125 lines
2.5 KiB
C
125 lines
2.5 KiB
C
#include <stdlib.h>
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#include <stddef.h>
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#include "../game/game.h"
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#include "../movement/movement.h"
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#include "../inventory/inventory.h"
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#include "../loot/loot.h"
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struct fireball_data
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{
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double timer;
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int vx;
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int vy;
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};
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static void fireball_spawn(struct entity *self, void *data)
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{
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self->meta = malloc(sizeof(struct fireball_data));
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*((struct fireball_data *) self->meta) = *((struct fireball_data *) data);
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self->color.r = clamp(self->color.r + rand() % 65 - 32, 0, 255);
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self->color.g = clamp(self->color.g + rand() % 65 - 32, 0, 255);
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self->color.b = clamp(self->color.b + rand() % 65 - 32, 0, 255);
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}
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static void fireball_step(struct entity *self, struct entity_step_data stepdata)
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{
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struct fireball_data *data = self->meta;
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if (stepdata.visible && (data->timer -= stepdata.dtime) <= 0.0) {
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data->timer = 0.1;
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move(self, data->vx, data->vy);
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}
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}
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static void fireball_collide(struct entity *self, int x, int y)
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{
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self->remove = true;
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}
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static void fireball_collide_with_entity(struct entity *self, struct entity *other)
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{
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add_health(other, -(3 + rand() % 3));
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self->remove = true;
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}
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static struct entity fireball_entity = {
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.name = "fireball",
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.x = 0,
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.y = 0,
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.color = {0},
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.use_color = true,
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.texture = "⬤ ",
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.remove = false,
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.meta = NULL,
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.health = 1,
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.max_health = 1,
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.collide_with_entities = true,
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.on_step = &fireball_step,
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.on_collide = &fireball_collide,
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.on_collide_with_entity = &fireball_collide_with_entity,
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.on_spawn = &fireball_spawn,
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.on_remove = NULL,
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.on_death = NULL,
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.on_damage = NULL,
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};
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static void shoot_fireball()
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{
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int vx, vy;
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vx = vy = 0;
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dir_to_xy(last_player_move, &vx, &vy);
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spawn(fireball_entity, player.x + vx, player.y + vy, & (struct fireball_data) {
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.timer = 0.1,
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.vx = vx,
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.vy = vy,
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});
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}
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static bool shoot_fireball_item(struct itemstack *stack)
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{
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shoot_fireball();
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return true;
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}
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static struct item fireball_item = {
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.name = "Fireball",
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.stackable = true,
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.on_use = &shoot_fireball_item,
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.on_destroy = NULL,
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.on_create = NULL,
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};
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static void shoot_if_has_fireball()
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{
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if (inventory_remove(&player_inventory, &fireball_item))
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shoot_fireball();
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}
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__attribute__((constructor)) static void init()
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{
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fireball_entity.color = get_color("#FF6611");
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register_input_handler(' ', (struct input_handler) {
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.run_if_dead = false,
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.callback = &shoot_if_has_fireball,
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});
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inventory_add(&player_inventory, (struct itemstack) {
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.item = &fireball_item,
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.count = 7,
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.meta = NULL,
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});
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register_loot((struct loot) {
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.item = &fireball_item,
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.chance = 3,
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.min = 4,
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.max = 7,
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});
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}
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