Mercurial > molko
annotate examples/example-battle/spell-fire.c @ 378:460c78706989
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author | David Demelier <markand@malikania.fr> |
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date | Sun, 02 Jan 2022 10:22:48 +0100 |
parents | eaab6bd635ab |
children | 43d155668a55 |
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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) 2020-2022 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 character *target; |
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37 struct animation animation; |
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38 struct action action; |
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39 unsigned int selection; |
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40 }; |
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41 |
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42 static int |
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43 update(struct action *act, unsigned int ticks) |
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44 { |
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45 struct data *data = act->data; |
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46 |
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47 return animation_update(&data->animation, ticks); |
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48 } |
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49 |
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50 static void |
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51 draw(struct action *act) |
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52 { |
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53 const struct data *data = act->data; |
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54 const struct battle_entity *et = &data->battle->enemies[data->selection]; |
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55 const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; |
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56 int x, y; |
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57 |
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58 align(ALIGN_CENTER, |
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59 &x, &y, data->animation.sprite->cellw, data->animation.sprite->cellh, |
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60 et->x, et->y, sprite->cellw, sprite->cellh); |
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61 |
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62 animation_draw(&data->animation, x, y); |
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63 } |
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64 |
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65 static void |
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66 end(struct action *act) |
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67 { |
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68 struct data *data = act->data; |
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69 struct character *ch = data->battle->enemies[data->selection].ch; |
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70 |
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71 /* TODO: compute damage. */ |
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72 const unsigned int damage = 100; |
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73 |
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74 if ((unsigned int)ch->hp < damage) |
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75 ch->hp = 0; |
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76 else |
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77 ch->hp -= damage; |
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78 |
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79 battle_indicator_hp(data->battle, data->battle->enemies[data->selection].ch, 100); |
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80 } |
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81 |
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82 static void |
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83 finish(struct action *act) |
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84 { |
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85 free(act->data); |
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86 } |
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87 |
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88 static void |
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89 fire_select(const struct battle *bt, struct selection *slt) |
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90 { |
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91 slt->index_side = 0; |
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92 |
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93 selection_first(slt, bt); |
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94 } |
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95 |
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96 static void |
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97 fire_action(struct battle *bt, struct character *owner, const struct selection *slt) |
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98 { |
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99 struct data *data; |
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100 |
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101 (void)owner; |
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102 |
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103 data = alloc_new0(sizeof (*data)); |
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104 data->selection = slt->index_character; |
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105 data->battle = bt; |
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106 data->action.data = data; |
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107 data->action.update = update; |
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108 data->action.draw = draw; |
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109 data->action.finish = finish; |
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110 data->action.end = end; |
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111 |
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112 animation_init(&data->animation, ®istry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12); |
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113 animation_start(&data->animation); |
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114 |
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115 sound_play(®istry_sounds[REGISTRY_SOUND_FIRE], -1, 0); |
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116 |
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117 action_stack_add(&bt->actions[0], &data->action); |
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118 } |
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119 |
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120 const struct spell spell_fire = { |
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121 .name = "Fire", |
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122 .description = "A delicate fire.", |
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123 .mp = 5, |
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124 .type = SPELL_TYPE_FIRE, |
292
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125 .select = fire_select, |
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126 .select_kind = SELECTION_KIND_ONE, |
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127 .select_side = SELECTION_SIDE_ENEMY, |
192
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128 .action = fire_action |
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129 }; |