Mercurial > molko
diff src/libmlk-adventure/adventure/action/teleport.c @ 320:8f9937403749
misc: improve loading of data
author | David Demelier <markand@malikania.fr> |
---|---|
date | Fri, 01 Oct 2021 20:30:00 +0200 |
parents | libmlk-adventure/adventure/action/teleport.c@d01e83210ca2 |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/libmlk-adventure/adventure/action/teleport.c Fri Oct 01 20:30:00 2021 +0200 @@ -0,0 +1,124 @@ +/* + * teleport.c -- teleport contact + * + * Copyright (c) 2020-2021 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 <assert.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include <core/action.h> +#include <core/alloc.h> +#include <core/maths.h> +#include <core/painter.h> +#include <core/panic.h> +#include <core/texture.h> +#include <core/window.h> + +#include <rpg/map.h> + +#include <adventure/molko.h> + +#include "teleport.h" + +static void +draw(struct action *act) +{ + struct teleport *tp = act->data; + + texture_set_blend_mode(&tp->overlay, TEXTURE_BLEND_BLEND); + texture_set_alpha_mod(&tp->overlay, tp->alpha); + + PAINTER_BEGIN(&tp->overlay); + painter_set_color(0x000000ff); + painter_clear(); + PAINTER_END(); + + texture_draw(&tp->overlay, 0, 0); +} + +static int +update_fadeout(struct action *act, unsigned int ticks) +{ + struct teleport *tp = act->data; + + tp->elapsed += ticks; + + if (tp->elapsed >= 10) { + if (tp->alpha >= 255) { + molko_teleport(tp->destination, tp->origin_x, tp->origin_y); + return 1; + } + + tp->elapsed = 0; + tp->alpha += 5; + } + + return 0; +} + +static int +update_touch(struct action *act, unsigned int ticks) +{ + (void)ticks; + + struct teleport *tp = act->data; + const int x = tp->x - tp->map->player_sprite->cellw; + const int y = tp->y - tp->map->player_sprite->cellh; + const unsigned int w = tp->w + tp->map->player_sprite->cellw; + const unsigned int h = tp->h + tp->map->player_sprite->cellh; + + if (maths_is_boxed(x, y, w, h, tp->map->player_x, tp->map->player_y)) { + /* Stop movement and disable input. */ + tp->map->player_movement = 0; + game.inhibit = INHIBIT_STATE_INPUT; + + /* + * We change our update function and add a draw function that + * fade the screen out. + */ + if (texture_new(&tp->overlay, window.w, window.h) < 0) + panic(); + + act->update = update_fadeout; + act->draw = draw; + } + + return 0; +} + +static void +finish(struct action *act) +{ + struct teleport *tp = act->data; + + texture_finish(&tp->overlay); + + free(act->data); +} + +struct action * +teleport_action(struct teleport *tp) +{ + assert(tp); + + tp->action.data = tp; + tp->action.update = update_touch; + tp->action.finish = finish; + + return &tp->action; +}