annotate examples/example-battle/spell-fire.c @ 243:71b3b7036de7

misc: lot of cleanups, - prefix libraries with libmlk, - move assets from source directories closes #2520, - prefix header guards closes #2519
author David Demelier <markand@malikania.fr>
date Sat, 28 Nov 2020 22:37:30 +0100
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children 08ab73b32832
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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 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 animation animation;
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37 struct action action;
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38 unsigned int selection;
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39 };
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40
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41 static bool
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42 update(struct action *act, unsigned int ticks)
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43 {
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44 struct data *data = act->data;
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45
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46 return animation_update(&data->animation, ticks);
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47 }
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48
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49 static void
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50 draw(struct action *act)
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51 {
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52 const struct data *data = act->data;
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53 const struct battle_entity *et = &data->battle->enemies[data->selection];
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54 const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
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55 int x, y;
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56
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57 align(ALIGN_CENTER,
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58 &x, &y, data->animation.sprite->cellw, data->animation.sprite->cellh,
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59 et->x, et->y, sprite->cellw, sprite->cellh);
192
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60
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61 animation_draw(&data->animation, x, y);
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62 }
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63
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64 static void
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65 end(struct action *act)
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66 {
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67 struct data *data = act->data;
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68 struct character *ch = data->battle->enemies[data->selection].ch;
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69
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70 /* TODO: compute damage. */
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71 const unsigned int damage = 100;
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72 if ((unsigned int)ch->hp < damage)
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73 ch->hp = 0;
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74 else
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75 ch->hp -= damage;
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76
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77 battle_indicator_hp(data->battle, data->battle->enemies[data->selection].ch, 100);
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78 }
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79
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80 static void
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81 finish(struct action *act)
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82 {
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83 free(act->data);
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84 }
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85
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86 static void
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87 fire_action(struct battle *bt, struct character *owner, unsigned int selection)
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88 {
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89 struct data *data;
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90
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91 (void)owner;
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92
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93 data = alloc_new0(sizeof (*data));
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94 data->battle = bt;
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95 data->selection = selection;
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96 data->action.data = data;
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97 data->action.update = update;
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98 data->action.draw = draw;
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99 data->action.finish = finish;
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100 data->action.end = end;
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101
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102 animation_init(&data->animation, &registry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12);
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103 animation_start(&data->animation);
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104
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105 sound_play(&registry_sounds[REGISTRY_SOUND_FIRE], -1, 0);
192
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106
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107 action_stack_add(&bt->actions[0], &data->action);
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108 }
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109
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110 const struct spell spell_fire = {
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111 .name = "Fire",
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112 .description = "A delicate fire.",
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113 .mp = 5,
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114 .type = SPELL_TYPE_FIRE,
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115 .selection = SELECTION_ENEMY_ONE,
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116 .action = fire_action
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117 };