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items/item.c
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127
items/item.c
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//
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// Created by bruno on 4/24/25.
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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 <dirent.h>
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Item ItemRegistry[ITEMREGISTRY_SIZE];
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uint16_t itemRegistryIndex = 0;
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void updateItems() {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Tile *t = &tileMap[y][x];
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if (t->type != TYPE_BELT || !t->item.active) continue;
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if (
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(t->item.x < 0 && t->direction == ORIENT_LEFT) ||
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(t->item.x > 0.75f && t->direction == ORIENT_RIGHT) ||
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(t->item.y < 0.25f && t->direction == ORIENT_UP) ||
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(t->item.y > 0.625f && t->direction == ORIENT_DOWN)
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) {
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int nx = x, ny = y;
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if (t->direction == ORIENT_LEFT) nx--;
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if (t->direction == ORIENT_RIGHT) nx++;
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if (t->direction == ORIENT_UP) ny--;
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if (t->direction == ORIENT_DOWN) ny++;
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if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) {
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Tile *next = &tileMap[ny][nx];
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if (next->type == TYPE_BELT && !next->item.active) {
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memcpy(&next->item, &t->item, sizeof(ItemOnBelt));
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printf("Moved to X=%d, Y=%d", nx, ny);
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next->item.tileX = nx;
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next->item.tileY = ny;
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if (t->direction == ORIENT_LEFT) next->item.x = 0.5f;
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if (t->direction == ORIENT_RIGHT) next->item.x = 0.25f;
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if (t->direction == ORIENT_UP) next->item.y = 0.5f;
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if (t->direction == ORIENT_DOWN) next->item.y = 0;
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next->item.active = true;
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t->item.active = false;
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} else {
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continue;
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}
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} else {
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t->item.active = false;
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}
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}
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float speed = 0.02f;
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switch (t->direction) {
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case ORIENT_LEFT:
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t->item.x -= speed;
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break;
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case ORIENT_RIGHT:
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t->item.x += speed;
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break;
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case ORIENT_UP:
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t->item.y -= speed;
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break;
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case ORIENT_DOWN:
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t->item.y += speed;
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break;
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default:
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break;
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}
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}
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}
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}
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void registerItem(char name[20], SDL_Renderer *renderer) {
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const char *dot = strchr(name, '.');
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memcpy(ItemRegistry[itemRegistryIndex].name, name, dot - name);
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char texturePath[80];
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snprintf(texturePath, 80, "./assets/items/%s", name);
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ItemRegistry[itemRegistryIndex].texture = IMG_LoadTexture(renderer, texturePath);
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture, SDL_BLENDMODE_BLEND);
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ItemRegistry[itemRegistryIndex].textureOnBelt = ScaleTexture(renderer, ItemRegistry[itemRegistryIndex].texture,
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TILE_SIZE / 2, TILE_SIZE / 2);
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SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt, SDL_BLENDMODE_BLEND);
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ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
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itemRegistryIndex++;
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}
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void renderItem(ItemOnBelt item, SDL_Renderer *renderer) {
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SDL_Rect rect = {0};
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rect.x = (item.tileX * TILE_SIZE) + (item.x * TILE_SIZE);
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rect.y = (item.tileY * TILE_SIZE) + (item.y * TILE_SIZE);
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rect.w = TILE_SIZE / 2;
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rect.h = TILE_SIZE / 2;
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adjustRect(&rect);
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SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt, NULL, &rect);
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}
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void renderBeltItems(SDL_Renderer *renderer) {
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}
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void putItem(int x, int y, uint16_t itemType) {
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tileMap[y][x].item.type = itemType;
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tileMap[y][x].item.x = 0.25f;
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tileMap[y][x].item.y = 0.25f;
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if (tileMap[y][x].direction == ORIENT_LEFT) tileMap[y][x].item.x = 0.5f;
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if (tileMap[y][x].direction == ORIENT_RIGHT) tileMap[y][x].item.x = 0.25f;
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if (tileMap[y][x].direction == ORIENT_UP) tileMap[y][x].item.y = 0.5f;
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if (tileMap[y][x].direction == ORIENT_DOWN) tileMap[y][x].item.y = 0.25f;
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tileMap[y][x].item.active = true;
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tileMap[y][x].item.tileX = x;
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tileMap[y][x].item.tileY = y;
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}
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void loadItems(SDL_Renderer *renderer) {
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DIR *dir = opendir("./assets/items");
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if (dir) {
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struct dirent *entry;
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while ((entry = readdir(dir)) != NULL) {
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if (entry->d_name[0] == '.') {
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continue;
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}
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registerItem(entry->d_name, renderer);
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}
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}
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}
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35
items/item.h
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35
items/item.h
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@@ -0,0 +1,35 @@
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//
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// Created by bruno on 4/24/25.
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//
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#include <SDL2/SDL.h>
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#ifndef FACTORYGAME_ITEM_H
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#define FACTORYGAME_ITEM_H
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typedef struct {
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uint16_t type;
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char name[20];
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SDL_Texture * texture;
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SDL_Texture * textureOnBelt;
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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 x, y; // local position in tile (0.0–1.0)
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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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void renderItem(ItemOnBelt item, SDL_Renderer *renderer);
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void putItem(int x, int y, uint16_t itemType);
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#endif //FACTORYGAME_ITEM_H
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