Mercurial > molko
view libmlk-rpg/rpg/battle-state-sub.c @ 278:cc676046aac9
core: add sprite_scale function
author | David Demelier <markand@malikania.fr> |
---|---|
date | Tue, 15 Dec 2020 22:06:32 +0100 |
parents | 6367b976112d |
children | 63d9fb56c609 |
line wrap: on
line source
/* * battle-state-sub.c -- battle state (sub) * * 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 <core/event.h> #include <core/sprite.h> #include <core/trace.h> #include <ui/theme.h> #include "battle.h" #include "battle-bar.h" #include "battle-state.h" #include "character.h" #include "spell.h" static void start_select_spell(struct battle *bt) { const struct character *ch = bt->order_cur->ch; const struct spell *sp = ch->spells[bt->bar.sub_grid.selected]; unsigned int selection = 0; /* Don't forget to reset the gridmenu state. */ gridmenu_reset(&bt->bar.sub_grid); if (!sp || sp->mp > (unsigned int)(ch->mp)) return; /* * When starting the selection state we need to initialize the first * selection depending on the spell selection type. For example, if the * spell require to select exactly one enemy, we need to find the first * one in the battle that is not NULL. */ switch (sp->selection) { case SELECTION_SELF: case SELECTION_TEAM_COMBINED: case SELECTION_TEAM_ONE: selection = bt->order_cur - bt->team; break; case SELECTION_TEAM_ALL: case SELECTION_ENEMY_ALL: selection = -1; break; case SELECTION_ENEMY_COMBINED: case SELECTION_ENEMY_ONE: /* Find first available. */ for (size_t i = 0; i < BATTLE_ENEMY_MAX; ++i) { if (character_ok(bt->enemies[i].ch)) { selection = i; break; } } break; default: selection = 0; break; } battle_state_selection(bt, sp->selection, selection); /* A cursor should be present. */ if (!sprite_ok(BATTLE_THEME(bt)->sprites[THEME_SPRITE_CURSOR])) tracef("battle: no cursor sprite in theme"); } static void start_select_object(struct battle *bt) { (void)bt; } static void draw_spell_help(const struct battle *bt) { const struct character *ch = bt->order_cur->ch; const struct spell *sp = ch->spells[bt->bar.sub_grid.selected]; struct label label = {0}; unsigned int lw, lh; if (!sp) return; label.flags = LABEL_FLAGS_SHADOW; label.text = sp->description; label_query(&label, &lw, &lh); label.x = bt->bar.sub_grid.x + (bt->bar.sub_grid.w / 2) - (lw / 2); label.y = bt->bar.sub_grid.y - lh - BATTLE_THEME(bt)->padding; label_draw(&label); } static void handle(struct battle_state *st, struct battle *bt, const union event *ev) { (void)st; switch (ev->type) { case EVENT_KEYDOWN: switch (ev->key.key) { case KEY_ESCAPE: /* Escape go to the previous state. */ bt->bar.state = BATTLE_BAR_STATE_MENU; battle_state_menu(bt); return; default: break; } default: break; } if (battle_bar_handle(&bt->bar, bt, ev)) { switch (bt->bar.menu) { case BATTLE_BAR_MENU_MAGIC: start_select_spell(bt); break; default: start_select_object(bt); break; } } } static void draw(const struct battle_state *st, const struct battle *bt) { (void)st; battle_bar_draw(&bt->bar, bt); if (bt->bar.menu == BATTLE_BAR_MENU_MAGIC) draw_spell_help(bt); } void battle_state_sub(struct battle *bt) { assert(bt); static struct battle_state self = { .handle = handle, .draw = draw }; battle_switch(bt, &self); }