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pet_definitions.h
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pet_definitions.h
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#ifndef PET_DEFINITIONS_H
#define PET_DEFINITIONS_H
#include "share.h"
#include "macro_utils.h"
#include "sprites.h"
#define MAX_SPRITE_FRAMES 10
#define P_TYPES(GEN) \
GEN(LOGICAL) \
GEN(PEACEFUL) \
GEN(EVIL) \
GEN(QUIET) \
GEN(LOUD) \
GEN(GLUTTON) \
GEN(DOG) \
GEN(ODD)
static char const P_TYPE_STRS[8 /* mood count */][10 /* length of "PEACEFUL" + 1*/] = {
P_TYPES(GENERATE_STRING)
};
// Very limited set of moods for testing. From bad to good mood.
#define MOODS(GEN) \
GEN(SAD) \
GEN(HAPPY)
#define GOOD_BAD_MOOD_TIPPING_POINT 0
static const char MOOD_STRS[2 /* mood count */][6 /* length of "HAPPY" + 1 */] = {
MOODS(GENERATE_STRING)
};
struct PositionAndScaleAdjustments {
VMINT16 x_offset;
VMINT16 y_offset;
VMUINT16 scale;
VMINT16 padding;
};
static enum { P_TYPES(GENERATE_ENUM) }
get_personality_type(VMUINT8 mood, VMUINT8 hunger) {
// Completely arbitrary (a bit crap)
if ((mood) <= 60 && hunger <= 60
&& abs(mood - hunger) <= 20) {
return LOGICAL;
} else if (mood <= 25 && hunger <= 28) {
return QUIET;
} else if (abs(mood - hunger*2) < 50) {
return PEACEFUL;
} else if (hunger/(float)mood >= 1.5f) {
return EVIL;
} else if (mood > 90 && hunger > 90) {
return DOG;
} else if (mood > 10 && hunger > 20) {
return GLUTTON;
} else {
return ODD;
}
}
static enum { MOODS(GENERATE_ENUM) }
get_current_mood(VMUINT8 mood, VMUINT8 hunger) {
// Complex emotional state (will be expaneded on).
return mood < PET_STAT_MAX/2 || hunger < PET_STAT_MAX/3 ? SAD : HAPPY;
}
struct WatchDuePet {
VMINT id;
char species[MRE_STRING_MAX_SIZE];
struct SpritePtr sprite;
VMINT acceptable_foods[PET_ITEMS_MAX];
struct {
struct PositionAndScaleAdjustments floating_status;
struct PositionAndScaleAdjustments pet_sprite;
struct PositionAndScaleAdjustments floor_disc;
} view_main_adjustments;
struct {
struct PositionAndScaleAdjustments pet_sprite;
} view_info_adjustments;
};
#ifdef PETS_SETUP
#define FLAME_PET 0
#define DUE_PET 1
#define LILAC_DRAGON_PET 2
static struct WatchDuePet PET_DB[PET_ENTRIES]
=
{ /* id = 0 - flame pet */
{
/* id */ 0,
/* species */ "FLAME",
/* sprite */
{ { NULL }, SPRITE_PACKED }, /* to be loaded */
{ /* Foods */
1, 2, 3, 2
},
{ /* main view adjustments */
{ /* floating status */
/* x offset */ 1, /* y offset */ -5,
/* scale */ 4
},
{ /* pet sprite */
/* x offset */ -9, /* y offset */ 30,
/* scale */ 7, /* padding */ 0
},
{ /* floor disc */
/* x offset */ 0, /* y offset */ 95,
/* scale */ 4
}
},
{ /* info view adjustments */
{ /* pet sprite */
/* x offset */ 0, /* y offset */ 10,
/* scale */ 5
}
}
},
{ /* id = 1 - due pet */
/* id */ 1,
/* species */ "GOD",
/* sprite */
{ { NULL }, SPRITE_PACKED }, /* to be loaded */
{ /* Foods */
5, 6, 7, 8
},
{ /* main view adjustments */
{ /* floating status */
/* x offset */ 1, /* y offset */ -5,
/* scale */ 4
},
{ /* pet sprite */
/* x offset */ -5, /* y offset */ 25,
/* scale */ 7, /* padding */ 0
},
{ /* floor disc */
/* x offset */ 0, /* y offset */ 95,
/* scale */ 4
}
},
{ /* info view adjustments */
{ /* pet sprite */
/* x offset */ 0, /* y offset */ 16,
/* scale */ 5
}
}
},
{ /* id = 2 - lilac dragon*/
/* id */ 2,
/* species */ "DRAGON",
/* sprite */
{ { NULL }, SPRITE_PACKED }, /* to be loaded */
{ /* Foods */
4, 8, 5, 7
},
{ /* main view adjustments */
{ /* floating status */
/* x offset */ 1, /* y offset */ -5,
/* scale */ 4
},
{ /* pet sprite */
/* x offset */ -5, /* y offset */ 15,
/* scale */ 7, /* padding */ 0
},
{ /* floor disc */
/* x offset */ 0, /* y offset */ 95,
/* scale */ 4
}
},
{ /* info view adjustments */
{ /* pet sprite */
/* x offset */ 0, /* y offset */ 5,
/* scale */ 5
}
}
}
};
struct PetItem {
VMINT drop_chance;
VMINT nutrition;
};
static struct PetItem const PET_ITEMS[ITEM_ENTRIES]
=
{
{ /* id 0 */
/* No item */
0, 0
},
{ /* id 1 */
/* Amber */
/* drop chance */ 20,
/* nutrition*/ 5
},
{ /* id 2 */
/* Coal */
/* drop chance */ 5,
/* nutrition */ 12
},
{ /* id 3 */
/* Dead bush */
/* drop chance */ 10,
/* nutrition */ 3
},
{ /* id 4 */
/* Cooked meat */
/* drop chance */ 5,
/* nutrition */ 12
},
{ /* id 5 */
/* Human 1 */
/* drop chance */ 9,
/* nutrition */ 6
},
{ /* id 6 */
/* Human 2 */
/* drop chance */ 10,
/* nutrition */ 11
},
{ /* id 7 */
/* Human 3 */
/* drop chance */ 7,
/* nutrition */ 8
},
{ /* id 8 */
/* Human 4 */
/* drop chance */ 10,
/* nutrition */ 3
}
};
static void
init_pets(void) {
PET_DB[FLAME_PET].sprite.ptr.packed_sprite = &SPRITE_FLAME_PACKED;
PET_DB[DUE_PET].sprite.ptr.packed_sprite = &SPRITE_DUE_PACKED;
PET_DB[LILAC_DRAGON_PET].sprite.ptr.packed_sprite = &SPRITE_LILAC_DRAGON_PACKED;
}
#undef PETS_SETUP
#endif
#endif