dos33fsprogs/gr-sim/tfv/tfv_battle.c
2018-06-29 00:02:40 -04:00

424 lines
7.2 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include "gr-sim.h"
#include "tfv_utils.h"
#include "tfv_zp.h"
#include "tfv_sprites.h"
#include "tfv_backgrounds.h"
/* Do Battle */
/* Metrocat Easter Egg (summon?) */
/* Environment: grass, beach, forest, ice */
/* Enemies: HP ATTACK WEAKNESS RESIST */
/* Killer Crab RND-32 PINCH MALAISE FIRE
Plain Fish BUBBLE FIRE ICE
Evil Tree RND-16 LEAVE FIRE ICE
Wood Elf SING MALAISE BOLT
Giant Bee RND-64 BUZZSAW ICE NONE
Procrastinon RND-32 PUTOFF NONE MALAISE
Ice Fish RND-32 AUGER FIRE ICE
EvilPenguin WADDLE FIRE ICE
*/
/* Battle.
Forest? Grassland? Artic? Ocean?
ATTACK REST
MAGIC LIMIT
SUMMON RUN
SUMMONS -> METROCAT
MAGIC -> HEAL FIRE
ICE MALAISE
BOLT
LIMIT -> SLICE ZAP
DROP
1 2 3
0123456789012345678901234567890123456789|
----------------------------------------|
| HP LIMIT | -> FIGHT/LIMIT 21
KILLER CRAB | DEATER 128/255 128 | ZAP 22
| | REST 23
| | RUN AWAY 24
Sound effects?
List hits
****** ** **** **** ** ** ****** **** ****** ****** ******
** ** **** ** ** ** ** ** ** ** ** ** ** **
** ** ** **** **** ****** **** ****** ** ****** ******
** ** ** ** ** ** ** ** ** ** ** ** **
****** ****** ****** **** ** **** ****** ** ****** **
*/
/* Background depend on map location? */
/* Room for guinea pig in party? */
/* Attacks -> HIT, ZAP, HEAL, RUNAWAY */
#define MAGIC_NONE 0
#define MAGIC_FIRE 1
#define MAGIC_ICE 2
#define MAGIC_MALAISE 4
#define MAGIC_BOLT 8
#define MAGIC_HEAL 16
struct enemy_type {
char *name;
int hp_base,hp_mask;
char *attack_name;
int weakness,resist;
unsigned char *sprite;
};
static struct enemy_type enemies[8]={
[0]= {
.name="Killer Crab",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Pinch",
.weakness=MAGIC_MALAISE,
.resist=MAGIC_FIRE,
.sprite=killer_crab,
},
[1]= {
.name="Plain Fish",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Bubble",
.weakness=MAGIC_FIRE,
.resist=MAGIC_ICE,
.sprite=killer_crab,
},
[2]= {
.name="Evil Tree",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Leaves",
.weakness=MAGIC_FIRE,
.resist=MAGIC_ICE,
.sprite=killer_crab,
},
[3]= {
.name="Wood Elf",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Song",
.weakness=MAGIC_MALAISE,
.resist=MAGIC_BOLT|MAGIC_HEAL,
.sprite=killer_crab,
},
[4]= {
.name="Giant Bee",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Buzzsaw",
.weakness=MAGIC_ICE,
.resist=MAGIC_NONE,
.sprite=killer_crab,
},
[5]= {
.name="Procrastinon",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Putoff",
.weakness=MAGIC_NONE,
.resist=MAGIC_MALAISE,
.sprite=killer_crab,
},
[6]= {
.name="Ice Fish",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Auger",
.weakness=MAGIC_FIRE,
.resist=MAGIC_ICE,
.sprite=killer_crab,
},
[7]= {
.name="Evil Penguin",
.hp_base=10,
.hp_mask=0x1f,
.attack_name="Waddle",
.weakness=MAGIC_FIRE,
.resist=MAGIC_ICE,
.sprite=killer_crab,
},
};
static int attack(int enemy_x,int enemy_type) {
int ax=34;
while(ax>10) {
gr_copy_to_current(0xc00);
if (ax&1) {
grsim_put_sprite(tfv_stand_left,ax,20);
}
else {
grsim_put_sprite(tfv_walk_left,ax,20);
}
grsim_put_sprite(tfv_led_sword,ax-5,20);
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
page_flip();
ax-=1;
usleep(20000);
}
return 10;
}
static int enemy_attack(int enemy_x,int enemy_type,int tfv_x) {
int ax=enemy_x;
while(ax<30) {
// put attack name on
// occasionally attack with that enemy's power?
// occasionally heal self?
gr_copy_to_current(0xc00);
// draw first so behind enemy
grsim_put_sprite(tfv_stand_left,tfv_x,20);
grsim_put_sprite(tfv_led_sword,tfv_x-5,20);
if (ax&1) {
grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
}
else {
grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
}
page_flip();
ax+=1;
usleep(20000);
}
return 10;
}
static int victory_dance(void) {
int ax=34;
int i;
int saved_drawpage;
saved_drawpage=ram[DRAW_PAGE];
ram[DRAW_PAGE]=PAGE2; // 0xc00
clear_bottom();
vtab(21);
htab(10);
move_cursor();
print("EXPERIENCE +2");
experience+=2;
vtab(22);
htab(10);
move_cursor();
print("MONEY +1");
money+=1;
ram[DRAW_PAGE]=saved_drawpage;
for(i=0;i<50;i++) {
gr_copy_to_current(0xc00);
if (i&1) {
grsim_put_sprite(tfv_stand_left,ax,20);
}
else {
grsim_put_sprite(tfv_walk_left,ax,20);
}
page_flip();
usleep(100000);
}
return 0;
}
static int draw_battle_bottom(int enemy_type) {
int i;
clear_bottom();
ram[DRAW_PAGE]=PAGE2; // 0xc00
vtab(22);
htab(1);
move_cursor();
print(enemies[enemy_type].name);
vtab(21);
htab(27);
move_cursor();
print("HP");
vtab(21);
htab(34);
move_cursor();
print("LIMIT");
vtab(22);
htab(15);
move_cursor();
print("DEATER");
vtab(22);
htab(24);
move_cursor();
print_byte(hp);
print("/");
print_byte(max_hp);
/* Draw Limit break bargraph */
ram[COLOR]=0x20;
hlin_double(ram[DRAW_PAGE],33,33+limit,42);
ram[COLOR]=0xa0;
hlin_double_continue(5-limit);
/* Draw inverse separator */
ram[COLOR]=0x20;
for(i=40;i<50;i+=2) {
hlin_double(ram[DRAW_PAGE],12,12,i);
}
return 0;
}
int do_battle(void) {
int i,ch;
int enemy_x=2;
int enemy_type=0;
int saved_drawpage;
int enemy_hp=0;
int ax=34;
int battle_count=50;
int enemy_count=30;
/* Setup Enemy */
// enemy_type=X
// random, with weight toward proper terrain
/* Setup Enemy HP */
enemy_hp=enemies[enemy_type].hp_base+
(rand()&enemies[enemy_type].hp_mask);
saved_drawpage=ram[DRAW_PAGE];
draw_battle_bottom(enemy_type);
/* Draw background */
/* Draw sky */
color_equals(COLOR_MEDIUMBLUE);
for(i=0;i<10;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
/* Draw ground */
/* FIXME: base on map location */
color_equals(COLOR_LIGHTGREEN);
for(i=10;i<40;i++) {
hlin_double(ram[DRAW_PAGE],0,39,i);
}
ram[DRAW_PAGE]=saved_drawpage;
while(1) {
gr_copy_to_current(0xc00);
grsim_put_sprite(tfv_stand_left,ax,20);
grsim_put_sprite(tfv_led_sword,ax-5,20);
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
page_flip();
usleep(100000);
ch=grsim_input();
if (ch=='q') return 0;
if (enemy_count==0) {
hp-=enemy_attack(enemy_x,enemy_type,ax);
// decrement HP
// update limit count
// redraw bottom
enemy_count=50;
}
else {
enemy_count--;
}
if (battle_count==0) {
if (ch==' ') {
enemy_hp-=attack(enemy_x,enemy_type);
battle_count=50;
}
} else {
battle_count--;
}
if (enemy_hp<0) {
victory_dance();
break;
}
}
ram[DRAW_PAGE]=PAGE0;
clear_bottom();
ram[DRAW_PAGE]=PAGE1;
clear_bottom();
return 0;
}