diff libmlk-rpg/mlk/rpg/battle-state-attacking.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-attacking.c@8f59201dc76b
children 25a56ca53ac2
line wrap: on
line diff
--- /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);
+}