Mercurial > molko
view src/libmlk-rpg/rpg/battle-state-attacking.c @ 428:26d23999a54b
core: get rid of zfile
author | David Demelier <markand@malikania.fr> |
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date | Sat, 15 Oct 2022 14:38:15 +0200 |
parents | 222045c513ec |
children | 8f59201dc76b |
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/* * 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 <core/alloc.h> #include <core/panic.h> #include <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); }