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#include <stdlib.h>
#include "../loot/loot.h"
#include "../game/game.h"
static struct list *loot_list = NULL;
void register_loot(struct loot loot)
{
loot_list = add_element(loot_list, make_buffer(&loot, sizeof(struct loot)));
}
static void loot_step(struct entity *self, struct entity_step_data stepdata)
{
if (stepdata.dx == 0 && stepdata.dy == 0) {
for (struct list *ptr = loot_list; ptr != NULL; ptr = ptr->next) {
struct loot *loot = ptr->element;
if (rand() % loot->chance == 0) {
inventory_add(&player_inventory, (struct itemstack) {
.item = loot->item,
.count = loot->min + (loot->max > loot->min ? rand() % (loot->max - loot->min + 1) : 0),
.meta = NULL,
});
}
}
self->remove = true;
}
}
static struct entity loot_entity = {
.name = "loot",
.x = 0,
.y = 0,
.color = {0},
.use_color = false,
.texture = "🎁",
.remove = false,
.meta = NULL,
.health = 1,
.max_health = 1,
.collide_with_entities = false,
.on_step = &loot_step,
.on_collide = NULL,
.on_collide_with_entity = NULL,
.on_spawn = NULL,
.on_remove = NULL,
.on_death = NULL,
.on_damage = NULL,
};
static void spawn_loot(int x, int y, enum mg_context ctx)
{
spawn(loot_entity, x, y, NULL);
}
__attribute__((constructor)) static void init()
{
register_air_function((struct generator_function) {
.corridor_chance = 0,
.room_chance = 250,
.callback = &spawn_loot,
});
}
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