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#include <stdlib.h>
#include <stddef.h>
#include "../game/game.h"
#include "../movement/movement.h"
#include "../inventory/inventory.h"
#include "../recharge/recharge.h"
#include "../loot/loot.h"
static bool use_broken_sword(struct itemstack *stack)
{
return true;
}
static struct item broken_sword = {
.name = "Broken Sword",
.stackable = false,
.on_use = &use_broken_sword,
.on_destroy = NULL,
.on_create = NULL,
};
static bool use_sword(struct itemstack *stack)
{
if (! is_charged())
return false;
int x, y;
x = player.x;
y = player.y;
dir_to_xy(last_player_move, &x, &y);
struct entity *entity = entity_collision_map[x][y];
if (entity) {
add_health(entity, -1);
if (rand() % 100 == 0)
stack->item = &broken_sword;
recharge(1.0, "⚔ ");
}
return false;
}
static struct item sword = {
.name = "Sword",
.stackable = false,
.on_use = &use_sword,
.on_destroy = NULL,
.on_create = NULL,
};
static void handle_e()
{
struct itemstack *stack = inventory_find(&player_inventory, &sword);
if (stack)
use_sword(stack);
}
__attribute__((constructor)) static void init()
{
inventory_add(&player_inventory, (struct itemstack) {
.item = &sword,
.count = 1,
.meta = NULL,
});
register_input_handler('e', (struct input_handler) {
.run_if_dead = false,
.callback = &handle_e,
});
register_loot((struct loot) {
.chance = 7,
.item = &sword,
.min = 1,
.max = 1,
});
}
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