diff librpg/rpg/battle-entity.c @ 230:86b71e1f9dd5

rpg: add movements in battle
author David Demelier <markand@malikania.fr>
date Mon, 23 Nov 2020 17:05:07 +0100
parents
children fb304a94a05c
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/librpg/rpg/battle-entity.c	Mon Nov 23 17:05:07 2020 +0100
@@ -0,0 +1,119 @@
+/*
+ * battle-entity.c -- in game battle entity
+ *
+ * Copyright (c) 2020 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 <core/sprite.h>
+#include <core/texture.h>
+
+#include <ui/theme.h>
+
+#include "battle.h"
+#include "battle-entity.h"
+#include "battle-entity-state.h"
+#include "battle-entity-state-normal.h"
+#include "character.h"
+
+static void
+draw_name(const struct battle_entity *et, const struct battle *bt)
+{
+	struct theme theme;
+	struct label label = et->name;
+
+	if (et == bt->order_cur) {
+		theme_shallow(&theme, bt->theme);
+		label.theme = &theme;
+		theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED];
+	}
+
+	label_draw(&label);
+}
+
+void
+battle_entity_init(struct battle_entity *et)
+{
+	assert(et);
+
+	character_reset(et->ch);
+	texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_WALK]->texture, 255);
+
+	battle_entity_state_normal(et);
+}
+
+bool
+battle_entity_ok(const struct battle_entity *et)
+{
+	return et && character_ok(et->ch);
+}
+
+void
+battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st)
+{
+	assert(et);
+	assert(st);
+
+	if (et->state)
+		battle_entity_state_finish(et->state, et);
+
+	et->state = st;
+}
+
+bool
+battle_entity_update(struct battle_entity *et, unsigned int ticks)
+{
+	assert(et);
+
+	return battle_entity_state_update(et->state, et, ticks);
+}
+
+void
+battle_entity_draw_sprite(const struct battle_entity *et)
+{
+	struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_WALK];
+	int row;
+
+	/*
+	 * Ennemies are usually defined with a single image as such the
+	 * sprite may contain only one cell/row. Otherwise if the user
+	 * have provided a structured sprite, use appropriate row.
+	 */
+	if (sprite->nrows >= 6)
+		row = 6;
+	else
+		row = 0;
+
+	sprite_draw(sprite, row, 0, et->x, et->y);
+}
+
+void
+battle_entity_draw(const struct battle_entity *et, const struct battle *bt)
+{
+	assert(et);
+	assert(bt);
+
+	draw_name(et, bt);
+	battle_entity_state_draw(et->state, et);
+}
+
+void
+battle_entity_finish(struct battle_entity *et)
+{
+	assert(et);
+
+	battle_entity_state_finish(et->state, et);
+}