annotate libmlk-rpg/rpg/battle-state-item.c @ 290:9948e288925b

rpg: add support for items in battle
author David Demelier <markand@malikania.fr>
date Fri, 08 Jan 2021 12:56:10 +0100
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children 5d8700074dd7
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1 /*
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2 * battle-state-item.c -- battle state (using item)
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3 *
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4 * Copyright (c) 2020 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 <core/alloc.h>
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23 #include <core/panic.h>
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24 #include <core/window.h>
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25
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26 #include <rpg/inventory.h>
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27 #include <rpg/item.h>
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28
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29 #include <ui/align.h>
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30 #include <ui/frame.h>
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31 #include <ui/label.h>
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32
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33 #include "battle-entity-state.h"
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34 #include "battle-state.h"
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35 #include "battle.h"
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36
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37 enum substate {
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38 SUBSTATE_ADVANCING,
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39 SUBSTATE_MESSAGE,
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40 SUBSTATE_RETURNING
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41 };
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42
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43 struct msg {
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44 struct frame frame;
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45 struct label label;
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46 unsigned int elapsed;
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47 };
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48
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49 struct self {
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50 enum substate substate;
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51 struct msg msg;
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52 struct battle_entity *source;
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53 struct battle_entity *target;
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54 struct battle_state state;
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55 struct inventory_slot *slot;
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56 int origin_x;
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57 };
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58
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59 static bool
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60 update(struct battle_state *st, struct battle *bt, unsigned int ticks)
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61 {
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62 struct self *self = st->data;
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63
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64 switch (self->substate) {
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65 case SUBSTATE_ADVANCING:
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66 /* Entity is updating from battle, so just inspect its status. */
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67 if (battle_entity_update(self->source, 0)) {
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68 self->substate = SUBSTATE_MESSAGE;
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69 battle_entity_state_normal(self->source);
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70 }
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71 break;
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72 case SUBSTATE_MESSAGE:
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73 self->msg.elapsed += ticks;
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74
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75 if (self->msg.elapsed >= 2000) {
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76 self->substate = SUBSTATE_RETURNING;
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77 battle_entity_state_moving(self->source, self->origin_x, self->source->y);
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78 }
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79 break;
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80 default:
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81 if (battle_entity_update(self->source, 0)) {
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82 battle_entity_state_normal(self->source);
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83 battle_use(bt, self->slot->item, self->source->ch, self->target->ch);
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84 }
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85 break;
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86 }
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87
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88 return false;
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89 }
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90
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91 static void
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92 draw(const struct battle_state *st, const struct battle *bt)
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93 {
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94 struct self *self = st->data;
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95
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96 if (self->substate == SUBSTATE_MESSAGE) {
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97 frame_draw(&self->msg.frame);
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98 label_draw(&self->msg.label);
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99 }
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100 }
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101
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102 static void
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103 finish(struct battle_state *st, struct battle *bt)
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104 {
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105 (void)bt;
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106
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107 free(st->data);
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108 }
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109
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110 void
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111 battle_state_item(struct battle *bt,
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112 struct character *source,
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113 struct character *target,
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114 struct inventory_slot *slot)
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115 {
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116 assert(bt);
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117 assert(source);
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118 assert(target);
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119 assert(slot);
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120
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121 struct self *self;
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122 unsigned int lw, lh;
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123
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124 if (!(self = alloc_new0(sizeof (*self))))
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125 panic();
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126
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127 self->source = battle_find(bt, source);
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128 self->target = battle_find(bt, target);
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129 self->slot = slot;
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130 self->origin_x = self->source->x;
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131
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132 /* Prepare message frame. */
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133 self->msg.frame.w = window.w / 3;
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134 self->msg.frame.h = window.h / 15;
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135 self->msg.frame.theme = bt->theme;
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136
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137 align(ALIGN_TOP,
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138 &self->msg.frame.x, &self->msg.frame.y, self->msg.frame.w, self->msg.frame.h,
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139 0, 20, window.w, window.h);
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140
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141 /* Prepare message label box. */
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142 self->msg.label.text = slot->item->name;
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143 self->msg.label.flags = LABEL_FLAGS_SHADOW;
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144 self->msg.label.theme = bt->theme;
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145 label_query(&self->msg.label, &lw, &lh);
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146
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147 align(ALIGN_CENTER,
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148 &self->msg.label.x, &self->msg.label.y, lw, lh,
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149 self->msg.frame.x, self->msg.frame.y, self->msg.frame.w, self->msg.frame.h);
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150
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151 self->state.data = self;
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152 self->state.update = update;
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parents:
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153 self->state.draw = draw;
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154 self->state.finish = finish;
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parents:
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155
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156 battle_entity_state_moving(self->source, self->origin_x - 100, self->source->y);
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157 battle_switch(bt, &self->state);
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158 }