Mercurial > molko
annotate examples/example-battle.c @ 192:4ad7420ab678
rpg: add minimalist battle system, continue #2477 @60h
- Implement battle as states,
- Add basic support for spells (no calculation yet),
- Add won/lost state,
- Add animations and messages,
- Add order.
author | David Demelier <markand@malikania.fr> |
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date | Sat, 07 Nov 2020 16:00:39 +0100 |
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children | 133926e08d6e |
rev | line source |
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1 /* |
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2 * example-battle.c -- show how to use battle |
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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 <assert.h> |
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20 #include <stdio.h> |
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21 #include <string.h> |
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22 |
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23 #include <core/clock.h> |
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24 #include <core/core.h> |
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25 #include <core/event.h> |
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26 #include <core/image.h> |
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27 #include <core/painter.h> |
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28 #include <core/panic.h> |
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29 #include <core/sprite.h> |
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30 #include <core/sys.h> |
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31 #include <core/texture.h> |
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32 #include <core/util.h> |
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33 #include <core/window.h> |
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34 |
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35 #include <ui/align.h> |
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36 #include <ui/label.h> |
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37 #include <ui/theme.h> |
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38 #include <ui/ui.h> |
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39 |
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40 #include <rpg/character.h> |
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41 #include <rpg/battle.h> |
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42 #include <rpg/rpg.h> |
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43 #include <rpg/spell.h> |
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44 |
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45 #include "battle/registry.h" |
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46 #include "battle/spell-fire.h" |
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47 |
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48 #define W 1280 |
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49 #define H 720 |
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50 |
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51 static void |
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52 adventurer_reset(struct character *ch) |
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53 { |
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54 /* TODO: this function should compute the attack thanks to the level. */ |
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55 ch->hpmax = 120; |
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56 ch->mpmax = 50; |
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57 ch->atk = 50; |
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58 ch->def = 50; |
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59 ch->agt = 50; |
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60 ch->luck = 50; |
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61 } |
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62 |
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63 static void |
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64 haunted_wood_reset(struct character *ch) |
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65 { |
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66 ch->hpmax = ch->hp = 2000; |
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67 ch->mpmax = ch->mp = 250; |
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68 ch->atk = 178; |
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69 ch->def = 80; |
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70 ch->agt = 80; |
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71 ch->luck = 100; |
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72 } |
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73 |
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74 static void |
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75 black_cat_reset(struct character *ch) |
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76 { |
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77 ch->hpmax = ch->hp = 126; |
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78 ch->mpmax = ch->mp = 38; |
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79 ch->atk = 22; |
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80 ch->def = 19; |
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81 ch->agt = 21; |
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82 ch->luck = 14; |
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83 } |
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84 |
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85 static struct character team[] = { |
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86 { |
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87 .name = "Molko", |
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88 .type = "Adventurer", |
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89 .level = 1, |
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90 .hp = 120, |
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91 .mp = 50, |
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92 .reset = adventurer_reset, |
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93 .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], |
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94 .spells = { |
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95 &spell_fire |
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96 } |
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97 }, |
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98 { |
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99 .name = "Fake Molko", |
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100 .type = "Adventurer", |
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101 .level = 1, |
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102 .hp = 120, |
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103 .mp = 50, |
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104 .reset = adventurer_reset, |
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105 .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], |
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106 .spells = { |
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107 &spell_fire |
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108 } |
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109 } |
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110 }; |
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111 |
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112 static void |
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113 haunted_wood_strat(struct character *ch, struct battle *bt) |
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114 { |
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115 (void)ch; |
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116 |
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117 /* TODO: Select randomly. */ |
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118 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); |
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119 } |
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120 |
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121 static void |
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122 black_cat_strat(struct character *ch, struct battle *bt) |
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123 { |
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124 (void)ch; |
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125 |
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126 /* TODO: Select randomly. */ |
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127 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); |
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128 } |
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129 |
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130 static struct character haunted_wood = { |
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131 .name = "Haunted Wood", |
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132 .type = "Wood", |
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133 .level = 30, |
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134 .reset = haunted_wood_reset, |
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135 .sprite = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], |
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136 .exec = haunted_wood_strat |
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137 }; |
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138 |
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139 static struct character black_cat = { |
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140 .name = "Black Cat", |
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141 .type = "Cat", |
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142 .level = 6, |
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143 .reset = black_cat_reset, |
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144 .sprite = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], |
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145 .exec = black_cat_strat |
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146 }; |
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147 |
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148 static void |
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149 init(void) |
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150 { |
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151 struct clock clock = {0}; |
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152 |
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153 if (!core_init() || !ui_init() || !rpg_init()) |
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154 panic(); |
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155 if (!window_open("Example - Battle", W, H)) |
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156 panic(); |
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157 |
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158 /* Wait 1 second to let all events processed. */ |
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159 while (clock_elapsed(&clock) < 1000) |
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160 for (union event ev; event_poll(&ev); ) |
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161 if (ev.type == EVENT_QUIT) |
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162 return; |
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163 |
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164 registry_init(); |
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165 |
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166 /* Set cursor in default theme. */ |
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167 theme_default()->sprites[THEME_SPRITE_CURSOR] = ®istry_sprites[REGISTRY_TEXTURE_CURSOR]; |
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168 } |
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169 |
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170 static void |
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171 prepare_to_fight(struct battle *bt) |
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172 { |
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173 assert(bt); |
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174 |
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175 // bt->enemies[0].ch = &haunted_wood; |
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176 bt->team[0].ch = &team[0]; |
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177 bt->team[1].ch = &team[1]; |
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178 |
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179 /* Positionate the single ennemy to the left. */ |
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180 align(ALIGN_LEFT, |
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181 &bt->enemies[0].x, &bt->enemies[0].y, haunted_wood.sprite->cellw, haunted_wood.sprite->cellh, |
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182 0, 0, window.w, window.h); |
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183 |
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184 /* Black cat is near the previous monster. */ |
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185 bt->enemies[1].ch = &black_cat; |
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186 bt->enemies[1].x = 500; |
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187 bt->enemies[1].y = 100; |
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188 |
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189 battle_start(bt); |
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190 } |
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191 |
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192 static void |
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193 run(void) |
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194 { |
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195 struct clock clock; |
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196 struct battle battle = {0}; |
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197 struct label info = { |
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198 .text = "Press <Space> to start a battle.", |
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199 .x = 10, |
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200 .y = 10, |
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201 .flags = LABEL_FLAGS_SHADOW |
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202 }; |
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203 |
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204 clock_start(&clock); |
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205 |
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206 for (;;) { |
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207 unsigned int elapsed = clock_elapsed(&clock); |
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208 |
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209 clock_start(&clock); |
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210 |
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211 for (union event ev; event_poll(&ev); ) { |
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212 switch (ev.type) { |
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213 case EVENT_QUIT: |
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214 return; |
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215 case EVENT_KEYDOWN: |
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216 if (ev.key.key == KEY_SPACE && !battle.state) |
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217 prepare_to_fight(&battle); |
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218 else if (battle.state) |
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219 battle_handle(&battle, &ev); |
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220 break; |
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221 default: |
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222 if (battle.state) |
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223 battle_handle(&battle, &ev); |
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224 break; |
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225 } |
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226 } |
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227 |
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228 if (battle.state) { |
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229 if (battle_update(&battle, elapsed)) |
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230 battle_finish(&battle); |
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231 else |
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232 battle_draw(&battle); |
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233 } else { |
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234 painter_set_color(0x4f8fbaff); |
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235 painter_clear(); |
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236 label_draw(&info); |
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237 } |
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238 |
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239 painter_present(); |
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240 |
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241 if ((elapsed = clock_elapsed(&clock)) < 20) |
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242 delay(1); |
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243 } |
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244 } |
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245 |
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246 static void |
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247 quit(void) |
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248 { |
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249 registry_finish(); |
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250 theme_finish(); |
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251 window_finish(); |
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252 sys_finish(); |
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253 } |
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254 |
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255 int |
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256 main(int argc, char **argv) |
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257 { |
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258 --argc; |
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259 ++argv; |
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260 |
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261 init(); |
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262 run(); |
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263 quit(); |
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264 |
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265 return 0; |
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266 } |