Mercurial > molko
annotate examples/example/spell-fire.c @ 435:556c8e2ff995
misc: move tools/* in /
author | David Demelier <markand@malikania.fr> |
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date | Sun, 16 Oct 2022 08:31:01 +0200 |
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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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25 |
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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, ®istry_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(®istry_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 }; |