Mercurial > molko
annotate examples/example-battle/main.c @ 291:5d8700074dd7
rpg: add battle_message module
author | David Demelier <markand@malikania.fr> |
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date | Fri, 08 Jan 2021 13:15:24 +0100 |
parents | 76afe639fd72 |
children | 196264679079 |
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 <stdlib.h> |
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22 #include <string.h> |
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23 |
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24 #include <core/alloc.h> |
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25 #include <core/core.h> |
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26 #include <core/event.h> |
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27 #include <core/game.h> |
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28 #include <core/image.h> |
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29 #include <core/painter.h> |
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30 #include <core/panic.h> |
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31 #include <core/sprite.h> |
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32 #include <core/state.h> |
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33 #include <core/sys.h> |
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34 #include <core/texture.h> |
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35 #include <core/util.h> |
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36 #include <core/window.h> |
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37 |
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38 #include <ui/align.h> |
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39 #include <ui/label.h> |
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40 #include <ui/theme.h> |
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41 #include <ui/ui.h> |
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42 |
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43 #include <rpg/character.h> |
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44 #include <rpg/battle.h> |
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45 #include <rpg/rpg.h> |
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46 #include <rpg/spell.h> |
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47 |
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48 #include "registry.h" |
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49 #include "spell-fire.h" |
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50 |
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51 #define W 1280 |
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52 #define H 720 |
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53 |
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54 static void |
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55 adventurer_reset(struct character *ch) |
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56 { |
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57 /* TODO: this function should compute the attack thanks to the level. */ |
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58 ch->hpmax = 120; |
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59 ch->mpmax = 50; |
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60 ch->atk = 50; |
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61 ch->def = 50; |
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62 ch->agt = 50; |
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63 ch->luck = 50; |
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64 } |
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65 |
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66 static void |
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67 haunted_wood_reset(struct character *ch) |
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68 { |
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69 ch->hpmax = ch->hp = 2000; |
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70 ch->mpmax = ch->mp = 250; |
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71 ch->atk = 178; |
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72 ch->def = 80; |
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73 ch->agt = 80; |
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74 ch->luck = 100; |
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75 } |
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76 |
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77 static void |
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78 black_cat_reset(struct character *ch) |
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79 { |
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80 ch->hpmax = ch->hp = 126; |
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81 ch->mpmax = ch->mp = 38; |
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82 ch->atk = 22; |
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83 ch->def = 19; |
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84 ch->agt = 11; |
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85 ch->luck = 14; |
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86 } |
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87 |
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88 static struct character team[] = { |
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89 { |
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90 .name = "Molko", |
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91 .level = 1, |
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92 .hp = 120, |
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93 .mp = 50, |
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94 .reset = adventurer_reset, |
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95 .sprites = { |
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96 [CHARACTER_SPRITE_NORMAL] = ®istry_sprites[REGISTRY_TEXTURE_JOHN_WALK], |
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97 [CHARACTER_SPRITE_SWORD] = ®istry_sprites[REGISTRY_TEXTURE_JOHN_SWORD], |
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98 }, |
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99 .spells = { |
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100 &spell_fire |
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101 } |
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102 }, |
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103 }; |
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104 |
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105 static void |
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106 haunted_wood_strat(struct character *ch, struct battle *bt) |
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107 { |
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108 (void)ch; |
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109 |
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110 /* TODO: Select randomly. */ |
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111 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); |
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112 } |
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113 |
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114 static void |
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115 black_cat_strat(struct character *ch, struct battle *bt) |
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116 { |
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117 (void)ch; |
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118 |
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119 /* TODO: Select randomly. */ |
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120 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); |
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121 } |
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122 |
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123 static struct character haunted_wood = { |
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124 .name = "Haunted Wood", |
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125 .level = 30, |
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126 .reset = haunted_wood_reset, |
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127 .sprites = { |
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128 [CHARACTER_SPRITE_NORMAL] = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], |
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129 }, |
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130 .exec = haunted_wood_strat |
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131 }; |
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132 |
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133 static struct character black_cat = { |
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134 .name = "Black Cat", |
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135 .level = 6, |
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136 .reset = black_cat_reset, |
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137 .sprites = { |
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138 [CHARACTER_SPRITE_NORMAL] = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], |
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139 }, |
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140 .exec = black_cat_strat |
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141 }; |
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142 |
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143 static void |
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144 init(void) |
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145 { |
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146 if (!core_init("fr.malikania", "battle") || !ui_init() || !rpg_init()) |
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147 panic(); |
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148 if (!window_open("Example - Battle", W, H)) |
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149 panic(); |
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150 |
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151 registry_init(); |
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152 |
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153 /* Set cursor in default theme. */ |
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154 theme_default()->sprites[THEME_SPRITE_CURSOR] = ®istry_sprites[REGISTRY_TEXTURE_CURSOR]; |
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155 } |
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156 |
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157 static struct state fight_state; |
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158 |
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159 static void |
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160 prepare_to_fight(void) |
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161 { |
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162 struct battle *bt = alloc_new0(sizeof (*bt)); |
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163 |
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164 // bt->enemies[0].ch = &haunted_wood; |
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165 bt->team[0].ch = &team[0]; |
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166 //bt->team[1].ch = &team[1]; |
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167 |
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168 /* Positionate the single ennemy to the left. */ |
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169 align(ALIGN_LEFT, |
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170 &bt->enemies[0].x, &bt->enemies[0].y, |
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171 haunted_wood.sprites[CHARACTER_SPRITE_NORMAL]->cellw, |
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172 haunted_wood.sprites[CHARACTER_SPRITE_NORMAL]->cellh, |
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173 0, 0, window.w, window.h); |
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174 |
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175 /* Black cat is near the previous monster. */ |
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176 bt->enemies[1].ch = &black_cat; |
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177 bt->enemies[1].x = 500; |
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178 bt->enemies[1].y = 100; |
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179 |
230
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180 bt->background = ®istry_images[REGISTRY_IMAGE_BATTLE_BACKGROUND]; |
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181 |
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182 battle_start(bt); |
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183 |
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184 fight_state.data = bt; |
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185 game_switch(&fight_state, false); |
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186 } |
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187 |
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188 |
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189 static void |
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190 empty_handle(struct state *st, const union event *ev) |
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191 { |
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192 (void)st; |
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193 |
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194 switch (ev->type) { |
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195 case EVENT_QUIT: |
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196 game_quit(); |
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197 break; |
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198 case EVENT_KEYDOWN: |
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199 if (ev->key.key == KEY_SPACE) |
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200 prepare_to_fight(); |
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201 break; |
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202 default: |
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203 break; |
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204 } |
192
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205 } |
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206 |
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207 static void |
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208 empty_draw(struct state *st) |
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209 { |
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210 (void)st; |
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211 |
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212 static const struct label info = { |
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213 .text = "Press <Space> to start a battle.", |
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214 .x = 10, |
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215 .y = 10, |
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216 .flags = LABEL_FLAGS_SHADOW |
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217 }; |
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218 |
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219 painter_set_color(0x4f8fbaff); |
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220 painter_clear(); |
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221 label_draw(&info); |
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222 painter_present(); |
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223 } |
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224 |
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225 static struct state empty_state = { |
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226 .handle = empty_handle, |
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227 .draw = empty_draw |
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228 }; |
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229 |
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230 static void |
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231 fight_handle(struct state *st, const union event *ev) |
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232 { |
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233 battle_handle(st->data, ev); |
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234 } |
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235 |
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236 static void |
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237 fight_update(struct state *st, unsigned int ticks) |
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238 { |
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239 struct battle *bt = st->data; |
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240 |
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241 if (battle_update(bt, ticks)) |
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242 game_switch(&empty_state, false); |
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243 } |
192
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244 |
207
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245 static void |
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246 fight_draw(struct state *st) |
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247 { |
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248 painter_set_color(0x000000ff); |
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249 painter_clear(); |
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250 battle_draw(st->data); |
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251 painter_present(); |
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252 } |
192
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253 |
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254 static void |
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255 fight_finish(struct state *st) |
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256 { |
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257 battle_finish(st->data); |
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258 free(st->data); |
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259 } |
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260 |
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261 static struct state fight_state = { |
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262 .handle = fight_handle, |
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263 .update = fight_update, |
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264 .draw = fight_draw, |
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265 .finish = fight_finish, |
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266 }; |
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267 |
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268 static void |
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269 run(void) |
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270 { |
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271 game_switch(&empty_state, true); |
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272 game_loop(); |
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273 } |
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274 |
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275 static void |
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276 quit(void) |
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277 { |
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278 registry_finish(); |
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279 theme_finish(); |
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280 window_finish(); |
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281 sys_finish(); |
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282 } |
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283 |
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284 int |
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285 main(int argc, char **argv) |
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286 { |
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287 --argc; |
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288 ++argv; |
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289 |
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290 init(); |
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291 run(); |
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292 quit(); |
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293 |
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294 return 0; |
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295 } |