Mercurial > molko
diff 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 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/libmlk-rpg/mlk/rpg/battle-state-check.c Sat Oct 15 21:24:17 2022 +0200 @@ -0,0 +1,207 @@ +/* + * battle-state-check.c -- battle state (check status) + * + * 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 <string.h> + +#include <mlk/core/alloc.h> +#include <mlk/core/panic.h> +#include <mlk/core/sprite.h> +#include <mlk/core/texture.h> +#include <mlk/core/trace.h> + +#include "battle-state-check.h" +#include "battle-state-lost.h" +#include "battle-state-victory.h" +#include "battle-state.h" +#include "battle.h" +#include "character.h" + +struct fadeout { + struct character *ch; + int x; + int y; + struct drawable dw; + unsigned int alpha; + unsigned int elapsed; +}; + +static int +fadeout_update(struct drawable *dw, unsigned int ticks) +{ + struct fadeout *fade = dw->data; + + fade->elapsed += ticks; + + if (fade->elapsed >= 8) { + fade->elapsed = 0; + + if (fade->alpha == 0) + return 1; + + fade->alpha -= 10; + } + + return 0; +} + +static void +fadeout_draw(struct drawable *dw) +{ + const struct fadeout *fade = dw->data; + struct sprite *sprite = fade->ch->sprites[CHARACTER_SPRITE_NORMAL]; + + texture_set_alpha_mod(sprite->texture, fade->alpha); + sprite_draw(sprite, 0, 0, fade->x, fade->y); + texture_set_alpha_mod(sprite->texture, 255); +} + +static void +fadeout_finish(struct drawable *dw) +{ + free(dw->data); +} + +static void +fadeout(struct battle *bt, struct battle_entity *et) +{ + struct fadeout *fade; + + if (!bt->effects) { + tracef("can't create a fadeout effect without a drawable_stack"); + return; + } + + fade = alloc_new0(sizeof (*fade)); + fade->ch = et->ch; + fade->x = et->x; + fade->y = et->y; + fade->alpha = 250; + fade->dw.data = fade; + fade->dw.draw = fadeout_draw; + fade->dw.update = fadeout_update; + fade->dw.finish = fadeout_finish; + + if (drawable_stack_add(bt->effects, &fade->dw) < 0) + free(fade); +} + +static int +is_dead(const struct battle *bt) +{ + const struct battle_entity *et; + + BATTLE_TEAM_FOREACH(bt, et) { + if (!character_ok(et->ch)) + continue; + if (et->ch->hp > 0) + return 0; + } + + return 1; +} + +static int +is_won(const struct battle *bt) +{ + const struct battle_entity *et; + + BATTLE_ENEMY_FOREACH(bt, et) + if (character_ok(et->ch)) + return 0; + + return 1; +} + +static void +clean(struct battle *bt) +{ + for (size_t i = 0; i < bt->enemiesz; ++i) { + if (bt->enemies[i] && character_ok(bt->enemies[i]->ch) && bt->enemies[i]->ch->hp == 0) { + fadeout(bt, bt->enemies[i]); + bt->enemies[i] = NULL; + } + } +} + +static int +update(struct battle_state *st, struct battle *bt, unsigned int ticks) +{ + (void)st; + (void)ticks; + + battle_state_check_update(bt); + + return 0; +} + +static void +draw(const struct battle_state *st, const struct battle *bt) +{ + (void)st; + + battle_state_check_draw(bt); +} + +static void +finish(struct battle_state *st, struct battle *bt) +{ + (void)bt; + + free(st); +} + +void +battle_state_check_update(struct battle *bt) +{ + assert(battle_ok(bt)); + + clean(bt); + + if (is_dead(bt)) + battle_state_lost(bt); + else if (is_won(bt)) + battle_state_victory(bt); + else + battle_next(bt); +} + +void +battle_state_check_draw(const struct battle *bt) +{ + assert(battle_ok(bt)); + + battle_draw_component(bt, BATTLE_COMPONENT_ALL); +} + +void +battle_state_check(struct battle *bt) +{ + assert(battle_ok(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); +}