#include #include "Player.h" #include "Gun.h" #include "Centery.h" #include "../../client_source/client.h" void Shoot(entity* e,int direction) { if(direction == SHOOT_N) { entity* g = CreateGun(SHOOT_N, 0, e->world); g->position = (vec2){e->position.x, e->position.y-1}; world* w = e->world; AddEntity(w, g); printf("Shoot N\n"); } if(direction == SHOOT_E) { entity* g = CreateGun(SHOOT_E, 0, e->world); world* w = e->world; g->position = (vec2){e->position.x + 1, e->position.y}; AddEntity(w, g); printf("Shoot E\n"); } if(direction == SHOOT_S) { entity* g = CreateGun(SHOOT_S, 0, e->world); world* w = e->world; g->position = (vec2){e->position.x, e->position.y+1}; AddEntity(w, g); printf("Shoot S\n"); } if(direction == SHOOT_W) { entity* g = CreateGun(SHOOT_W, 0, e->world); world* w = e->world; g->position = (vec2){e->position.x - 1, e->position.y}; AddEntity(w, g); printf("Shoot W\n"); } } int PlayerUpdate(int action, void* data) { entity* e = (entity*)data; player* p= (player*)e->data; world* w = e->world; ssh_terminal_data* td = &p->cli->term; vec2 mv = {e->position.x, e->position.y}; vec2 cammera_pos = { p->cli->cam.pos_x + (p->cli->cam.size_x/2), p->cli->cam.pos_y + (p->cli->cam.size_y/2), }; int cammera_fallow_readious = 14; printf("input buffer for player %s\n", td->inputBuffer); if(!strcmp(td->inputBuffer, "k")) {mv.y -= 1;} if(!strcmp(td->inputBuffer, "j")) {mv.y += 1;} if(!strcmp(td->inputBuffer, "h")) {mv.x -= 1;} if(!strcmp(td->inputBuffer, "l")) {mv.x += 1;} int entity_can_move = EntityMove(e, mv); if(!strcmp(td->inputBuffer, "w")) {Shoot(e,SHOOT_N);} if(!strcmp(td->inputBuffer, "d")) {Shoot(e,SHOOT_E);} if(!strcmp(td->inputBuffer, "s")) {Shoot(e,SHOOT_S);} if(!strcmp(td->inputBuffer, "a")) {Shoot(e,SHOOT_W);} printf("Cammera Position %d,%d\n", cammera_pos.x, cammera_pos.y); if((e->position.x < cammera_pos.x - cammera_fallow_readious )){ p->cli->cam.pos_x += - 1; } if ((e->position.x > cammera_pos.x + cammera_fallow_readious)) { p->cli->cam.pos_x += 1; } if((e->position.y < cammera_pos.y - (cammera_fallow_readious / 2) )){ p->cli->cam.pos_y += - 1; } if ((e->position.y > cammera_pos.y + (cammera_fallow_readious / 2))) { p->cli->cam.pos_y += 1; } if(!entity_can_move) { w->wells[at(mv.x, mv.y, w)].cell = SetCell(6); } printf("is this a good move? %d\n", EntityMove(e, mv)); memset(td->inputBuffer,0,32); return 0; } entity* CreatePlayer(const char* username, client* cli,world* w) { entity* ent = malloc(sizeof(entity)); player* p= malloc(sizeof(player)); *p = (player){ .holding = 0, .class = 0, .health = 0, .ac = 0, .str = 0, .wis = 0, .dex = 0, .cli = cli, }; *ent = (entity){ .id = 30, .name = "Testing", .description = "This is a player", .tile = { .simble = '@', .background = {0,0,0}, .forground = {0x5f,0x3f,0x10}, }, .position = (vec2){5,5}, .data = p, .world = w, .callback = { .init = PlayerInit, .update = PlayerUpdate, .free = PlayerFree, }, .cleanup = 0, }; p->cli->cam.pos_x = ent->position.x - (p->cli->cam.size_x/2); p->cli->cam.pos_y = ent->position.y - (p->cli->cam.size_y/2); return ent; } int PlayerServerUpdate(void*); int PlayerClientUpdate(int, void*); int PlayerInit(void* ent) {return 0;} int PlayerFree(void* ent) {return 0;}