Mercurial > molko
view 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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/* * example-battle.c -- show how to use battle * * 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 <assert.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <core/alloc.h> #include <core/core.h> #include <core/event.h> #include <core/game.h> #include <core/image.h> #include <core/painter.h> #include <core/panic.h> #include <core/sprite.h> #include <core/state.h> #include <core/sys.h> #include <core/texture.h> #include <core/util.h> #include <core/window.h> #include <ui/align.h> #include <ui/label.h> #include <ui/theme.h> #include <ui/ui.h> #include <rpg/character.h> #include <rpg/battle.h> #include <rpg/rpg.h> #include <rpg/spell.h> #include "registry.h" #include "spell-fire.h" #define W 1280 #define H 720 static void adventurer_reset(struct character *ch) { /* TODO: this function should compute the attack thanks to the level. */ ch->hpmax = 120; ch->mpmax = 50; ch->atk = 50; ch->def = 50; ch->agt = 50; ch->luck = 50; } static void haunted_wood_reset(struct character *ch) { ch->hpmax = ch->hp = 2000; ch->mpmax = ch->mp = 250; ch->atk = 178; ch->def = 80; ch->agt = 80; ch->luck = 100; } static void black_cat_reset(struct character *ch) { ch->hpmax = ch->hp = 126; ch->mpmax = ch->mp = 38; ch->atk = 22; ch->def = 19; ch->agt = 21; ch->luck = 14; } static struct character team[] = { { .name = "Molko", .type = "Adventurer", .level = 1, .hp = 120, .mp = 50, .reset = adventurer_reset, .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], .spells = { &spell_fire } }, { .name = "Fake Molko", .type = "Adventurer", .level = 1, .hp = 120, .mp = 50, .reset = adventurer_reset, .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], .spells = { &spell_fire } } }; static void haunted_wood_strat(struct character *ch, struct battle *bt) { (void)ch; /* TODO: Select randomly. */ battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); } static void black_cat_strat(struct character *ch, struct battle *bt) { (void)ch; /* TODO: Select randomly. */ battle_attack(bt, bt->order_cur->ch, bt->team[0].ch); } static struct character haunted_wood = { .name = "Haunted Wood", .type = "Wood", .level = 30, .reset = haunted_wood_reset, .sprite = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], .exec = haunted_wood_strat }; static struct character black_cat = { .name = "Black Cat", .type = "Cat", .level = 6, .reset = black_cat_reset, .sprite = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], .exec = black_cat_strat }; static void init(void) { if (!core_init() || !ui_init() || !rpg_init()) panic(); if (!window_open("Example - Battle", W, H)) panic(); registry_init(); /* Set cursor in default theme. */ theme_default()->sprites[THEME_SPRITE_CURSOR] = ®istry_sprites[REGISTRY_TEXTURE_CURSOR]; } static struct state fight_state; static void prepare_to_fight(void) { struct battle *bt = alloc_zero(1, sizeof (*bt)); // bt->enemies[0].ch = &haunted_wood; bt->team[0].ch = &team[0]; bt->team[1].ch = &team[1]; /* Positionate the single ennemy to the left. */ align(ALIGN_LEFT, &bt->enemies[0].x, &bt->enemies[0].y, haunted_wood.sprite->cellw, haunted_wood.sprite->cellh, 0, 0, window.w, window.h); /* Black cat is near the previous monster. */ bt->enemies[1].ch = &black_cat; bt->enemies[1].x = 500; bt->enemies[1].y = 100; battle_start(bt); fight_state.data = bt; game_switch(&fight_state, false); } static void empty_handle(struct state *st, const union event *ev) { (void)st; switch (ev->type) { case EVENT_QUIT: game_quit(); break; case EVENT_KEYDOWN: if (ev->key.key == KEY_SPACE) prepare_to_fight(); break; default: break; } } static void empty_draw(struct state *st) { (void)st; static const struct label info = { .text = "Press <Space> to start a battle.", .x = 10, .y = 10, .flags = LABEL_FLAGS_SHADOW }; painter_set_color(0x4f8fbaff); painter_clear(); label_draw(&info); painter_present(); } static struct state empty_state = { .handle = empty_handle, .draw = empty_draw }; static void fight_handle(struct state *st, const union event *ev) { battle_handle(st->data, ev); } static void fight_update(struct state *st, unsigned int ticks) { struct battle *bt = st->data; if (battle_update(bt, ticks)) game_switch(&empty_state, false); } static void fight_draw(struct state *st) { painter_set_color(0x000000ff); painter_clear(); battle_draw(st->data); painter_present(); } static void fight_finish(struct state *st) { battle_finish(st->data); free(st->data); } static struct state fight_state = { .handle = fight_handle, .update = fight_update, .draw = fight_draw, .finish = fight_finish, }; static void run(void) { game_switch(&empty_state, true); game_loop(); } static void quit(void) { registry_finish(); theme_finish(); window_finish(); sys_finish(); } int main(int argc, char **argv) { --argc; ++argv; init(); run(); quit(); return 0; }