Mercurial > molko
view libmlk-rpg/rpg/battle-entity-state-attacking.c @ 280:11c824a82e63
core: fix save_open functions
author | David Demelier <markand@malikania.fr> |
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date | Tue, 15 Dec 2020 22:07:18 +0100 |
parents | 6367b976112d |
children | 196264679079 |
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/* * battle-entity-state-attacking.h -- the entity is attacking * * 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 <stdbool.h> #include <stdlib.h> #include <core/alloc.h> #include <core/animation.h> #include <core/panic.h> #include <core/sprite.h> #include "battle-entity.h" #include "battle-entity-state.h" struct data { struct battle_entity_state state; struct animation anim; }; static bool update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) { (void)et; struct data *data = st->data; return animation_update(&data->anim, ticks); } static void draw(const struct battle_entity_state *st, const struct battle_entity *et) { const struct data *data = st->data; animation_draw(&data->anim, et->x, et->y); } static void finish(struct battle_entity_state *st, struct battle_entity *et) { (void)et; free(st->data); } void battle_entity_state_attacking(struct battle_entity *et, struct sprite *which) { assert(battle_entity_ok(et)); assert(sprite_ok(which)); struct data *data; if (!(data = alloc_new0(sizeof (*data)))) panic(); animation_init(&data->anim, which, 100); animation_start(&data->anim); data->state.data = data; data->state.update = update; data->state.draw = draw; data->state.finish = finish; battle_entity_switch(et, &data->state); }