Mercurial > molko
view libmlk-rpg/mlk/rpg/battle-state-item.c @ 564:e91f37da2992
core: doxygenize window
author | David Demelier <markand@malikania.fr> |
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date | Wed, 08 Mar 2023 20:09:21 +0100 |
parents | 773a082f0b91 |
children |
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/* * battle-state-item.c -- battle state (using item) * * Copyright (c) 2020-2023 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 <mlk/core/alloc.h> #include <mlk/core/panic.h> #include "battle-entity-state-moving.h" #include "battle-entity-state-normal.h" #include "battle-entity-state.h" #include "battle-message.h" #include "battle-state-item.h" #include "battle-state.h" #include "battle.h" #include "inventory.h" #include "item.h" struct self { struct battle_state_item data; struct battle_state state; }; static int update(struct battle_state *st, struct battle *bt, unsigned int ticks) { return battle_state_item_update(st->data, bt, ticks); } static void draw(const struct battle_state *st, const struct battle *bt) { (void)bt; battle_state_item_draw(st->data); } static void finish(struct battle_state *st, struct battle *bt) { (void)bt; free(st->data); } void battle_state_item_init(struct battle_state_item *it, struct battle *bt, struct battle_entity *source, struct battle_entity *target, struct inventory_slot *slot) { assert(it); assert(bt); assert(battle_entity_ok(source)); assert(battle_entity_ok(target)); assert(slot); it->source = source; it->target = target; it->slot = slot; it->origin_x = it->source->x; it->msg.text = slot->item->name; it->msg.theme = bt->theme; battle_entity_state_moving(it->source, it->origin_x - 100, it->source->y); } int battle_state_item_update(struct battle_state_item *it, struct battle *bt, unsigned int ticks) { assert(it); assert(bt); switch (it->status) { case BATTLE_STATE_ITEM_ADVANCING: /* Entity is updating from battle, so just inspect its status. */ if (battle_entity_update(it->source, 0)) { it->status = BATTLE_STATE_ITEM_MESSAGE; battle_entity_state_normal(it->source); } break; case BATTLE_STATE_ITEM_MESSAGE: if (battle_message_update(&it->msg, ticks)) { it->status = BATTLE_STATE_ITEM_RETURNING; battle_entity_state_moving(it->source, it->origin_x, it->source->y); } break; default: if (battle_entity_update(it->source, 0)) { battle_entity_state_normal(it->source); battle_use(bt, it->slot->item, it->source->ch, it->target->ch); } break; } return 0; } void battle_state_item_draw(struct battle_state_item *it) { assert(it); if (it->status == BATTLE_STATE_ITEM_MESSAGE) battle_message_draw(&it->msg); } void battle_state_item(struct battle *bt, struct battle_entity *source, struct battle_entity *target, struct inventory_slot *slot) { assert(battle_entity_ok(source)); assert(battle_entity_ok(target)); assert(slot); assert(bt); struct self *self; self = mlk_alloc_new0(1, sizeof (*self)); self->state.data = self; self->state.update = update; self->state.draw = draw; self->state.finish = finish; battle_state_item_init(&self->data, bt, source, target, slot); battle_switch(bt, &self->state); }