comparison libmlk-rpg/mlk/rpg/battle-state-check.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-state-check.c@8f59201dc76b
children 25a56ca53ac2
comparison
equal deleted inserted replaced
433:862b15c3a3ae 434:4e78f045e8c0
1 /*
2 * battle-state-check.c -- battle state (check status)
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 #include <stdlib.h>
21 #include <string.h>
22
23 #include <mlk/core/alloc.h>
24 #include <mlk/core/panic.h>
25 #include <mlk/core/sprite.h>
26 #include <mlk/core/texture.h>
27 #include <mlk/core/trace.h>
28
29 #include "battle-state-check.h"
30 #include "battle-state-lost.h"
31 #include "battle-state-victory.h"
32 #include "battle-state.h"
33 #include "battle.h"
34 #include "character.h"
35
36 struct fadeout {
37 struct character *ch;
38 int x;
39 int y;
40 struct drawable dw;
41 unsigned int alpha;
42 unsigned int elapsed;
43 };
44
45 static int
46 fadeout_update(struct drawable *dw, unsigned int ticks)
47 {
48 struct fadeout *fade = dw->data;
49
50 fade->elapsed += ticks;
51
52 if (fade->elapsed >= 8) {
53 fade->elapsed = 0;
54
55 if (fade->alpha == 0)
56 return 1;
57
58 fade->alpha -= 10;
59 }
60
61 return 0;
62 }
63
64 static void
65 fadeout_draw(struct drawable *dw)
66 {
67 const struct fadeout *fade = dw->data;
68 struct sprite *sprite = fade->ch->sprites[CHARACTER_SPRITE_NORMAL];
69
70 texture_set_alpha_mod(sprite->texture, fade->alpha);
71 sprite_draw(sprite, 0, 0, fade->x, fade->y);
72 texture_set_alpha_mod(sprite->texture, 255);
73 }
74
75 static void
76 fadeout_finish(struct drawable *dw)
77 {
78 free(dw->data);
79 }
80
81 static void
82 fadeout(struct battle *bt, struct battle_entity *et)
83 {
84 struct fadeout *fade;
85
86 if (!bt->effects) {
87 tracef("can't create a fadeout effect without a drawable_stack");
88 return;
89 }
90
91 fade = alloc_new0(sizeof (*fade));
92 fade->ch = et->ch;
93 fade->x = et->x;
94 fade->y = et->y;
95 fade->alpha = 250;
96 fade->dw.data = fade;
97 fade->dw.draw = fadeout_draw;
98 fade->dw.update = fadeout_update;
99 fade->dw.finish = fadeout_finish;
100
101 if (drawable_stack_add(bt->effects, &fade->dw) < 0)
102 free(fade);
103 }
104
105 static int
106 is_dead(const struct battle *bt)
107 {
108 const struct battle_entity *et;
109
110 BATTLE_TEAM_FOREACH(bt, et) {
111 if (!character_ok(et->ch))
112 continue;
113 if (et->ch->hp > 0)
114 return 0;
115 }
116
117 return 1;
118 }
119
120 static int
121 is_won(const struct battle *bt)
122 {
123 const struct battle_entity *et;
124
125 BATTLE_ENEMY_FOREACH(bt, et)
126 if (character_ok(et->ch))
127 return 0;
128
129 return 1;
130 }
131
132 static void
133 clean(struct battle *bt)
134 {
135 for (size_t i = 0; i < bt->enemiesz; ++i) {
136 if (bt->enemies[i] && character_ok(bt->enemies[i]->ch) && bt->enemies[i]->ch->hp == 0) {
137 fadeout(bt, bt->enemies[i]);
138 bt->enemies[i] = NULL;
139 }
140 }
141 }
142
143 static int
144 update(struct battle_state *st, struct battle *bt, unsigned int ticks)
145 {
146 (void)st;
147 (void)ticks;
148
149 battle_state_check_update(bt);
150
151 return 0;
152 }
153
154 static void
155 draw(const struct battle_state *st, const struct battle *bt)
156 {
157 (void)st;
158
159 battle_state_check_draw(bt);
160 }
161
162 static void
163 finish(struct battle_state *st, struct battle *bt)
164 {
165 (void)bt;
166
167 free(st);
168 }
169
170 void
171 battle_state_check_update(struct battle *bt)
172 {
173 assert(battle_ok(bt));
174
175 clean(bt);
176
177 if (is_dead(bt))
178 battle_state_lost(bt);
179 else if (is_won(bt))
180 battle_state_victory(bt);
181 else
182 battle_next(bt);
183 }
184
185 void
186 battle_state_check_draw(const struct battle *bt)
187 {
188 assert(battle_ok(bt));
189
190 battle_draw_component(bt, BATTLE_COMPONENT_ALL);
191 }
192
193 void
194 battle_state_check(struct battle *bt)
195 {
196 assert(battle_ok(bt));
197
198 struct battle_state *self;
199
200 self = alloc_new0(sizeof (*self));
201 self->data = bt;
202 self->update = update;
203 self->draw = draw;
204 self->finish = finish;
205
206 battle_switch(bt, self);
207 }