Adoranda/src/battle.c

232 lines
6.1 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include <math.h>
#include <stdlib.h>
#include "engine.h"
#include "battle.h"
#include "util.h"
#include "capacite.h"
#include "player.h"
#include "monster.h"
#include "talkable.h"
#include "draw_util.h"
extern bopti_image_t img_dialogue;
/**
* create a new battle
*/
void create_battle(struct Game *game) {
// game->player->stats.pv = game->player->stats.max_pv;
// reset_pp(game->player);
struct Monster *monster = generate_monster(game);
int status = battle(game->player, monster);
finish_battle(status, game, monster);
}
/**
* Launch the battle
*/
int battle(struct Player *player, struct Monster *monster) {
int tour = 0;
int selection = 0;
int status;
while(1) {
draw_battle(player, monster);
dupdate();
selection = select_move(player, monster, selection);
draw_executed_move(player->moves[selection], monster, 0);
dupdate();
wait_for_input(KEY_SHIFT);
status = execute_move(&player->stats, monster->stats, player->moves[selection], 0);
check_move_status(status, player, monster, 0);
draw_battle(player, monster);
if(player->stats.pv <= 0) {
return LOSE;
}
if(monster->stats->pv <= 0) {
return WIN;
}
struct Move *monster_move = monster_select(player, monster);
draw_executed_move(monster_move, monster, 1);
dupdate();
wait_for_input(KEY_SHIFT);
status = execute_move(&player->stats, monster->stats, monster_move, 1);
check_move_status(status, player, monster, 1);
if(player->stats.pv <= 0) {
return LOSE;
}
if(monster->stats->pv <= 0) {
return WIN;
}
tour++;
}
return LOSE;
}
void check_move_status(int status, struct Player *player, struct Monster *monster, int is_monster) {
char *name = is_monster ? monster->name : "Player";
if(status != SUCCESS) {
draw_battle(player, monster);
switch(status){
case MISS:
draw_status(name, "rate son attaque !");
break;
case HEAL:
draw_status(name, "regagne des PVs !");
break;
case ATK:
draw_status(name, "améliore son attaque !");
break;
case DEF:
draw_status(name, "améliore sa défense !");
break;
case MULTIPLE:
draw_status(name, "améliore ses statistiques !");
break;
case SUPER_EFFECTIVE:
draw_status(name, "utilise une attaque super efficace !");
break;
case LESS_EFFECTIVE:
draw_status(name, "utilise une attaque peu efficace");
break;
case NOT_EFFECTIVE:
draw_status(name, "utilise une attaque non efficace...");
break;
}
dupdate();
wait_for_input(KEY_SHIFT);
}
if(is_crit() && (status == LESS_EFFECTIVE || status == SUPER_EFFECTIVE)) {
draw_status(name, "réalise un coup critique !");
dupdate();
wait_for_input(KEY_SHIFT);
}
}
/*When a battle is finish, compute xp gain and gain level*/
void finish_battle(int status, struct Game *game, struct Monster *monster) {
if(status == WIN) {
//gain d'xp
int xp = ceil((monster->stats->xp*monster->stats->level*1.5)/7);
draw_text(50, DHEIGHT-47, C_BLACK, "Vous remportez %d points d'experience", xp);
dupdate();
wait_for_input(KEY_SHIFT);
add_xp(game->player, xp);
} else if(status == LOSE) {
draw_battle(game->player, monster);
draw_text(50, DHEIGHT-47, C_BLACK, "%s a eu raison de vous !", monster->name);
dupdate();
wait_for_input(KEY_SHIFT);
game->player->stats.pv = 0;
}
//On retire les changements de status en revenant à la base
set_stats_level_from(&game->player->base_stats, &game->player->stats);
free_monster(monster);
}
/**
* Select a move in the list
*/
int select_move(struct Player *player, struct Monster *monster, int prec_selected) {
const int nbMove = get_nb_moves(player);
int selection = prec_selected;
int buffer = keydown(KEY_SHIFT);
while(1) {
clearevents();
selection += keydown(KEY_RIGHT) - keydown(KEY_LEFT);
if(selection > nbMove-1) selection = nbMove-1;
if(selection < 0) selection = 0;
dclear(C_RGB(25,25,25));
draw_battle(player, monster);
draw_ui(player, selection);
dtext(58 + (selection * 130), DHEIGHT-15 , C_RED, "[X]");
dupdate();
if(keydown(KEY_OPTN)) {
draw_stats(player->stats);
dupdate();
wait_for_input(KEY_OPTN);
}
if(keydown(KEY_SHIFT)) {
if(buffer) buffer = 0;
else if(player->moves[selection]->pp > 0) break;
}
if(keydown(KEY_EXIT)) {
break;
}
while(keydown_any(KEY_RIGHT, KEY_LEFT, KEY_SHIFT, KEY_OPTN, 0)) clearevents();
}
return selection;
}
void draw_battle(struct Player *player, struct Monster *monster) {
extern bopti_image_t img_battle;
const int WIDTH_HP = 74;
if(player->stats.pv < 0) player->stats.pv = 0;
if(monster->stats->pv < 0) monster->stats->pv = 0;
dclear(C_RGB(25,25,25));
drect(323, 120, DWIDTH, 125, getTypeFromName(player->stats.type).color);
dimage(0,0,&img_battle);
int posHP = (float)player->stats.pv / player->stats.max_pv * WIDTH_HP;
drect(290,138,290+WIDTH_HP,142,C_WHITE);
int pcolor = (player->stats.pv <= player->stats.max_pv/2 ?
(player->stats.pv <= player->stats.max_pv/4 ?
C_RED :
C_RGB(31,17,0)) :
C_GREEN);
drect(290,138,290+posHP,142,pcolor);
dprint(333,124,C_BLACK,"%d",player->stats.level);
dprint(256,122,C_BLACK,"%d/%d", player->stats.pv, player->stats.max_pv);
int posHPmonster = (float)monster->stats->pv / monster->stats->max_pv * WIDTH_HP;
dprint(2,8,C_BLACK,"%s",monster->name);
drect(48,23,48+WIDTH_HP,27,C_WHITE);
int mcolor = (monster->stats->pv <= monster->stats->max_pv/2 ?
(monster->stats->pv <= monster->stats->max_pv/4 ?
C_RED :
C_RGB(31,17,0)) :
C_GREEN);
drect(48,23,48+posHPmonster,27,mcolor);
dprint(90,9,C_BLACK,"%d",monster->stats->level);
dprint(127,11,C_BLACK,"%d/%d", monster->stats->pv, monster->stats->max_pv);
drect(0,0,84,4,getTypeFromName(monster->stats->type).color);
dimage(265,10,monster->sprite);
}
void draw_executed_move(struct Move *move, struct Monster *monster, int is_monster) {
if(is_monster) {
draw_text(50, DHEIGHT-47, C_BLACK, "%s lance %s !", monster->name, move->name);
} else {
draw_text(50, DHEIGHT-47, C_BLACK, "Vous lancez %s !", move->name);
}
}
void draw_status(char *name, char *message) {
draw_text(50, DHEIGHT-47, C_BLACK, "%s %s", name, message);
}