Mercurial > molko
view src/libmlk-adventure/adventure/action/teleport.c @ 320:8f9937403749
misc: improve loading of data
author | David Demelier <markand@malikania.fr> |
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date | Fri, 01 Oct 2021 20:30:00 +0200 |
parents | libmlk-adventure/adventure/action/teleport.c@d01e83210ca2 |
children |
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/* * 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; }