Add inventory and show inventory bar, and print icons instead of characters, collision avoidance for monster, and must use the appropiate tool to destroy block

This commit is contained in:
Night Kaly 2024-10-05 21:48:40 +01:00
parent 95bf722c1e
commit b319d53758
Signed by: night0721
GPG key ID: 957D67B8DB7A119B

187
src/vtr.c
View file

@ -4,17 +4,39 @@
#include <pthread.h>
#include <termios.h>
#include <unistd.h>
#include <ctype.h>
#include <time.h>
#include <sys/ioctl.h>
#include <unistd.h>
#define MONSTER_COUNT 2
#define GOLD "\U000F124F"
#define BRICK "\U000F1288"
#define DIRT "\U000F1A48"
#define WOOD "\U0000F06C"
#define STONE "\U0000EB48"
#define WATER "\U000F058C"
#define TREE "\U0000E21C"
#define DIAMOND "\U000F01C8"
#define HEART "\U0000F004"
#define RUBY "\U0000E23E"
#define PICKAXE "\U000F08B7"
#define AXE "\U000F08C8"
#define SWORD "\U000F04E5"
#define SHOVEL "\U000F0710"
#define CHESTPLATE "\U0000EB0E"
#define SHOES "\U000F15C7"
#define SKULL "\U000F068C"
#define INVENTORY "\U0000F187"
#define PLAYER "\U0000EA67"
#define MONSTER "\U0000F23C"
typedef struct {
int wood;
int stone;
int dirt;
} inventory_t;
char name[256];
char icon[4];
int count;
} item_t;
typedef struct {
int max_y;
@ -29,7 +51,8 @@ typedef struct {
int x;
int health;
int kills;
inventory_t inv;
item_t inventory[45];
int slot;
} player_t;
world_t world;
@ -38,6 +61,9 @@ player_t player;
char *statusline;
pthread_mutex_t world_lock;
void *clear_status_thread(void *arg);
void set_status(char *new_status);
void initialize_world()
{
for (int i = 0; i < world.max_y; i++) {
@ -59,6 +85,16 @@ void initialize_world()
}
}
player.health = 100;
player.inventory[0] = (item_t) { "Dirt", DIRT, 0 };
player.inventory[1] = (item_t) { "Wood", WOOD, 0 };
player.inventory[2] = (item_t) { "Stone", STONE, 0 };
player.inventory[3] = (item_t) { "Diamond", DIAMOND, 0 };
player.inventory[4] = (item_t) { "Ruby", RUBY, 0 };
player.inventory[5] = (item_t) { "Pickaxe", PICKAXE, 0 };
player.inventory[6] = (item_t) { "Axe", AXE, 0 };
player.inventory[7] = (item_t) { "Sword", SWORD, 0 };
player.inventory[8] = (item_t) { "Shovel", SHOVEL, 0 };
player.y = world.max_y / 2;
player.x = world.max_x / 2;
/* Initialise player position */
@ -73,23 +109,77 @@ void initialize_world()
}
}
void print_icon_boxes()
{
const int num_boxes = 9;
printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
for (int i = 0; i < num_boxes; i++) {
if (i + 1 == player.slot) {
printf("\033[1m┌───┐\033[0m"); /* Bold for selected box */
} else {
printf("┌───┐");
}
}
printf("\n");
printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
for (int i = 0; i < num_boxes; i++) {
if (i + 1 == player.slot) {
printf("\033[1m│ \033[38;2;255;0;0m%s\033[0m\033[1m │\033[0m", player.inventory[i].icon, player.inventory[i].count); /* Bold for selected box */
} else {
printf("│ %s │", player.inventory[i].icon, player.inventory[i].count);
}
}
printf("\n");
printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
for (int i = 0; i < num_boxes; i++) {
if (i + 1 == player.slot) {
printf("\033[1m└───┘\033[0m"); /* Bold for selected box */
} else {
printf("└───┘");
}
}
}
void print_world()
{
pthread_mutex_lock(&world_lock);
printf("\033[H");
for (int i = world.max_y - 1; i >= 0; i--) {
for (int j = 0; j < world.max_x; j++) {
printf("%c", world.grid[i][j]);
switch(world.grid[i][j]) {
case 'P':
printf("%s", PLAYER);
break;
case 'T':
printf("%s", TREE);
break;
case 'S':
printf("%s", STONE);
break;
case 'D':
printf("%s", DIRT);
break;
case 'M':
printf("%s", MONSTER);
break;
default:
printf("%c", world.grid[i][j]);
break;
}
}
printf("\n");
}
printf("Health: %d Kills: %d Inventory: %d Dirt %d Wood %d Stone \n", player.health, player.kills, player.inv.dirt, player.inv.wood, player.inv.stone);
printf("%s", statusline);
printf("\033[2K\033[%dC" HEART " : %d " SKULL " : %d " INVENTORY " : %d\n", world.max_x / 2 - 8, player.health, player.kills, player.inventory[player.slot - 1].count);
printf("\033[2K\033[%dC%s\n", world.max_x / 2 - strlen(statusline) / 2, statusline);
print_icon_boxes();
fflush(stdout);
pthread_mutex_unlock(&world_lock);
}
void gather_resources()
void destory_block()
{
int y = player.y;
int x = player.x;
@ -106,16 +196,34 @@ void gather_resources()
/* Check bounds */
if (ny >= 0 && ny < world.max_y && nx >= 0 && nx < world.max_x) {
char tile = world.grid[ny][nx];
if (tile == 'T') {
player.inv.wood += 1;
world.grid[ny][nx] = ' ';
} else if (tile == 'S') {
player.inv.stone += 1;
world.grid[ny][nx] = ' ';
} else if (tile == 'D') {
player.inv.dirt += 1;
world.grid[ny][nx] = ' ';
switch (tile) {
case 'D':
if (strncmp(player.inventory[player.slot - 1].name, "Shovel", 6) != 0) {
set_status("You must use a shovel to mine dirt!");
return;
} else {
player.inventory[0].count += 1;
}
break;
case 'T':
if (strncmp(player.inventory[player.slot - 1].name, "Axe", 6) != 0) {
set_status("You must use an axe to mine wood!");
return;
} else {
player.inventory[1].count += 1;
}
player.inventory[1].count += 1;
break;
case 'S':
if (strncmp(player.inventory[player.slot - 1].name, "Pickaxe", 6) != 0) {
set_status("You must use a pickaxe to mine stone!");
return;
} else {
player.inventory[2].count += 1;
}
break;
}
world.grid[ny][nx] = ' ';
}
}
}
@ -124,7 +232,7 @@ void gather_resources()
void *clear_status_thread(void *arg)
{
/* Wait for 2 seconds */
sleep(2);
sleep(1);
pthread_mutex_lock(&world_lock);
/* Clear the status line */
strcpy(statusline, "");
@ -169,19 +277,9 @@ void move_player(char direction)
break;
}
switch (world.grid[new_y][new_x]) {
case 'M':
set_status("There's a monster in the way!");
return;
case 'T':
set_status("There's a tree in the way!");
return;
case 'S':
set_status("There's a stone in the way!");
return;
case 'D':
set_status("There's a dirt in the way!");
return;
/* If the block is not empty don't overlap it */
if (world.grid[new_y][new_x] != ' ') {
return;
}
/* Clear current player position */
@ -199,9 +297,20 @@ void move_monsters()
/* Clear current monster position */
world.grid[world.monster_y[i]][world.monster_x[i]] = ' ';
/* Random movement for monsters */
world.monster_x[i] = (world.monster_x[i] + (rand() % 3 - 1) + world.max_x) % world.max_x;
world.monster_y[i] = (world.monster_y[i] + (rand() % 3 - 1) + world.max_y) % world.max_y;
/* Try a maximum of 4 random movements to avoid collision */
int new_x, new_y, attempts = 0;
do {
/* Random movement for monsters */
new_x = (world.monster_x[i] + (rand() % 3 - 1) + world.max_x) % world.max_x;
new_y = (world.monster_y[i] + (rand() % 3 - 1) + world.max_y) % world.max_y;
attempts++;
} while ((world.grid[new_y][new_x] != ' ') && attempts < 4);
/* Only update if the chosen position is empty */
if (world.grid[new_y][new_x] == ' ') {
world.monster_x[i] = new_x;
world.monster_y[i] = new_y;
}
/* Update monster position */
world.grid[world.monster_y[i]][world.monster_x[i]] = 'M';
@ -233,8 +342,10 @@ void *player_input(void *arg)
char ch = getchar();
if (ch == 'q') {
break;
} else if (ch == 'g') {
} else if (ch == ' ') {
gather_resources();
} else if (isdigit(ch) > 0) {
player.slot = ch - '0';
} else {
move_player(ch);
}
@ -244,6 +355,8 @@ void *player_input(void *arg)
/* Restore old terminal settings */
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
printf("\n\033[?25h");
exit(1);
return NULL;
}
@ -258,7 +371,7 @@ int main()
int columns = w.ws_col;
world.max_x = columns;
world.max_y = lines - 2;
world.max_y = lines - 5;
world.grid = malloc(world.max_y * sizeof(char *));
char status[columns];