Mercurial > molko
comparison examples/example/spell-fire.c @ 414:6947c1fefe5c
misc: extreme cleanup
- Remove of Javascript binding for many reasons.
- Put examples and tests in GNU make.
- Create a library with shared example code.
author | David Demelier <markand@malikania.fr> |
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date | Sun, 09 Oct 2022 13:51:03 +0200 |
parents | examples/example-battle/spell-fire.c@14ce7c4871e3 |
children | 8f59201dc76b |
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413:222045c513ec | 414:6947c1fefe5c |
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1 /* | |
2 * spell-fire.c -- example of spell: fire | |
3 * | |
4 * Copyright (c) 2020-2022 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/drawable.h> | |
24 #include <core/alloc.h> | |
25 | |
26 #include <ui/align.h> | |
27 | |
28 #include <rpg/battle-state-check.h> | |
29 #include <rpg/battle-state-rendering.h> | |
30 #include <rpg/battle.h> | |
31 #include <rpg/character.h> | |
32 #include <rpg/spell.h> | |
33 | |
34 #include "registry.h" | |
35 #include "spell-fire.h" | |
36 | |
37 struct self { | |
38 struct battle *battle; | |
39 struct character *target; | |
40 struct animation animation; | |
41 struct drawable drawable; | |
42 unsigned int selection; | |
43 }; | |
44 | |
45 static int | |
46 update(struct drawable *dw, unsigned int ticks) | |
47 { | |
48 struct self *self = dw->data; | |
49 | |
50 return animation_update(&self->animation, ticks); | |
51 } | |
52 | |
53 static void | |
54 draw(struct drawable *dw) | |
55 { | |
56 const struct self *self = dw->data; | |
57 const struct battle_entity *et = self->battle->enemies[self->selection]; | |
58 const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; | |
59 int x, y; | |
60 | |
61 align(ALIGN_CENTER, | |
62 &x, &y, self->animation.sprite->cellw, self->animation.sprite->cellh, | |
63 et->x, et->y, sprite->cellw, sprite->cellh); | |
64 | |
65 animation_draw(&self->animation, x, y); | |
66 } | |
67 | |
68 static void | |
69 end(struct drawable *dw) | |
70 { | |
71 struct self *self = dw->data; | |
72 struct character *ch = self->battle->enemies[self->selection]->ch; | |
73 | |
74 /* TODO: compute damage. */ | |
75 const unsigned int damage = 100; | |
76 | |
77 if ((unsigned int)ch->hp < damage) | |
78 ch->hp = 0; | |
79 else | |
80 ch->hp -= damage; | |
81 | |
82 battle_indicator_hp(self->battle, self->battle->enemies[self->selection]->ch, 100); | |
83 battle_state_check(self->battle); | |
84 } | |
85 | |
86 static void | |
87 finish(struct drawable *dw) | |
88 { | |
89 free(dw->data); | |
90 } | |
91 | |
92 static void | |
93 fire_select(const struct battle *bt, struct selection *slt) | |
94 { | |
95 slt->index_side = 0; | |
96 | |
97 selection_first(slt, bt); | |
98 } | |
99 | |
100 static void | |
101 fire_action(struct battle *bt, struct character *owner, const struct selection *slt) | |
102 { | |
103 struct self *self; | |
104 | |
105 (void)owner; | |
106 | |
107 self = alloc_new0(sizeof (*self)); | |
108 self->selection = slt->index_character; | |
109 self->battle = bt; | |
110 self->drawable.data = self; | |
111 self->drawable.update = update; | |
112 self->drawable.draw = draw; | |
113 self->drawable.finish = finish; | |
114 self->drawable.end = end; | |
115 | |
116 animation_init(&self->animation, ®istry_sprites[REGISTRY_TEXTURE_EXPLOSION], 12); | |
117 animation_start(&self->animation); | |
118 | |
119 sound_play(®istry_sounds[REGISTRY_SOUND_FIRE]); | |
120 battle_state_rendering(bt, &self->drawable); | |
121 } | |
122 | |
123 const struct spell spell_fire = { | |
124 .name = "Fire", | |
125 .description = "A delicate fire.", | |
126 .mp = 5, | |
127 .type = SPELL_TYPE_FIRE, | |
128 .select = fire_select, | |
129 .select_kind = SELECTION_KIND_ONE, | |
130 .select_side = SELECTION_SIDE_ENEMY, | |
131 .action = fire_action | |
132 }; |