Mercurial > molko
annotate src/libmlk-rpg/rpg/battle-entity-state-moving.c @ 320:8f9937403749
misc: improve loading of data
author | David Demelier <markand@malikania.fr> |
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date | Fri, 01 Oct 2021 20:30:00 +0200 |
parents | libmlk-rpg/rpg/battle-entity-state-moving.c@d01e83210ca2 |
children | 460c78706989 |
rev | line source |
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1 /* |
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2 * battle-entity-state-moving.c -- the entity is moving |
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3 * |
314 | 4 * Copyright (c) 2020-2021 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 <math.h> |
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21 #include <stdlib.h> |
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22 |
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23 #include <core/alloc.h> |
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24 #include <core/panic.h> |
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25 |
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26 #include "battle-entity.h" |
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27 #include "battle-entity-state.h" |
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28 #include "character.h" |
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29 #include "walksprite.h" |
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30 |
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31 #define SPEED 800 |
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32 #define SEC 1000 |
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33 #define WALK 40 |
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34 |
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35 struct position { |
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36 struct battle_entity_state state; |
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37 struct walksprite ws; |
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38 |
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39 /* Destination. */ |
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40 int x; |
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41 int y; |
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42 }; |
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43 |
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44 static inline unsigned int |
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45 orientation(const struct position *pos, const struct battle_entity *et) |
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46 { |
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47 /* TODO: support diagonal. */ |
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48 /* See: walksprite definitions. */ |
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49 return pos->x < et->x ? 6 : 2; |
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50 } |
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51 |
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52 static int |
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53 update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) |
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54 { |
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55 struct position *pos = st->data; |
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56 int step_x, step_y, delta_x, delta_y; |
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57 |
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58 delta_x = pos->x < et->x ? -1 : +1; |
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59 delta_y = pos->y < et->y ? -1 : +1; |
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60 step_x = fmin(SPEED * ticks / SEC, abs(et->x - pos->x)); |
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61 step_y = fmin(SPEED * ticks / SEC, abs(et->y - pos->y)); |
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62 |
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63 et->x += delta_x * step_x; |
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64 et->y += delta_y * step_y; |
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65 |
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66 if (et->x != pos->x || et->y != pos->y) |
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67 walksprite_update(&pos->ws, ticks); |
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68 else |
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69 walksprite_reset(&pos->ws); |
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70 |
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71 return et->x == pos->x && et->y == pos->y; |
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72 } |
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73 |
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74 static void |
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75 draw(const struct battle_entity_state *st, const struct battle_entity *et) |
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76 { |
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77 /* TODO: compute orientation. */ |
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78 struct position *pos = st->data; |
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79 |
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80 walksprite_draw(&pos->ws, orientation(pos, et), et->x, et->y); |
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81 } |
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82 |
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83 static void |
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84 finish(struct battle_entity_state *st, struct battle_entity *et) |
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85 { |
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86 (void)et; |
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87 |
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88 free(st->data); |
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89 } |
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90 |
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91 void |
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92 battle_entity_state_moving(struct battle_entity *et, int destx, int desty) |
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93 { |
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94 assert(et); |
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95 |
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96 struct position *pos; |
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97 |
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98 if (!(pos = alloc_new0(sizeof (*pos)))) |
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99 panic(); |
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100 |
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101 walksprite_init(&pos->ws, et->ch->sprites[CHARACTER_SPRITE_NORMAL], 40); |
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102 pos->x = destx; |
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103 pos->y = desty; |
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104 |
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105 pos->state.data = pos; |
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106 pos->state.update = update; |
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107 pos->state.draw = draw; |
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108 pos->state.finish = finish; |
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109 |
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110 battle_entity_switch(et, &pos->state); |
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111 } |