Some more progress
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24
items/item.c
24
items/item.c
@@ -3,8 +3,6 @@
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//
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#include "item.h"
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#include "../tiles/tile.h"
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#include "../util/util.h"
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#include "../player/player.h"
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#include "../util/font.h"
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#include <dirent.h>
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@@ -257,18 +255,18 @@ void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane) {
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char tempStr[50];
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SDL_Rect rectA = {0};
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rectA.x = item.tileX * TILE_SIZE;
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rectA.y = item.tileY * TILE_SIZE;
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rectA.w = TILE_SIZE;
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rectA.h = TILE_SIZE;
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sprintf(tempStr, "L%d\n%f\n%f\n%f", lane, item.offset, xOffset, yOffset);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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adjustRect(&rectA);
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SDL_RenderFillRect(renderer, &rectA);
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// SDL_Rect rectA = {0};
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// rectA.x = item.tileX * TILE_SIZE;
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// rectA.y = item.tileY * TILE_SIZE;
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// rectA.w = TILE_SIZE;
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// rectA.h = TILE_SIZE;
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// sprintf(tempStr, "L%d\n%f\n%f\n%f", lane, item.offset, xOffset, yOffset);
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// SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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// adjustRect(&rectA);
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// SDL_RenderFillRect(renderer, &rectA);
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SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt[ORIENT_LEFT], NULL, &rect);
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renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
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// renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
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}
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void renderBeltItems(SDL_Renderer *renderer) {
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18
items/item.h
18
items/item.h
@@ -4,10 +4,20 @@
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#include <SDL2/SDL.h>
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#include "../util/util.h"
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#include "../tiles/belt.h"
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#ifndef FACTORYGAME_ITEM_H
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#define FACTORYGAME_ITEM_H
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#define ITEMREGISTRY_SIZE 20
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typedef struct {
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float offset;
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int tileX, tileY;
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bool active;
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uint16_t type;
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} ItemOnBelt;
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typedef struct {
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uint16_t type;
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char name[20];
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@@ -15,17 +25,9 @@ typedef struct {
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SDL_Texture * textureOnBelt[ORIENT_DIRECTION_COUNT];
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} Item;
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#define ITEMREGISTRY_SIZE 512
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extern Item ItemRegistry[ITEMREGISTRY_SIZE];
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typedef struct {
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float offset;
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int tileX, tileY;
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bool active;
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uint16_t type;
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} ItemOnBelt;
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void updateItems();
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void loadItems(SDL_Renderer *renderer);
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