Mercurial > molko
annotate examples/example-battle/spell-fire.c @ 286:3991779aaba9
adventure: initial test of spawn
author | David Demelier <markand@malikania.fr> |
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date | Wed, 23 Dec 2020 15:37:48 +0100 |
parents | fb304a94a05c |
children | 08ab73b32832 |
rev | line source |
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1 /* |
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2 * spell-fire.c -- example of spell: fire |
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3 * |
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> |
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5 * |
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6 * Permission to use, copy, modify, and/or distribute this software for any |
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7 * purpose with or without fee is hereby granted, provided that the above |
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8 * copyright notice and this permission notice appear in all copies. |
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9 * |
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES |
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF |
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR |
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES |
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN |
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF |
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 |
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21 #include <core/action.h> |
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22 #include <core/animation.h> |
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23 #include <core/alloc.h> |
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24 |
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25 #include <ui/align.h> |
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26 |
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27 #include <rpg/battle.h> |
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28 #include <rpg/character.h> |
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29 #include <rpg/spell.h> |
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30 |
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31 #include "registry.h" |
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32 #include "spell-fire.h" |
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33 |
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34 struct data { |
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35 struct battle *battle; |
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36 struct animation animation; |
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37 struct action action; |
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38 unsigned int selection; |
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39 }; |
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40 |
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41 static bool |
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42 update(struct action *act, unsigned int ticks) |
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43 { |
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44 struct data *data = act->data; |
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45 |
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46 return animation_update(&data->animation, ticks); |
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47 } |
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48 |
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49 static void |
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50 draw(struct action *act) |
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51 { |
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52 const struct data *data = act->data; |
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53 const struct battle_entity *et = &data->battle->enemies[data->selection]; |
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54 const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; |
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55 int x, y; |
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56 |
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57 align(ALIGN_CENTER, |
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58 &x, &y, data->animation.sprite->cellw, data->animation.sprite->cellh, |
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59 et->x, et->y, sprite->cellw, sprite->cellh); |
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60 |
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61 animation_draw(&data->animation, x, y); |
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62 } |
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63 |
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64 static void |
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65 end(struct action *act) |
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66 { |
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67 struct data *data = act->data; |
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68 struct character *ch = data->battle->enemies[data->selection].ch; |
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69 |
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70 /* TODO: compute damage. */ |
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71 const unsigned int damage = 100; |
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72 if ((unsigned int)ch->hp < damage) |
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73 ch->hp = 0; |
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74 else |
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75 ch->hp -= damage; |
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76 |
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77 battle_indicator_hp(data->battle, data->battle->enemies[data->selection].ch, 100); |
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78 } |
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79 |
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80 static void |
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81 finish(struct action *act) |
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82 { |
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83 free(act->data); |
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84 } |
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85 |
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86 static void |
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87 fire_action(struct battle *bt, struct character *owner, unsigned int selection) |
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88 { |
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89 struct data *data; |
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90 |
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91 (void)owner; |
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92 |
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93 data = alloc_new0(sizeof (*data)); |
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94 data->battle = bt; |
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95 data->selection = selection; |
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96 data->action.data = data; |
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97 data->action.update = update; |
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98 data->action.draw = draw; |
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99 data->action.finish = finish; |
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100 data->action.end = end; |
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101 |
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102 animation_init(&data->animation, ®istry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12); |
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103 animation_start(&data->animation); |
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104 |
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105 sound_play(®istry_sounds[REGISTRY_SOUND_FIRE], -1, 0); |
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106 |
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107 action_stack_add(&bt->actions[0], &data->action); |
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108 } |
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109 |
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110 const struct spell spell_fire = { |
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111 .name = "Fire", |
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112 .description = "A delicate fire.", |
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113 .mp = 5, |
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114 .type = SPELL_TYPE_FIRE, |
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115 .selection = SELECTION_ENEMY_ONE, |
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116 .action = fire_action |
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117 }; |