Mercurial > molko
view libmlk-adventure/adventure/molko.c @ 290:9948e288925b
rpg: add support for items in battle
author | David Demelier <markand@malikania.fr> |
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date | Fri, 08 Jan 2021 12:56:10 +0100 |
parents | 63d9fb56c609 |
children | aec448037320 |
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/* * molko.c -- main structure for Molko's Adventure * * 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 <stddef.h> #include <setjmp.h> #include <string.h> #include <locale.h> #include <core/clock.h> #include <core/core.h> #include <core/event.h> #include <core/image.h> #include <core/panic.h> #include <core/sys.h> #include <core/trace.h> #include <core/translate.h> #include <core/util.h> #include <core/window.h> #include <ui/ui.h> #include <rpg/rpg.h> #include <adventure/state/battle.h> #include <adventure/state/panic.h> #include <adventure/state/splashscreen.h> #include <adventure/state/mainmenu.h> #include <adventure/state/map.h> #include "assets.h" #include "molko.h" #include "trace_hud.h" #define WINDOW_WIDTH 1280 #define WINDOW_HEIGHT 720 #include "character/neth.h" #include "item/potion.h" static jmp_buf panic_buf; struct molko molko; static void crash(void) { longjmp(panic_buf, 1); } void molko_init(void) { setlocale(LC_ALL, ""); if (!core_init("fr.malikania", "molko") || !ui_init() || !rpg_init()) panic(); translate_init("libmlk-adventure"); if (!window_open("Molko's Adventure", WINDOW_WIDTH, WINDOW_HEIGHT)) panic(); /* * From here, we can setup our panic state which requires a window * to be running. */ /* Init unrecoverable panic state. */ molko.panic = state_panic_new(); panic_handler = crash; trace_handler = trace_hud_handler; /* Init other stuff. */ assets_init(); /* Start to splash. */ #if 0 // TODO: put back this. game_switch(state_splashscreen_ne(), true); #else game_switch(state_mainmenu_new(), true); molko.team.members[0] = &character_neth; molko.team.members[1] = &character_neth; inventory_add(&molko.inventory, &item_potion, 100); molko_teleport("maps/map-world.map", -1, -1); #endif } void molko_run(void) { if (setjmp(panic_buf) == 0) { /* Initial game run. */ game_loop(); } else { /* Clear event queue to avoid accidental key presses. */ for (union event ev; event_poll(&ev); ) continue; game_switch(molko.panic, true); game_loop(); } } void molko_teleport(const char *map, int origin_x, int origin_y) { molko.state = MOLKO_STATE_MAP; game_switch(state_map_new(map, origin_x, origin_y), false); game.inhibit = INHIBIT_NONE; } void molko_fight(struct battle *bt) { molko.state = MOLKO_STATE_BATTLE; game_switch(state_battle_new(bt), false); } const char * molko_path(const char *file) { assert(file); return util_pathf("%s/mlk-adventure/%s", sys_dir(SYS_DIR_DATA), file); } void molko_finish(void) { window_finish(); rpg_finish(); ui_finish(); core_finish(); }