Mercurial > molko
view librpg/rpg/battle-state-selection.c @ 230:86b71e1f9dd5
rpg: add movements in battle
author | David Demelier <markand@malikania.fr> |
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date | Mon, 23 Nov 2020 17:05:07 +0100 |
parents | befa2e855d3b |
children |
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/* * battle-state-selection.h -- battle state (selection) * * 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 <stdlib.h> #include <core/alloc.h> #include <core/event.h> #include <core/panic.h> #include <core/sprite.h> #include <core/util.h> #include <ui/theme.h> #include "battle.h" #include "battle-bar.h" #include "battle-state.h" #include "battle-state-check.h" #include "battle-state-menu.h" #include "battle-state-selection.h" #include "battle-state-sub.h" #include "character.h" #include "spell.h" struct select { struct battle_state state; enum selection type; unsigned int selection; }; static void select_adj_in(struct select *select, const struct battle_entity entities[], size_t entitiesz, int step) { assert(select->selection != (unsigned int)-1); unsigned int newselection = select->selection; if (step < 0) { while (newselection > 0) { if (character_ok(entities[--newselection].ch)) { select->selection = newselection; break; } } } else { while (newselection < entitiesz) { if (character_ok(entities[++newselection].ch)) { select->selection = newselection; break; } } } } static void select_adj(struct select *select, const struct battle *bt, int step) { switch (select->type) { case SELECTION_TEAM_ONE: case SELECTION_TEAM_COMBINED: select_adj_in(select, bt->team, NELEM(bt->team), step); break; case SELECTION_ENEMY_ONE: case SELECTION_ENEMY_COMBINED: select_adj_in(select, bt->enemies, NELEM(bt->enemies), step); default: break; } } static void handle_keydown(struct battle_state *st, struct battle *bt, const union event *ev) { assert(ev->type == EVENT_KEYDOWN); struct select *select = st->data; struct character *source = bt->order_cur->ch; const struct spell *sp = source->spells[bt->bar.sub_grid.selected]; switch (ev->key.key) { case KEY_ESCAPE: battle_state_sub(bt); break; case KEY_ENTER: switch (bt->bar.menu) { case BATTLE_BAR_MENU_ATTACK: battle_attack(bt, source, bt->enemies[select->selection].ch); break; case BATTLE_BAR_MENU_MAGIC: battle_cast(bt, source, sp, select->selection); break; default: break; } break; case KEY_LEFT: case KEY_UP: select_adj(select, bt, -1); break; case KEY_RIGHT: case KEY_DOWN: select_adj(select, bt, +1); break; default: break; } } static void draw_cursor(const struct battle *bt, const struct battle_entity *et) { const struct theme *theme = BATTLE_THEME(bt); const struct sprite *cursor = theme->sprites[THEME_SPRITE_CURSOR]; int x, y; unsigned int lh; if (!cursor) return; label_query(&et->name, NULL, &lh); x = et->name.x - cursor->cellw - theme->padding; y = et->name.y + (((int)(lh) - (int)(cursor->cellh)) / 2); sprite_draw(cursor, 1, 2, x, y); } static void draw_cursors(const struct battle_state *st, const struct battle *bt, const struct battle_entity entities[], size_t entitiesz) { const struct select *select = st->data; if (select->selection == (unsigned int)-1) { for (size_t i = 0; i < entitiesz; ++i) { const struct battle_entity *et = &entities[i]; if (character_ok(et->ch)) draw_cursor(bt, et); } } else draw_cursor(bt, &entities[select->selection]); } static void handle(struct battle_state *st, struct battle *bt, const union event *ev) { (void)st; switch (ev->type) { case EVENT_KEYDOWN: handle_keydown(st, bt, ev); break; default: break; } } static void draw(const struct battle_state *st, const struct battle *bt) { const struct select *select = st->data; switch (select->type) { case SELECTION_SELF: draw_cursor(bt, bt->order_cur); break; case SELECTION_ENEMY_ALL: case SELECTION_ENEMY_ONE: case SELECTION_ENEMY_COMBINED: draw_cursors(st, bt, bt->enemies, NELEM(bt->enemies)); break; case SELECTION_TEAM_ALL: case SELECTION_TEAM_ONE: case SELECTION_TEAM_COMBINED: draw_cursors(st, bt, bt->team, NELEM(bt->team)); break; default: break; } } static void finish(struct battle_state *st, struct battle *bt) { (void)bt; free(st->data); } void battle_state_selection(struct battle *bt, enum selection type, unsigned int selection) { assert(bt); struct select *select; if (!(select = alloc_new0(sizeof (*select)))) panic(); select->type = type; select->selection = selection; select->state.data = select; select->state.handle = handle; select->state.draw = draw; select->state.finish = finish; battle_switch(bt, &select->state); }