#include #include "../loot/loot.h" #include "../game/game.h" static struct list *loot_list = NULL; void register_loot(struct loot loot) { loot_list = add_element(loot_list, make_buffer(&loot, sizeof(struct loot))); } static void loot_step(struct entity *self, struct entity_step_data stepdata) { if (stepdata.dx == 0 && stepdata.dy == 0) { for (struct list *ptr = loot_list; ptr != NULL; ptr = ptr->next) { struct loot *loot = ptr->element; if (rand() % loot->chance == 0) { inventory_add(&player_inventory, (struct itemstack) { .item = loot->item, .count = loot->min + (loot->max > loot->min ? rand() % (loot->max - loot->min + 1) : 0), .meta = NULL, }); } } self->remove = true; } } static struct entity loot_entity = { .name = "loot", .x = 0, .y = 0, .color = {0}, .use_color = false, .texture = "🎁", .remove = false, .meta = NULL, .health = 1, .max_health = 1, .collide_with_entities = false, .on_step = &loot_step, .on_collide = NULL, .on_collide_with_entity = NULL, .on_spawn = NULL, .on_remove = NULL, .on_death = NULL, .on_damage = NULL, }; static void spawn_loot(int x, int y, enum mg_context ctx) { spawn(loot_entity, x, y, NULL); } __attribute__((constructor)) static void init() { register_air_function((struct generator_function) { .corridor_chance = 0, .room_chance = 250, .callback = &spawn_loot, }); }