char_init(c, p, player);

	c->maze       = maze;
	c->cell_width = cell_width;
	c->speed      = MF_PLAYER_SPEED;
	c->new_dir    = MF_CHAR_DIR_N_;
	c->turning    = 0;
	c->turn_time  = MF_PLAYER_TURN_TIME;
	c->cur_x      = 0;
	c->cur_y      = 0;
	c->travel     = 0;
	c->padding    = MF_PLAYER_P;
	c->smile_y    = MF_PLAYER_SMILE_Y;
	c->smile_r    = MF_PLAYER_SMILE_R;
	c->eye_x      = MF_PLAYER_EYE_X;
	c->eye_y      = MF_PLAYER_EYE_Y;
	c->eye_r      = MF_PLAYER_EYE_R;

	c->head_color.r = MF_COLOR_PLYR_R, c->head_color.g = MF_COLOR_PLYR_G;
	c->head_color.b = MF_COLOR_PLYR_B, c->head_color.a = MF_COLOR_PLYR_A;
	c->smil_color.r = MF_COLOR_PSML_R, c->smil_color.g = MF_COLOR_PSML_G;
	c->smil_color.b = MF_COLOR_PSML_B, c->smil_color.a = MF_COLOR_PSML_A;
	c->eyes_color.r = MF_COLOR_PEYE_R, c->eyes_color.g = MF_COLOR_PEYE_G;
	c->eyes_color.b = MF_COLOR_PEYE_B, c->eyes_color.a = MF_COLOR_PEYE_A;

	if (mf_maze_is_wall(maze, 0, 0, 1, 0)) {
		c->old_dir = c->cur_dir = MF_CHAR_DIR_D_;
	} else {
		c->old_dir = c->cur_dir = MF_CHAR_DIR_R_;
	}

	return c;
}

void
mf_player_key_event(struct mf_char *c, SDL_Event *e)
{
	switch (e->type) {
		case SDL_KEYDOWN:
			switch (e->key.keysym.sym) {
				case SDLK_UP:
					c->new_dir = MF_CHAR_DIR_U_;
					break;
				case SDLK_DOWN:
					c->new_dir = MF_CHAR_DIR_D_;
					break;
				case SDLK_LEFT:
					c->new_dir = MF_CHAR_DIR_L_;
					break;
				case SDLK_RIGHT:
					c->new_dir = MF_CHAR_DIR_R_;
					break;
				default:
					break;
			}
		default:
			break;
	}
}