annotate libmlk-rpg/mlk/rpg/battle-state-attacking.c @ 445:773a082f0b91

misc: update copyright years
author David Demelier <markand@malikania.fr>
date Wed, 01 Feb 2023 13:08:54 +0100
parents 9c3b3935f0aa
children 8fa69c770569
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1 /*
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2 * battle-state-attacking.c -- battle state (entity is moving for attacking)
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3 *
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4 * Copyright (c) 2020-2023 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #include <assert.h>
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20 #include <stdlib.h>
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21
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22 #include <mlk/core/alloc.h>
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23 #include <mlk/core/panic.h>
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24 #include <mlk/core/sprite.h>
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25
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26 #include "battle-entity-state-attacking.h"
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27 #include "battle-entity-state-blinking.h"
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28 #include "battle-entity-state-moving.h"
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29 #include "battle-entity-state-normal.h"
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30 #include "battle-entity-state.h"
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31 #include "battle-state-attacking.h"
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32 #include "battle-state-check.h"
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33 #include "battle-state.h"
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34 #include "battle.h"
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35 #include "character.h"
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36
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37 struct self {
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38 struct battle_state_attacking data;
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39 struct battle_state state;
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40 };
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41
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42 static void
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43 damage(const struct battle_entity *source, struct battle_entity *target, struct battle *bt)
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44 {
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45 (void)source;
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46
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47 /* TODO: math calculation here.*/
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48 target->ch->hp -= 50;
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49
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50 if (target->ch->hp < 0)
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51 target->ch->hp = 0;
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52
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53 battle_indicator_hp(bt, target->ch, 50);
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54 }
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55
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56 static int
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57 update(struct battle_state *st, struct battle *bt, unsigned int ticks)
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58 {
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59 battle_state_attacking_update(st->data, bt, ticks);
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60
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61 return 0;
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62 }
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63
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64 static void
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65 draw(const struct battle_state *st, const struct battle *bt)
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66 {
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67 battle_state_attacking_draw(st->data, bt);
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68 }
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70 static void
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71 finish(struct battle_state *st, struct battle *bt)
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72 {
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73 (void)bt;
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74
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75 free(st->data);
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76 }
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77
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78 void
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79 battle_state_attacking_init(struct battle_state_attacking *atk,
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80 struct battle_entity *source,
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81 struct battle_entity *target)
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82 {
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83 assert(atk);
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84 assert(battle_entity_ok(source));
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85 assert(battle_entity_ok(target));
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86
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87 int x, y;
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88
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89 /* Starts this state with advancing. */
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90 atk->source = source;
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91 atk->target = target;
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92 atk->origin_x = source->x;
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93 atk->origin_y = source->y;
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94
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95 /* We go to the enemy. */
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96 x = target->x + target->ch->sprites[CHARACTER_SPRITE_NORMAL]->cellw;
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97 y = target->y;
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98
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99 /* If it is an enemy we don't move it but blink instead. */
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100 if (source->ch->exec) {
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101 atk->status = BATTLE_STATE_ATTACKING_BLINKING;
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102 battle_entity_state_blinking(source);
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103 } else
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104 battle_entity_state_moving(source, x, y);
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105 }
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106
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107 void
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108 battle_state_attacking_update(struct battle_state_attacking *atk, struct battle *bt, unsigned int ticks)
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109 {
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110 assert(atk);
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111 assert(bt);
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112
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113 battle_update_component(bt, ticks, BATTLE_COMPONENT_ALL);
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114
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115 if (!battle_entity_update(atk->source, 0))
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116 return;
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117
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118 switch (atk->status) {
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119 case BATTLE_STATE_ATTACKING_ADVANCING:
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120 /*
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121 * Current entity state is battle-entity-state-moving but it is
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122 * already updated from the game itself so pass 0 just to check
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123 * if it has finished moving.
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124 */
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125 atk->status = BATTLE_STATE_ATTACKING_DAMAGING;
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126
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127 /* TODO: determine sprite to use about equipment. */
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128 battle_entity_state_attacking(atk->source, atk->source->ch->sprites[CHARACTER_SPRITE_SWORD]);
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129 break;
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130 case BATTLE_STATE_ATTACKING_DAMAGING:
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131 /* Move back to original position. */
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132 atk->status = BATTLE_STATE_ATTACKING_RETURNING;
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133 damage(atk->source, atk->target, bt);
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134 battle_entity_state_moving(atk->source, atk->origin_x, atk->origin_y);
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135 break;
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136 case BATTLE_STATE_ATTACKING_RETURNING:
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137 case BATTLE_STATE_ATTACKING_BLINKING:
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138 /* Just wait. */
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139 battle_entity_state_normal(atk->source);
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140 damage(atk->source, atk->target, bt);
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141 battle_state_check(bt);
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142 break;
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143 default:
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144 break;
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145 }
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146 }
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147
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148 void
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149 battle_state_attacking_draw(const struct battle_state_attacking *atk, const struct battle *bt)
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150 {
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151 assert(atk);
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152 assert(battle_ok(bt));
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153
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154 (void)atk;
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155
398
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156 battle_draw_component(bt, BATTLE_COMPONENT_ALL);
230
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157 }
382
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158
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159 void
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160 battle_state_attacking(struct battle_entity *source, struct battle_entity *target, struct battle *bt)
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161 {
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162 assert(battle_entity_ok(source));
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163 assert(battle_entity_ok(target));
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164 assert(bt);
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165
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166 struct self *self;
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167
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168 self = mlk_alloc_new0(1, sizeof (*self));
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169 self->state.data = self;
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170 self->state.update = update;
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171 self->state.draw = draw;
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172 self->state.finish = finish;
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173
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174 battle_state_attacking_init(&self->data, source, target);
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175 battle_switch(bt, &self->state);
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176 }