diff libmlk-adventure/adventure/state/map.c @ 259:16be1ad3ddba

adventure: start working on maps and teleport
author David Demelier <markand@malikania.fr>
date Sun, 06 Dec 2020 11:22:03 +0100
parents
children 60a214ec1ab4
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/libmlk-adventure/adventure/state/map.c	Sun Dec 06 11:22:03 2020 +0100
@@ -0,0 +1,163 @@
+/*
+ * map.c -- map state
+ *
+ * Copyright (c) 2020 David Demelier <markand@malikania.fr>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#include <compat.h>
+
+#include <assert.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include <core/image.h>
+#include <core/painter.h>
+#include <core/panic.h>
+#include <core/state.h>
+
+#include <rpg/map.h>
+#include <rpg/map-file.h>
+
+#include <adventure/actions/teleport.h>
+
+#include "molko.h"
+#include "map.h"
+
+struct self {
+	struct state state;
+	char name[FILENAME_MAX];
+	int origin_x;
+	int origin_y;
+	struct map map;
+	struct map_file map_file;
+};
+
+static void
+load_teleport(struct map *map, int x, int y, int w, int h, const char *value)
+{
+	char name[128] = {0};
+	int origin_x = -1, origin_y = -1;
+
+	sscanf(value, "%127[^|]|%d|%d", name, &origin_x, &origin_y);
+	action_stack_add(&map->astack_par, teleport_new(map, name, x, y, w, h, origin_x, origin_y));
+}
+
+static void
+load_action(struct map *map, int x, int y, int w, int h, const char *value)
+{
+	static const struct {
+		const char *name;
+		void (*load)(struct map *, int, int, int, int, const char *);
+	} table[] = {
+		{ "teleport|", load_teleport }
+	};
+
+	for (size_t i = 0; i < NELEM(table); ++i) {
+		size_t len = strlen(table[i].name);
+
+		if (strncmp(table[i].name, value, len) == 0) {
+			table[i].load(map, x, y, w, h, value + len);
+			break;
+		}
+	}
+}
+
+static void
+start(struct state *state)
+{
+	struct self *self = state->data;
+
+	self->map_file.load_action = load_action;
+
+	if (!map_file_open(&self->map_file, &self->map, molko_path(self->name)))
+		panic();
+
+	/* TODO: find this from team maybe. */
+	if (!image_open(&molko.map_player_texture, molko_path("assets/sprites/john.png")))
+		panic();
+
+	sprite_init(&molko.map_player_sprite, &molko.map_player_texture, 48, 48);
+	self->map.player_sprite = &molko.map_player_sprite;
+
+	/* TODO: add support for saving origin in save. */
+	if (self->origin_x >= 0)
+		self->map.player_x = self->origin_x;
+	if (self->origin_y >= 0)
+		self->map.player_y = self->origin_y;
+
+	if (!map_init(&self->map))
+		panic();
+}
+
+static void
+handle(struct state *state, const union event *ev)
+{
+	struct self *self = state->data;
+
+	map_handle(&self->map, ev);
+}
+
+static void
+update(struct state *state, unsigned int ticks)
+{
+	struct self *self = state->data;
+
+	map_update(&self->map, ticks);
+}
+
+static void
+draw(struct state *state)
+{
+	struct self *self = state->data;
+
+	painter_clear();
+	map_draw(&self->map);
+	painter_present();
+}
+
+static void
+finish(struct state *state)
+{
+	struct self *self = state->data;
+
+	map_finish(&self->map);
+	map_file_finish(&self->map_file);
+
+	free(self);
+}
+
+struct state *
+map_state_new(const char *name, int origin_x, int origin_y)
+{
+	(void)origin_x;
+	(void)origin_y;
+
+	struct self *self;
+
+	self = alloc_new0(sizeof (*self));
+	self->origin_x = origin_x;
+	self->origin_y = origin_y;
+	strlcpy(self->name, name, sizeof (self->name));
+
+	self->state.data = self;
+	self->state.start = start;
+	self->state.handle = handle;
+	self->state.update = update;
+	self->state.draw = draw;
+	self->state.finish = finish;
+
+	return &self->state;
+}