Mercurial > molko
comparison examples/battle/spell-fire.c @ 192:4ad7420ab678
rpg: add minimalist battle system, continue #2477 @60h
- Implement battle as states,
- Add basic support for spells (no calculation yet),
- Add won/lost state,
- Add animations and messages,
- Add order.
author | David Demelier <markand@malikania.fr> |
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date | Sat, 07 Nov 2020 16:00:39 +0100 |
parents | |
children | d3ef968745f5 |
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191:633a25df450e | 192:4ad7420ab678 |
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1 /* | |
2 * spell-fire.c -- example of spell: fire | |
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 <stdlib.h> | |
20 | |
21 #include <core/action.h> | |
22 #include <core/animation.h> | |
23 #include <core/alloc.h> | |
24 | |
25 #include <ui/align.h> | |
26 | |
27 #include <rpg/battle.h> | |
28 #include <rpg/character.h> | |
29 #include <rpg/spell.h> | |
30 | |
31 #include "registry.h" | |
32 #include "spell-fire.h" | |
33 | |
34 struct data { | |
35 struct battle *battle; | |
36 struct animation animation; | |
37 struct action action; | |
38 unsigned int selection; | |
39 }; | |
40 | |
41 static bool | |
42 update(struct action *act, unsigned int ticks) | |
43 { | |
44 struct data *data = act->data; | |
45 | |
46 return animation_update(&data->animation, ticks); | |
47 } | |
48 | |
49 static void | |
50 draw(struct action *act) | |
51 { | |
52 const struct data *data = act->data; | |
53 const struct battle_entity *et = &data->battle->enemies[data->selection]; | |
54 int x, y; | |
55 | |
56 align(ALIGN_CENTER, | |
57 &x, &y, data->animation.sprite->cellw, data->animation.sprite->cellh, | |
58 et->x, et->y, et->ch->sprite->cellw, et->ch->sprite->cellh); | |
59 | |
60 animation_draw(&data->animation, x, y); | |
61 } | |
62 | |
63 static void | |
64 end(struct action *act) | |
65 { | |
66 struct data *data = act->data; | |
67 struct character *ch = data->battle->enemies[data->selection].ch; | |
68 | |
69 /* TODO: compute damage. */ | |
70 const unsigned int damage = 100; | |
71 if ((unsigned int)ch->hp < damage) | |
72 ch->hp = 0; | |
73 else | |
74 ch->hp -= damage; | |
75 | |
76 battle_indicator_hp(data->battle, data->battle->enemies[data->selection].ch, 100); | |
77 } | |
78 | |
79 static void | |
80 finish(struct action *act) | |
81 { | |
82 free(act->data); | |
83 } | |
84 | |
85 static void | |
86 fire_action(struct battle *bt, struct character *owner, unsigned int selection) | |
87 { | |
88 struct data *data; | |
89 | |
90 (void)owner; | |
91 | |
92 data = alloc_zero(1, sizeof (*data)); | |
93 data->battle = bt; | |
94 data->selection = selection; | |
95 data->action.data = data; | |
96 data->action.update = update; | |
97 data->action.draw = draw; | |
98 data->action.finish = finish; | |
99 data->action.end = end; | |
100 | |
101 animation_init(&data->animation, ®istry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12); | |
102 animation_start(&data->animation); | |
103 | |
104 sound_play(®istry_sounds[REGISTRY_SOUND_FIRE]); | |
105 | |
106 action_stack_add(&bt->actions[0], &data->action); | |
107 } | |
108 | |
109 const struct spell spell_fire = { | |
110 .name = "Fire", | |
111 .description = "A delicate fire.", | |
112 .mp = 5, | |
113 .type = SPELL_TYPE_FIRE, | |
114 .selection = SELECTION_ENEMY_ONE, | |
115 .action = fire_action | |
116 }; |