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battle.c
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228 lines (214 loc) · 4.48 KB
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int batOptIndex = 1; // which of the four battle options is selected
bool inBattle;
int battleDialogue;
enemy currEnemy;
void initBattle()
{
inBattle = TRUE;
battleDialogue = BAT_ENTRY;
// TODO init Enemy using file
currEnemy.attack = 6;
currEnemy.defense= 6;
currEnemy.maxhp = currEnemy.hp = 6;
currEnemy.speed = 6;
currEnemy.experience = 10;
currEnemy.money = 2;
strcpy(currEnemy.name, "Angry Customer");
}
void updateBattle(int key)
{
if(inBattle && !battleDialogue)
{
switch(key)
{
case KEY_UP:
if(batOptIndex > BAT_ATTACK) batOptIndex--;
break;
case KEY_DOWN:
if(batOptIndex < BAT_FLEE) batOptIndex++;
break;
case KEY_LEFT:
if(batOptIndex > BAT_DEFEND) batOptIndex -=2;
break;
case KEY_RIGHT:
if(batOptIndex < BAT_ITEMS) batOptIndex +=2;
break;
case 'z':
chooseBatOption();
break;
case 'x':
setState(GAME);
break;
default:
break;
}
}
else if(inBattle && battleDialogue)
{
switch(key)
{
case 'z':
case 'x':
if(battleDialogue == BAT_VICTORY)
{
chad.experience += currEnemy.experience;
chad.money += currEnemy.money;
if(chad.level < calcLevel(chad.experience))
{
chad.level = calcLevel(chad.experience);
chad.maxhp = chad.hp = calcHP(chad.level);
battleDialogue = BAT_LVL_UP;
}
else
{
setState(getPrevState());
battleDialogue = 0;
}
}
else if(battleDialogue == BAT_LVL_UP)
{
setState(getPrevState());
battleDialogue = 0;
}
else battleDialogue = 0;
break;
default:
break;
}
}
else
{
setState(getPrevState());
}
}
void renderBattle()
{
// render the battle choices box
mvprintw(18, 59, "O-------------------O");
int i;
for(i = 1; i < 6; i++)
{
mvprintw(18 + i, 59, "|");
mvprintw(18 + i, 79, "|");
}
mvprintw(24, 59, "O-------------------O");
// if the map's not equal to 0, make it attack, not appease
if(chad.location.mapNum) mvprintw(20, 62, "Attack");
else mvprintw(20, 62, "Appease");
mvprintw(22, 62, "Defend");
mvprintw(20, 71, "Items");
mvprintw(22, 71, "Flee");
switch(batOptIndex)
{
case BAT_ATTACK:
mvaddch(20, 61, '>');
break;
case BAT_DEFEND:
mvaddch(22, 61, '>');
break;
case BAT_ITEMS:
mvaddch(20, 70, '>');
break;
case BAT_FLEE:
mvaddch(22, 70, '>');
break;
}
// render chad box
mvprintw(12, 0, "O------------------O");
for(i = 1; i < 12; i++)
{
mvprintw(12 + i, 0, "|");
mvprintw(12 + i, 19, "|");
}
mvprintw(18, 1, "[insert Chad here]");
mvprintw(24, 0, "O------------------O");
// render chad HP
mvprintw(15, 66, "O------------O");
for(i = 1; i < 3; i++)
{
mvprintw(15 + i, 66, "|");
mvprintw(15 + i, 79, "|");
}
mvprintw(16, 67, "HP:%d/%d", chad.hp, chad.maxhp);
mvaddch(17, 67, '(');
for(i = 0; i < (chad.hp * 10 / chad.maxhp); i++)
{
addch('=');
}
mvaddch(17, 78, ')');
// render enemy hp
mvprintw(0, 0, "O------------O");
for(i = 1; i < 3; i++)
{
mvprintw(0 + i, 0, "|");
mvprintw(0 + i, 13, "|");
}
mvprintw(1, 1, "HP:%d/%d", currEnemy.hp, currEnemy.maxhp);
mvaddch(2, 1, '(');
for(i = 0; i < (currEnemy.hp * 10 / currEnemy.maxhp); i++)
{
addch('=');
}
mvaddch(2, 12, ')');
mvprintw(3, 0, "O------------O");
// render battle dialogue box
mvprintw(21, 20, "---------------------------------------");
switch(battleDialogue)
{
case BAT_ATTACK:
if(chad.location.mapNum) mvprintw(22, 21, "Chad attacked!");
else mvprintw(22, 21, "Chad appeased!");
break;
case BAT_DEFEND:
break;
case BAT_ITEMS:
break;
case BAT_FLEE:
break;
case BAT_ENTRY:
mvprintw(22, 21, "A wild %s appeared", currEnemy.name);
break;
case BAT_VICTORY:
mvprintw(22, 21, "You defeated %s!", currEnemy.name);
mvprintw(23, 21, "Got $%d for winning!", currEnemy.money);
break;
case BAT_LVL_UP:
mvprintw(22, 21, "Congrats, you leveled up!");
mvprintw(23, 21, "Now lvl %d", chad.level);
break;
}
mvprintw(24, 20, "---------------------------------------");
}
void chooseBatOption()
{
switch(batOptIndex)
{
case BAT_ATTACK:
//TODO make this based off of attack, defense, weapons, and shit
if(chad.speed >= currEnemy.speed)
{
currEnemy.hp -=2;
battleDialogue = BAT_ATTACK;
if(currEnemy.hp <= 0)
{
currEnemy.hp = 0;
battleDialogue = BAT_VICTORY;
} else
{
chad.hp -=2;
}
}
else
{
chad.hp -=2;
currEnemy.hp -=2;
}
break;
case BAT_DEFEND:
break;
case BAT_ITEMS:
break;
case BAT_FLEE:
break;
}
}