Mercurial > molko
view libmlk-rpg/rpg/battle-state-sub.c @ 314:d01e83210ca2
misc: update years
author | David Demelier <markand@malikania.fr> |
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date | Wed, 22 Sep 2021 07:22:20 +0200 |
parents | 196264679079 |
children |
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/* * battle-state-sub.c -- battle state (sub) * * 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 <core/event.h> #include <core/sprite.h> #include <core/trace.h> #include <ui/theme.h> #include <rpg/inventory.h> #include <rpg/item.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]; struct selection slt = {0}; /* Don't forget to reset the gridmenu state. */ gridmenu_reset(&bt->bar.sub_grid); if (bt->bar.sub_grid.selected > CHARACTER_SPELL_MAX) return; if (!(sp = ch->spells[bt->bar.sub_grid.selected]) || sp->mp > (unsigned int)(ch->mp)) return; spell_select(sp, bt, &slt); battle_state_selection(bt, &slt); /* 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) { const struct selection slt = { .allowed_kinds = SELECTION_KIND_ONE, .allowed_sides = SELECTION_SIDE_TEAM | SELECTION_SIDE_ENEMY, .index_side = 1, .index_character = bt->order_curindex }; battle_state_selection(bt, &slt); } static void draw_help(const struct battle *bt, const char *what) { struct label label = {0}; unsigned int lw = 0, lh = 0; label.flags = LABEL_FLAGS_SHADOW; label.text = what; 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 draw_spell_help(const struct battle *bt) { const struct character *ch = bt->order_cur->ch; const struct spell *sp; if (bt->bar.sub_grid.selected >= CHARACTER_SPELL_MAX) return; if ((sp = ch->spells[bt->bar.sub_grid.selected])) return; draw_help(bt, sp->description); } static void draw_object_help(const struct battle *bt) { const struct inventory_slot *slot; if (bt->bar.sub_grid.selected >= INVENTORY_ITEM_MAX) return; slot = &bt->inventory->items[bt->bar.sub_grid.selected]; if (!slot->item) return; draw_help(bt, slot->item->description); } 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. */ 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); else if (bt->bar.menu == BATTLE_BAR_MENU_OBJECTS) draw_object_help(bt); } void battle_state_sub(struct battle *bt) { assert(bt); static struct battle_state self = { .handle = handle, .draw = draw }; battle_switch(bt, &self); }