comparison libmlk-rpg/mlk/rpg/battle-entity.c @ 434:4e78f045e8c0

rpg: cleanup hierarchy
author David Demelier <markand@malikania.fr>
date Sat, 15 Oct 2022 21:24:17 +0200
parents src/libmlk-rpg/rpg/battle-entity.c@862b15c3a3ae
children 773a082f0b91
comparison
equal deleted inserted replaced
433:862b15c3a3ae 434:4e78f045e8c0
1 /*
2 * battle-entity.c -- in game battle entity
3 *
4 * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr>
5 *
6 * Permission to use, copy, modify, and/or distribute this software for any
7 * purpose with or without fee is hereby granted, provided that the above
8 * copyright notice and this permission notice appear in all copies.
9 *
10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
17 */
18
19 #include <assert.h>
20
21 #include <mlk/core/sprite.h>
22 #include <mlk/core/texture.h>
23
24 #include <mlk/ui/theme.h>
25
26 #include "battle.h"
27 #include "battle-entity.h"
28 #include "battle-entity-state.h"
29 #include "battle-entity-state-normal.h"
30 #include "character.h"
31
32 static void
33 draw_name(const struct battle_entity *et, const struct battle *bt)
34 {
35 struct label label = et->name;
36
37 label.theme = BATTLE_THEME(bt);
38
39 if (et == battle_current(bt))
40 label.flags |= LABEL_FLAGS_SELECTED;
41 else
42 label.flags &= ~LABEL_FLAGS_SELECTED;
43
44 label_draw(&label);
45 }
46
47 void
48 battle_entity_init(struct battle_entity *et)
49 {
50 assert(et);
51
52 character_reset(et->ch);
53 texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255);
54
55 battle_entity_state_normal(et);
56 }
57
58 int
59 battle_entity_ok(const struct battle_entity *et)
60 {
61 return et && character_ok(et->ch);
62 }
63
64 void
65 battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st)
66 {
67 assert(et);
68 assert(st);
69
70 if (et->state)
71 battle_entity_state_finish(et->state, et);
72
73 et->state = st;
74 }
75
76 int
77 battle_entity_update(struct battle_entity *et, unsigned int ticks)
78 {
79 assert(et);
80
81 return battle_entity_state_update(et->state, et, ticks);
82 }
83
84 void
85 battle_entity_draw_sprite(const struct battle_entity *et)
86 {
87 struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
88 int row;
89
90 /*
91 * Ennemies are usually defined with a single image as such the
92 * sprite may contain only one cell/row. Otherwise if the user
93 * have provided a structured sprite, use appropriate row.
94 */
95 if (sprite->nrows >= 6)
96 row = 6;
97 else
98 row = 0;
99
100 sprite_draw(sprite, row, 0, et->x, et->y);
101 }
102
103 void
104 battle_entity_draw(const struct battle_entity *et, const struct battle *bt)
105 {
106 assert(et);
107 assert(bt);
108
109 draw_name(et, bt);
110 battle_entity_state_draw(et->state, et);
111 }
112
113 void
114 battle_entity_finish(struct battle_entity *et)
115 {
116 assert(et);
117
118 battle_entity_state_finish(et->state, et);
119 }