Mercurial > molko
diff libmlk-rpg/mlk/rpg/battle-state-ai.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-ai.c@8f59201dc76b |
children | 25a56ca53ac2 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/libmlk-rpg/mlk/rpg/battle-state-ai.c Sat Oct 15 21:24:17 2022 +0200 @@ -0,0 +1,92 @@ +/* + * battle-state-ai.c -- battle state (enemy is playing) + * + * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES + * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR + * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN + * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF + * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#include <assert.h> +#include <stdlib.h> + +#include <mlk/core/alloc.h> + +#include "battle-state-ai.h" +#include "battle-state.h" +#include "battle.h" +#include "character.h" + +static int +update(struct battle_state *st, struct battle *bt, unsigned int ticks) +{ + (void)st; + (void)ticks; + + battle_state_ai_update(bt); + + return 0; +} + +static void +draw(const struct battle_state *st, const struct battle *bt) +{ + (void)st; + + battle_state_ai_draw(bt); +} + +static void +finish(struct battle_state *st, struct battle *bt) +{ + (void)bt; + + free(st); +} + +void +battle_state_ai_update(struct battle *bt) +{ + assert(battle_ok(bt)); + + struct character *ch = battle_current(bt)->ch; + + /* + * Immediately invoke the enemy exec strategy and put the battle state + * to check. + */ + character_exec(ch, bt); +} + +void +battle_state_ai_draw(const struct battle *bt) +{ + assert(battle_ok(bt)); + + battle_draw_component(bt, BATTLE_COMPONENT_ALL); +} + +void +battle_state_ai(struct battle *bt) +{ + assert(bt); + + struct battle_state *self; + + self = alloc_new0(sizeof (*self)); + self->data = bt; + self->update = update; + self->draw = draw; + self->finish = finish; + + battle_switch(bt, self); +}