Mercurial > molko
comparison examples/example-battle/main.c @ 209:23a844fdc911
examples: move all into subdirectories, closes #2513
author | David Demelier <markand@malikania.fr> |
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date | Wed, 11 Nov 2020 17:10:40 +0100 |
parents | examples/example-battle.c@133926e08d6e |
children | befa2e855d3b |
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208:c0e0d4accae8 | 209:23a844fdc911 |
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1 /* | |
2 * example-battle.c -- show how to use battle | |
3 * | |
4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> | |
5 * | |
6 * Permission to use, copy, modify, and/or distribute this software for any | |
7 * purpose with or without fee is hereby granted, provided that the above | |
8 * copyright notice and this permission notice appear in all copies. | |
9 * | |
10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR | |
13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES | |
14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN | |
15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF | |
16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. | |
17 */ | |
18 | |
19 #include <assert.h> | |
20 #include <stdio.h> | |
21 #include <stdlib.h> | |
22 #include <string.h> | |
23 | |
24 #include <core/alloc.h> | |
25 #include <core/core.h> | |
26 #include <core/event.h> | |
27 #include <core/game.h> | |
28 #include <core/image.h> | |
29 #include <core/painter.h> | |
30 #include <core/panic.h> | |
31 #include <core/sprite.h> | |
32 #include <core/state.h> | |
33 #include <core/sys.h> | |
34 #include <core/texture.h> | |
35 #include <core/util.h> | |
36 #include <core/window.h> | |
37 | |
38 #include <ui/align.h> | |
39 #include <ui/label.h> | |
40 #include <ui/theme.h> | |
41 #include <ui/ui.h> | |
42 | |
43 #include <rpg/character.h> | |
44 #include <rpg/battle.h> | |
45 #include <rpg/rpg.h> | |
46 #include <rpg/spell.h> | |
47 | |
48 #include "registry.h" | |
49 #include "spell-fire.h" | |
50 | |
51 #define W 1280 | |
52 #define H 720 | |
53 | |
54 static void | |
55 adventurer_reset(struct character *ch) | |
56 { | |
57 /* TODO: this function should compute the attack thanks to the level. */ | |
58 ch->hpmax = 120; | |
59 ch->mpmax = 50; | |
60 ch->atk = 50; | |
61 ch->def = 50; | |
62 ch->agt = 50; | |
63 ch->luck = 50; | |
64 } | |
65 | |
66 static void | |
67 haunted_wood_reset(struct character *ch) | |
68 { | |
69 ch->hpmax = ch->hp = 2000; | |
70 ch->mpmax = ch->mp = 250; | |
71 ch->atk = 178; | |
72 ch->def = 80; | |
73 ch->agt = 80; | |
74 ch->luck = 100; | |
75 } | |
76 | |
77 static void | |
78 black_cat_reset(struct character *ch) | |
79 { | |
80 ch->hpmax = ch->hp = 126; | |
81 ch->mpmax = ch->mp = 38; | |
82 ch->atk = 22; | |
83 ch->def = 19; | |
84 ch->agt = 21; | |
85 ch->luck = 14; | |
86 } | |
87 | |
88 static struct character team[] = { | |
89 { | |
90 .name = "Molko", | |
91 .type = "Adventurer", | |
92 .level = 1, | |
93 .hp = 120, | |
94 .mp = 50, | |
95 .reset = adventurer_reset, | |
96 .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], | |
97 .spells = { | |
98 &spell_fire | |
99 } | |
100 }, | |
101 { | |
102 .name = "Fake Molko", | |
103 .type = "Adventurer", | |
104 .level = 1, | |
105 .hp = 120, | |
106 .mp = 50, | |
107 .reset = adventurer_reset, | |
108 .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], | |
109 .spells = { | |
110 &spell_fire | |
111 } | |
112 } | |
113 }; | |
114 | |
115 static void | |
116 haunted_wood_strat(struct character *ch, struct battle *bt) | |
117 { | |
118 (void)ch; | |
119 | |
120 /* TODO: Select randomly. */ | |
121 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); | |
122 } | |
123 | |
124 static void | |
125 black_cat_strat(struct character *ch, struct battle *bt) | |
126 { | |
127 (void)ch; | |
128 | |
129 /* TODO: Select randomly. */ | |
130 battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); | |
131 } | |
132 | |
133 static struct character haunted_wood = { | |
134 .name = "Haunted Wood", | |
135 .type = "Wood", | |
136 .level = 30, | |
137 .reset = haunted_wood_reset, | |
138 .sprite = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], | |
139 .exec = haunted_wood_strat | |
140 }; | |
141 | |
142 static struct character black_cat = { | |
143 .name = "Black Cat", | |
144 .type = "Cat", | |
145 .level = 6, | |
146 .reset = black_cat_reset, | |
147 .sprite = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], | |
148 .exec = black_cat_strat | |
149 }; | |
150 | |
151 static void | |
152 init(void) | |
153 { | |
154 if (!core_init() || !ui_init() || !rpg_init()) | |
155 panic(); | |
156 if (!window_open("Example - Battle", W, H)) | |
157 panic(); | |
158 | |
159 registry_init(); | |
160 | |
161 /* Set cursor in default theme. */ | |
162 theme_default()->sprites[THEME_SPRITE_CURSOR] = ®istry_sprites[REGISTRY_TEXTURE_CURSOR]; | |
163 } | |
164 | |
165 static struct state fight_state; | |
166 | |
167 static void | |
168 prepare_to_fight(void) | |
169 { | |
170 struct battle *bt = alloc_zero(1, sizeof (*bt)); | |
171 | |
172 // bt->enemies[0].ch = &haunted_wood; | |
173 bt->team[0].ch = &team[0]; | |
174 bt->team[1].ch = &team[1]; | |
175 | |
176 /* Positionate the single ennemy to the left. */ | |
177 align(ALIGN_LEFT, | |
178 &bt->enemies[0].x, &bt->enemies[0].y, haunted_wood.sprite->cellw, haunted_wood.sprite->cellh, | |
179 0, 0, window.w, window.h); | |
180 | |
181 /* Black cat is near the previous monster. */ | |
182 bt->enemies[1].ch = &black_cat; | |
183 bt->enemies[1].x = 500; | |
184 bt->enemies[1].y = 100; | |
185 | |
186 battle_start(bt); | |
187 | |
188 fight_state.data = bt; | |
189 game_switch(&fight_state, false); | |
190 } | |
191 | |
192 | |
193 static void | |
194 empty_handle(struct state *st, const union event *ev) | |
195 { | |
196 (void)st; | |
197 | |
198 switch (ev->type) { | |
199 case EVENT_QUIT: | |
200 game_quit(); | |
201 break; | |
202 case EVENT_KEYDOWN: | |
203 if (ev->key.key == KEY_SPACE) | |
204 prepare_to_fight(); | |
205 break; | |
206 default: | |
207 break; | |
208 } | |
209 } | |
210 | |
211 static void | |
212 empty_draw(struct state *st) | |
213 { | |
214 (void)st; | |
215 | |
216 static const struct label info = { | |
217 .text = "Press <Space> to start a battle.", | |
218 .x = 10, | |
219 .y = 10, | |
220 .flags = LABEL_FLAGS_SHADOW | |
221 }; | |
222 | |
223 painter_set_color(0x4f8fbaff); | |
224 painter_clear(); | |
225 label_draw(&info); | |
226 painter_present(); | |
227 } | |
228 | |
229 static struct state empty_state = { | |
230 .handle = empty_handle, | |
231 .draw = empty_draw | |
232 }; | |
233 | |
234 static void | |
235 fight_handle(struct state *st, const union event *ev) | |
236 { | |
237 battle_handle(st->data, ev); | |
238 } | |
239 | |
240 static void | |
241 fight_update(struct state *st, unsigned int ticks) | |
242 { | |
243 struct battle *bt = st->data; | |
244 | |
245 if (battle_update(bt, ticks)) | |
246 game_switch(&empty_state, false); | |
247 } | |
248 | |
249 static void | |
250 fight_draw(struct state *st) | |
251 { | |
252 painter_set_color(0x000000ff); | |
253 painter_clear(); | |
254 battle_draw(st->data); | |
255 painter_present(); | |
256 } | |
257 | |
258 static void | |
259 fight_finish(struct state *st) | |
260 { | |
261 battle_finish(st->data); | |
262 free(st->data); | |
263 } | |
264 | |
265 static struct state fight_state = { | |
266 .handle = fight_handle, | |
267 .update = fight_update, | |
268 .draw = fight_draw, | |
269 .finish = fight_finish, | |
270 }; | |
271 | |
272 static void | |
273 run(void) | |
274 { | |
275 game_switch(&empty_state, true); | |
276 game_loop(); | |
277 } | |
278 | |
279 static void | |
280 quit(void) | |
281 { | |
282 registry_finish(); | |
283 theme_finish(); | |
284 window_finish(); | |
285 sys_finish(); | |
286 } | |
287 | |
288 int | |
289 main(int argc, char **argv) | |
290 { | |
291 --argc; | |
292 ++argv; | |
293 | |
294 init(); | |
295 run(); | |
296 quit(); | |
297 | |
298 return 0; | |
299 } |