Mercurial > molko
view src/libmlk-rpg/rpg/battle-entity-state-moving.c @ 320:8f9937403749
misc: improve loading of data
author | David Demelier <markand@malikania.fr> |
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date | Fri, 01 Oct 2021 20:30:00 +0200 |
parents | libmlk-rpg/rpg/battle-entity-state-moving.c@d01e83210ca2 |
children | 460c78706989 |
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/* * battle-entity-state-moving.c -- the entity is moving * * Copyright (c) 2020-2021 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 <math.h> #include <stdlib.h> #include <core/alloc.h> #include <core/panic.h> #include "battle-entity.h" #include "battle-entity-state.h" #include "character.h" #include "walksprite.h" #define SPEED 800 #define SEC 1000 #define WALK 40 struct position { struct battle_entity_state state; struct walksprite ws; /* Destination. */ int x; int y; }; static inline unsigned int orientation(const struct position *pos, const struct battle_entity *et) { /* TODO: support diagonal. */ /* See: walksprite definitions. */ return pos->x < et->x ? 6 : 2; } static int update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) { struct position *pos = st->data; int step_x, step_y, delta_x, delta_y; delta_x = pos->x < et->x ? -1 : +1; delta_y = pos->y < et->y ? -1 : +1; step_x = fmin(SPEED * ticks / SEC, abs(et->x - pos->x)); step_y = fmin(SPEED * ticks / SEC, abs(et->y - pos->y)); et->x += delta_x * step_x; et->y += delta_y * step_y; if (et->x != pos->x || et->y != pos->y) walksprite_update(&pos->ws, ticks); else walksprite_reset(&pos->ws); return et->x == pos->x && et->y == pos->y; } static void draw(const struct battle_entity_state *st, const struct battle_entity *et) { /* TODO: compute orientation. */ struct position *pos = st->data; walksprite_draw(&pos->ws, orientation(pos, et), 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_moving(struct battle_entity *et, int destx, int desty) { assert(et); struct position *pos; if (!(pos = alloc_new0(sizeof (*pos)))) panic(); walksprite_init(&pos->ws, et->ch->sprites[CHARACTER_SPRITE_NORMAL], 40); pos->x = destx; pos->y = desty; pos->state.data = pos; pos->state.update = update; pos->state.draw = draw; pos->state.finish = finish; battle_entity_switch(et, &pos->state); }