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Inventory.c
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#include "Player.h"
Object_s createObject(ObjectType_e type, void *data)
{
return (Object_s){type, data};
}
void addObjectToInventory(Inventory_s *inventory, Object_s object)
{
// Check for empty slot in the enventory
for (size_t i = 0; i < 9; i++)
{
if (inventory->m_objects[i].m_type == NONE)
{
inventory->m_objects[i] = object;
return;
}
}
}
void addBlockToInventory(Player_s *player, Block_s *block)
{
// Transform the block into an object
Object_s object = createObject(BLOCK, block);
// Add it to the enventory
addObjectToInventory(&player->m_inventory, object);
}
void moveInventoryCursorLeft(struct Player_S *player)
{
if (player->m_inventory.m_idx <= 0)
player->m_inventory.m_idx = 8;
else
player->m_inventory.m_idx--;
}
void moveInventoryCursorRight(struct Player_S *player)
{
if (player->m_inventory.m_idx >= 8)
player->m_inventory.m_idx = 0;
else
player->m_inventory.m_idx++;
}
inline Object_s *getCurrentInventoryObject(struct Player_S *player)
{
return &player->m_inventory.m_objects[player->m_inventory.m_idx];
}
CraftList_s *getPossibleCrafts(struct Player_S *player)
{
size_t nb_plank = 0, nb_rock = 0;
Block_s *block;
for (size_t i = 0; i < 9; i++)
{
switch (player->m_inventory.m_objects[i].m_type)
{
case BLOCK:
block = player->m_inventory.m_objects[i].m_data;
switch (block->m_type)
{
case PLANK:
nb_plank++;
break;
default:
break;
}
break;
default:
break;
}
}
CraftList_s *crafts_list = NULL;
// Check if surfboard is possible
if (nb_plank >= 3)
addCraftToList(&crafts_list, SURF_CRAFT);
// Check if pickaxe is possible
if (nb_plank >= 2 && nb_rock >= 3)
addCraftToList(&crafts_list, PICKAXE_CRAFT);
// check if sword possible
if (nb_plank >= 1 && nb_rock >= 2)
addCraftToList(&crafts_list, SWORD_CRAFT);
return crafts_list;
}
CraftList_s *createCraftList(CraftType_e craft)
{
CraftList_s *craft_list = calloc(1, sizeof(CraftList_s));
craft_list->m_craft = craft;
return craft_list;
}
void addCraftToList(CraftList_s **craft_list, CraftType_e craft)
{
if (*craft_list)
{
*craft_list = createCraftList(craft);
return;
}
CraftList_s *craft_list_to_add = createCraftList(craft);
craft_list_to_add->m_next = *craft_list;
if (*craft_list)
(*craft_list)->m_previous = craft_list_to_add;
*craft_list = craft_list_to_add;
}
void freeCraftList(CraftList_s *craft_list)
{
if (!craft_list->m_next)
{
free(craft_list);
return;
}
freeCraftList(craft_list->m_next);
free(craft_list);
}
void freeInventoryObject(Object_s object)
{
free(object.m_data);
}
Tool_s *createTool(ToolType_e type)
{
Tool_s *tool = malloc(sizeof(Tool_s));
tool->m_type = type;
switch (type)
{
case SURFBOARD:
tool->m_block_damage = 2.f;
tool->m_entity_damage = 5.f;
break;
default:
break;
}
return tool;
}
void addSelectedCraftToInventory(Player_s *player)
{
if (player->m_craft_selected)
{
// Remove neccessary blocks for craft from the enventory
size_t nb_planks = 0;
size_t idx = 0;
Object_s inventory_object;
Block_s *inventory_block;
Object_s object_to_add;
Tool_s *tool;
switch (player->m_craft_selected->m_craft)
{
case SURFBOARD:
nb_planks = 3;
while (nb_planks > 0)
{
inventory_object = player->m_inventory.m_objects[idx];
if (inventory_object.m_type == BLOCK)
{
inventory_block = inventory_object.m_data;
if (inventory_block->m_type == PLANK)
{
player->m_inventory.m_objects[idx].m_type = NONE;
freeInventoryObject(inventory_object);
nb_planks--;
}
}
idx++;
}
// Add to the enventory
object_to_add = createObject(TOOL, createTool(SURFBOARD));
addObjectToInventory(&player->m_inventory, object_to_add);
break;
default:
break;
}
// Free and recreate possible crafts
freeCraftList(player->m_possible_crafts);
player->m_possible_crafts = NULL;
player->m_possible_crafts = getPossibleCrafts(player);
player->m_craft_selected = player->m_possible_crafts;
}
}