annotate examples/example/spell-fire.c @ 435:556c8e2ff995

misc: move tools/* in /
author David Demelier <markand@malikania.fr>
date Sun, 16 Oct 2022 08:31:01 +0200
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children 25a56ca53ac2
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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 <mlk/core/action.h>
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22 #include <mlk/core/animation.h>
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23 #include <mlk/core/drawable.h>
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24 #include <mlk/core/alloc.h>
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26 #include <mlk/ui/align.h>
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27
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28 #include <mlk/rpg/battle-state-check.h>
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29 #include <mlk/rpg/battle-state-rendering.h>
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30 #include <mlk/rpg/battle.h>
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31 #include <mlk/rpg/character.h>
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32 #include <mlk/rpg/spell.h>
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33
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34 #include "registry.h"
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35 #include "spell-fire.h"
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36
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37 struct self {
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38 struct battle *battle;
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39 struct character *target;
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40 struct animation animation;
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41 struct drawable drawable;
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42 unsigned int selection;
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43 };
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44
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45 static int
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46 update(struct drawable *dw, unsigned int ticks)
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47 {
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48 struct self *self = dw->data;
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49
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50 return animation_update(&self->animation, ticks);
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51 }
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52
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53 static void
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54 draw(struct drawable *dw)
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55 {
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56 const struct self *self = dw->data;
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57 const struct battle_entity *et = self->battle->enemies[self->selection];
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58 const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
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59 int x, y;
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60
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61 align(ALIGN_CENTER,
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62 &x, &y, self->animation.sprite->cellw, self->animation.sprite->cellh,
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63 et->x, et->y, sprite->cellw, sprite->cellh);
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64
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65 animation_draw(&self->animation, x, y);
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66 }
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67
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68 static void
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69 end(struct drawable *dw)
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70 {
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71 struct self *self = dw->data;
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72 struct character *ch = self->battle->enemies[self->selection]->ch;
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73
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74 /* TODO: compute damage. */
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75 const unsigned int damage = 100;
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76
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77 if ((unsigned int)ch->hp < damage)
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78 ch->hp = 0;
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79 else
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80 ch->hp -= damage;
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81
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82 battle_indicator_hp(self->battle, self->battle->enemies[self->selection]->ch, 100);
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83 battle_state_check(self->battle);
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84 }
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85
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86 static void
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87 finish(struct drawable *dw)
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88 {
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89 free(dw->data);
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90 }
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91
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92 static void
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93 fire_select(const struct battle *bt, struct selection *slt)
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94 {
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95 slt->index_side = 0;
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96
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97 selection_first(slt, bt);
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98 }
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99
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100 static void
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101 fire_action(struct battle *bt, struct character *owner, const struct selection *slt)
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102 {
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103 struct self *self;
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104
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105 (void)owner;
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106
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107 self = alloc_new0(sizeof (*self));
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108 self->selection = slt->index_character;
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109 self->battle = bt;
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110 self->drawable.data = self;
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111 self->drawable.update = update;
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112 self->drawable.draw = draw;
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113 self->drawable.finish = finish;
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114 self->drawable.end = end;
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115
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116 animation_init(&self->animation, &registry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12);
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117 animation_start(&self->animation);
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118
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119 sound_play(&registry_sounds[REGISTRY_SOUND_FIRE]);
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120 battle_state_rendering(bt, &self->drawable);
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121 }
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122
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123 const struct spell spell_fire = {
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124 .name = "Fire",
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125 .description = "A delicate fire.",
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126 .mp = 5,
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127 .type = SPELL_TYPE_FIRE,
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128 .select = fire_select,
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129 .select_kind = SELECTION_KIND_ONE,
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130 .select_side = SELECTION_SIDE_ENEMY,
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131 .action = fire_action
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132 };