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#include <stdlib.h>
#include <stddef.h>
#include "../game/game.h"
static struct entity fireball;
struct fireball_data
{
double timer;
int vx;
int vy;
};
static void fireball_spawn(struct entity *self, void *data)
{
self->meta = malloc(sizeof(struct fireball_data));
*((struct fireball_data *) self->meta) = *((struct fireball_data *) data);
self->color.r = clamp(self->color.r + rand() % 65 - 32, 0, 255);
self->color.g = clamp(self->color.g + rand() % 65 - 32, 0, 255);
self->color.b = clamp(self->color.b + rand() % 65 - 32, 0, 255);
}
static void fireball_step(struct entity *self, struct entity_step_data stepdata)
{
struct fireball_data *data = self->meta;
if (stepdata.visible && (data->timer -= stepdata.dtime) <= 0.0) {
data->timer = 0.1;
move(self, data->vx, data->vy);
}
}
static void fireball_collide(struct entity *self, int x, int y)
{
(void) x, y;
self->remove = true;
}
static void fireball_collide_with_entity(struct entity *self, struct entity *other)
{
add_health(other, -(1 + rand() % 3));
self->remove = true;
}
static bool try_shoot(int x, int y, int vx, int vy)
{
x += vx;
y += vy;
return spawn(fireball, x, y, & (struct fireball_data) {
.timer = 0.1,
.vx = vx,
.vy = vy,
});
}
static void shoot_fireball()
{
int x, y;
x = player.x;
y = player.y;
for (int tries = 10; tries > 0; tries--) {
int vx, vy;
vx = vy = 0;
dir_to_xy(rand() % 4, &vx, &vy);
if (try_shoot(x, y, vx, vy))
return;
}
}
__attribute__((constructor)) static void init()
{
fireball = (struct entity) {
.name = "fireball",
.x = 0,
.y = 0,
.color = get_color("#FF6611"),
.texture = "⬤ ",
.remove = false,
.meta = NULL,
.health = 1,
.max_health = 1,
.collide_with_entities = true,
.on_step = &fireball_step,
.on_collide = &fireball_collide,
.on_collide_with_entity = &fireball_collide_with_entity,
.on_spawn = &fireball_spawn,
.on_remove = NULL,
.on_death = NULL,
.on_damage = NULL,
};
register_input_handler(' ', (struct input_handler) {
.run_if_dead = false,
.callback = &shoot_fireball,
});
}
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