Mercurial > molko
diff libmlk-rpg/mlk/rpg/battle-state-attacking.c @ 434:4e78f045e8c0
rpg: cleanup hierarchy
author | David Demelier <markand@malikania.fr> |
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date | Sat, 15 Oct 2022 21:24:17 +0200 |
parents | src/libmlk-rpg/rpg/battle-state-attacking.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-attacking.c Sat Oct 15 21:24:17 2022 +0200 @@ -0,0 +1,176 @@ +/* + * battle-state-attacking.c -- battle state (entity is moving for attacking) + * + * 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 <mlk/core/panic.h> +#include <mlk/core/sprite.h> + +#include "battle-entity-state-attacking.h" +#include "battle-entity-state-blinking.h" +#include "battle-entity-state-moving.h" +#include "battle-entity-state-normal.h" +#include "battle-entity-state.h" +#include "battle-state-attacking.h" +#include "battle-state-check.h" +#include "battle-state.h" +#include "battle.h" +#include "character.h" + +struct self { + struct battle_state_attacking data; + struct battle_state state; +}; + +static void +damage(const struct battle_entity *source, struct battle_entity *target, struct battle *bt) +{ + (void)source; + + /* TODO: math calculation here.*/ + target->ch->hp -= 50; + + if (target->ch->hp < 0) + target->ch->hp = 0; + + battle_indicator_hp(bt, target->ch, 50); +} + +static int +update(struct battle_state *st, struct battle *bt, unsigned int ticks) +{ + battle_state_attacking_update(st->data, bt, ticks); + + return 0; +} + +static void +draw(const struct battle_state *st, const struct battle *bt) +{ + battle_state_attacking_draw(st->data, bt); +} + +static void +finish(struct battle_state *st, struct battle *bt) +{ + (void)bt; + + free(st->data); +} + +void +battle_state_attacking_init(struct battle_state_attacking *atk, + struct battle_entity *source, + struct battle_entity *target) +{ + assert(atk); + assert(battle_entity_ok(source)); + assert(battle_entity_ok(target)); + + int x, y; + + /* Starts this state with advancing. */ + atk->source = source; + atk->target = target; + atk->origin_x = source->x; + atk->origin_y = source->y; + + /* We go to the enemy. */ + x = target->x + target->ch->sprites[CHARACTER_SPRITE_NORMAL]->cellw; + y = target->y; + + /* If it is an enemy we don't move it but blink instead. */ + if (source->ch->exec) { + atk->status = BATTLE_STATE_ATTACKING_BLINKING; + battle_entity_state_blinking(source); + } else + battle_entity_state_moving(source, x, y); +} + +void +battle_state_attacking_update(struct battle_state_attacking *atk, struct battle *bt, unsigned int ticks) +{ + assert(atk); + assert(bt); + + battle_update_component(bt, ticks, BATTLE_COMPONENT_ALL); + + if (!battle_entity_update(atk->source, 0)) + return; + + switch (atk->status) { + case BATTLE_STATE_ATTACKING_ADVANCING: + /* + * Current entity state is battle-entity-state-moving but it is + * already updated from the game itself so pass 0 just to check + * if it has finished moving. + */ + atk->status = BATTLE_STATE_ATTACKING_DAMAGING; + + /* TODO: determine sprite to use about equipment. */ + battle_entity_state_attacking(atk->source, atk->source->ch->sprites[CHARACTER_SPRITE_SWORD]); + break; + case BATTLE_STATE_ATTACKING_DAMAGING: + /* Move back to original position. */ + atk->status = BATTLE_STATE_ATTACKING_RETURNING; + damage(atk->source, atk->target, bt); + battle_entity_state_moving(atk->source, atk->origin_x, atk->origin_y); + break; + case BATTLE_STATE_ATTACKING_RETURNING: + case BATTLE_STATE_ATTACKING_BLINKING: + /* Just wait. */ + battle_entity_state_normal(atk->source); + damage(atk->source, atk->target, bt); + battle_state_check(bt); + break; + default: + break; + } +} + +void +battle_state_attacking_draw(const struct battle_state_attacking *atk, const struct battle *bt) +{ + assert(atk); + assert(battle_ok(bt)); + + (void)atk; + + battle_draw_component(bt, BATTLE_COMPONENT_ALL); +} + +void +battle_state_attacking(struct battle_entity *source, struct battle_entity *target, struct battle *bt) +{ + assert(battle_entity_ok(source)); + assert(battle_entity_ok(target)); + assert(bt); + + struct self *self; + + self = alloc_new0(sizeof (*self)); + self->state.data = self; + self->state.update = update; + self->state.draw = draw; + self->state.finish = finish; + + battle_state_attacking_init(&self->data, source, target); + battle_switch(bt, &self->state); +}