view examples/example-action/main.c @ 313:dbfe05b88627

cmake: bring back for good It's just too complicated to get portability done right using pure GNU make and since we're targeting more OSes than Linux we have to incorporate some portability bits.
author David Demelier <markand@malikania.fr>
date Wed, 22 Sep 2021 07:19:32 +0200
parents 3638b39ef2bf
children d01e83210ca2
line wrap: on
line source

/*
 * example-action.c -- example on how to use automatic actions
 *
 * 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 <core/action.h>
#include <core/core.h>
#include <core/event.h>
#include <core/game.h>
#include <core/image.h>
#include <core/maths.h>
#include <core/painter.h>
#include <core/panic.h>
#include <core/script.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/theme.h>
#include <ui/ui.h>

#include <rpg/message.h>
#include <rpg/rpg.h>

#define W       1280
#define H       720
#define PATH(r) util_pathf("%s/mlk-adventure/%s", sys_dir(SYS_DIR_DATA), r)

#define MW      (W * 0.75)
#define MX      ((W / 2) - (MW / 2))
#define MY      (100)

/* This is a stack of "parallel" events. */
static struct action_stack events;

/* This is a stack of modal events. */
static struct action_stack modal;

/*
 * Event object for the chest to click on.
 */
static struct {
	struct message msg;
	struct action msg_act;
	int x;
	int y;
	int opened;
	struct texture image;
	struct sprite sprite;
	struct action event;
} chest = {
	.msg = {
		.x = MX,
		.y = MY,
		.w = MW,
		.text = {
			"100000 pièces.",
			"Te voilà riche sale file de crevette."
		}
	}
};

/*
 * Event object for the guide who ask dialog with you.
 *
 * It is a script spawned upon click like this.
 *
 * [guide.event]
 *       |           spawn
 *   (on click)------------------->[message 1]
 *                                      v
 *                                 [message 2]
 *                                      v
 *                                 [question 3]
 *                   spawn              v
 * [response]<---------------------[check result]
 *     v
 * [message 4/5]
 */
static struct {
	struct {
		struct message msg;
		struct action act;
	} msgs[5];

	/* This is the sprite and action to click on. */
	int x;
	int y;
	struct texture image;
	struct sprite sprite;
	struct action event;

	/* This is the event for the response. */
	struct action response;

	struct script script;
	struct action script_act;
} guide = {
	.msgs = {
		{
			.msg = {
				.x = MX,
				.y = MY,
				.w = MW,
				.delay = MESSAGE_DELAY_DEFAULT,
				.flags = MESSAGE_FLAGS_FADEIN,
				.text = {
					"Bienvenue dans ce monde Molko."
				}
			},
		},
		{
			.msg = {
				.x = MX,
				.y = MY,
				.w = MW,
				.text = {
					"Penses tu vraiment pouvoir me battre ?"
				}
			}
		},
		{
			.msg = {
				.x = MX,
				.y = MY,
				.w = MW,
				.flags = MESSAGE_FLAGS_QUESTION,
				.text = {
					"Non j'ai la trouille.",
					"Bien sûr, je suis la légende."
				}
			}
		},

		/* In case of NO. */
		{
			.msg = {
				.x = MX,
				.y = MY,
				.w = MW,
				.text = {
					"Poule mouillée."
				}
			}
		},

		/* In case of YES. */
		{
			.msg = {
				.x = MX,
				.y = MY,
				.w = MW,
				.text = {
					"Prépare toi à souffrir."
				}
			}
		}
	}
};

static int
guide_response_update(struct action *act, unsigned int ticks)
{
	/* Immediately return to get access to end. */
	(void)act;
	(void)ticks;

	return 1;
}

static void
guide_response_end(struct action *act)
{
	(void)act;

	/* We add a final response depending on the result. */
	const int index = guide.msgs[2].msg.index + 3;

	message_action(&guide.msgs[index].msg, &guide.msgs[index].act);
	message_query(&guide.msgs[index].msg, NULL, &guide.msgs[index].msg.h);
	action_stack_add(&modal, &guide.msgs[index].act);
}

static void
guide_popup(void)
{
	/* Prepare the script with first 3 messages. */
	for (size_t i = 0; i < 3; ++i) {
		message_action(&guide.msgs[i].msg, &guide.msgs[i].act);
		message_query(&guide.msgs[i].msg, NULL, &guide.msgs[i].msg.h);
		script_append(&guide.script, &guide.msgs[i].act);
	}

	/* Reset the message index. */
	guide.msgs[2].msg.index = 0;

	/* This is final action that analyze user input. */
	guide.response.update = guide_response_update;
	guide.response.end = guide_response_end;
	script_append(&guide.script, &guide.response);

	script_action(&guide.script, &guide.script_act);
	action_stack_add(&modal, &guide.script_act);
}

static void
guide_handle(struct action *act, const union event *ev)
{
	(void)act;

	if (!action_stack_completed(&modal))
		return;

	switch (ev->type) {
	case EVENT_CLICKDOWN:
		if (maths_is_boxed(guide.x, guide.y,
		    guide.sprite.cellw, guide.sprite.cellh,
		    ev->click.x, ev->click.y))
			guide_popup();
		break;
	default:
		break;
	}
}

static void
guide_draw(struct action *act)
{
	(void)act;

	sprite_draw(&guide.sprite, 0, 0, guide.x, guide.y);
}

static void
guide_init(void)
{
	if (image_open(&guide.image, PATH("sprites/people.png")) < 0)
		panic();

	sprite_init(&guide.sprite, &guide.image, 48, 48);

	/* This is the global guide action. */
	guide.event.handle = guide_handle;
	guide.event.draw = guide_draw;
	guide.x = 200;
	guide.y = 200;
}

static void
chest_handle(struct action *act, const union event *ev)
{
	(void)act;

	if (chest.opened || !action_stack_completed(&modal))
		return;

	switch (ev->type) {
	case EVENT_CLICKDOWN:
		if (maths_is_boxed(chest.x, chest.y, chest.sprite.cellw, chest.sprite.cellh,
		    ev->click.x, ev->click.y)) {
			chest.opened = 1;
			message_action(&chest.msg, &chest.msg_act);
			message_query(&chest.msg, NULL, &chest.msg.h);
			action_stack_add(&modal, &chest.msg_act);
		}
	default:
		break;
	}
}

static void
chest_draw(struct action *act)
{
	(void)act;

	const int row = chest.opened ? chest.sprite.nrows - 1 : 0;
	const int col = chest.opened ? chest.sprite.ncols - 1 : 0;

	sprite_draw(&chest.sprite, row, col, chest.x, chest.y);
}

static void
chest_init(void)
{
	if (image_open(&chest.image, PATH("sprites/chest.png")) < 0)
		panic();

	sprite_init(&chest.sprite, &chest.image, 32, 32);

	chest.x = 100;
	chest.y = 100;
	chest.event.handle = chest_handle;
	chest.event.draw = chest_draw;
}

static void
init(void)
{
	if (core_init("fr.malikania", "actions") < 0 || ui_init() < 0 || rpg_init() < 0)
		panic();
	if (window_open("Example - Action", W, H) < 0)
		panic();

	guide_init();
	chest_init();
}

static void
handle(struct state *st, const union event *ev)
{
	(void)st;

	switch (ev->type) {
	case EVENT_QUIT:
		game_quit();
		break;
	default:
		action_stack_handle(&events, ev);
		action_stack_handle(&modal, ev);
		break;
	}
}

static void
update(struct state *st, unsigned int ticks)
{
	(void)st;

	action_stack_update(&events, ticks);
	action_stack_update(&modal, ticks);
}

static void
draw(struct state *st)
{
	(void)st;

	painter_set_color(0xffffffff);
	painter_clear();
	action_stack_draw(&events);
	action_stack_draw(&modal);
	painter_present();
}

static void
run(void)
{
	struct state state = {
		.handle = handle,
		.update = update,
		.draw = draw
	};

	action_stack_add(&events, &chest.event);
	action_stack_add(&events, &guide.event);

	game_push(&state);
	game_loop();
}

static void
quit(void)
{
	window_finish();
	rpg_finish();
	ui_finish();
	core_finish();
}

int
main(int argc, char **argv)
{
	(void)argc;
	(void)argv;

	init();
	run();
	quit();

	return 0;
}