Mercurial > molko
changeset 230:86b71e1f9dd5
rpg: add movements in battle
line wrap: on
line diff
--- a/examples/CMakeLists.txt Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/CMakeLists.txt Mon Nov 23 17:05:07 2020 +0100 @@ -20,6 +20,7 @@ set( ASSETS_IMAGES + ${examples_SOURCE_DIR}/assets/images/battle-background.png ${examples_SOURCE_DIR}/assets/images/black-cat.png ${examples_SOURCE_DIR}/assets/images/haunted-wood.png ) @@ -63,6 +64,8 @@ ${examples_SOURCE_DIR}/assets/sprites/cursor.png ${examples_SOURCE_DIR}/assets/sprites/explosion.png ${examples_SOURCE_DIR}/assets/sprites/john.png + ${examples_SOURCE_DIR}/assets/sprites/john-sword.png + ${examples_SOURCE_DIR}/assets/sprites/john-walk.png ${examples_SOURCE_DIR}/assets/sprites/numbers.png ${examples_SOURCE_DIR}/assets/sprites/people.png )
--- a/examples/assets/maps/map-world.json Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/assets/maps/map-world.json Mon Nov 23 17:05:07 2020 +0100 @@ -10,7 +10,7 @@ "infinite":false, "layers":[ { - "data":[191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 191, 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--- a/examples/example-battle/main.c Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/example-battle/main.c Mon Nov 23 17:05:07 2020 +0100 @@ -81,7 +81,7 @@ ch->mpmax = ch->mp = 38; ch->atk = 22; ch->def = 19; - ch->agt = 21; + ch->agt = 11; ch->luck = 14; } @@ -93,23 +93,14 @@ .hp = 120, .mp = 50, .reset = adventurer_reset, - .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], + .sprites = { + [CHARACTER_SPRITE_WALK] = ®istry_sprites[REGISTRY_TEXTURE_JOHN_WALK], + [CHARACTER_SPRITE_SWORD] = ®istry_sprites[REGISTRY_TEXTURE_JOHN_SWORD], + }, .spells = { &spell_fire } }, - { - .name = "Fake Molko", - .type = "Adventurer", - .level = 1, - .hp = 120, - .mp = 50, - .reset = adventurer_reset, - .sprite = ®istry_sprites[REGISTRY_TEXTURE_JOHN], - .spells = { - &spell_fire - } - } }; static void @@ -135,7 +126,9 @@ .type = "Wood", .level = 30, .reset = haunted_wood_reset, - .sprite = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], + .sprites = { + [CHARACTER_SPRITE_WALK] = ®istry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD], + }, .exec = haunted_wood_strat }; @@ -144,7 +137,9 @@ .type = "Cat", .level = 6, .reset = black_cat_reset, - .sprite = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], + .sprites = { + [CHARACTER_SPRITE_WALK] = ®istry_sprites[REGISTRY_TEXTURE_BLACK_CAT], + }, .exec = black_cat_strat }; @@ -171,11 +166,13 @@ // bt->enemies[0].ch = &haunted_wood; bt->team[0].ch = &team[0]; - bt->team[1].ch = &team[1]; + //bt->team[1].ch = &team[1]; /* Positionate the single ennemy to the left. */ align(ALIGN_LEFT, - &bt->enemies[0].x, &bt->enemies[0].y, haunted_wood.sprite->cellw, haunted_wood.sprite->cellh, + &bt->enemies[0].x, &bt->enemies[0].y, + haunted_wood.sprites[0]->cellw, + haunted_wood.sprites[0]->cellh, 0, 0, window.w, window.h); /* Black cat is near the previous monster. */ @@ -183,6 +180,8 @@ bt->enemies[1].x = 500; bt->enemies[1].y = 100; + bt->background = ®istry_images[REGISTRY_IMAGE_BATTLE_BACKGROUND]; + battle_start(bt); fight_state.data = bt;
--- a/examples/example-battle/registry.c Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/example-battle/registry.c Mon Nov 23 17:05:07 2020 +0100 @@ -22,22 +22,35 @@ #include <core/panic.h> #include <core/util.h> -#include <adventure/assets/sprites/john.h> - +#include <assets/images/battle-background.h> +#include <assets/images/black-cat.h> #include <assets/images/haunted-wood.h> -#include <assets/images/black-cat.h> #include <assets/sprites/cursor.h> #include <assets/sprites/explosion.h> +#include <assets/sprites/john-sword.h> +#include <assets/sprites/john-walk.h> #include <assets/sounds/fire.h> #include "registry.h" +struct texture registry_images[REGISTRY_IMAGE_NUM]; struct texture registry_textures[REGISTRY_TEXTURE_NUM]; struct sprite registry_sprites[REGISTRY_TEXTURE_NUM]; struct sound registry_sounds[REGISTRY_SOUND_NUM]; +#define REGISTRY_IMAGE(i, ptr) \ + { (i), (ptr), sizeof ((ptr)) } + +static const struct { + enum registry_image index; + const void *data; + size_t datasz; +} images[] = { + REGISTRY_IMAGE(REGISTRY_IMAGE_BATTLE_BACKGROUND, images_battle_background) +}; + #define REGISTRY_TEXTURE(s, ptr, cw, ch) \ { (s), (ptr), sizeof ((ptr)), (cw), (ch) } @@ -50,7 +63,8 @@ } textures[] = { REGISTRY_TEXTURE(REGISTRY_TEXTURE_CURSOR, sprites_cursor, 24, 24), REGISTRY_TEXTURE(REGISTRY_TEXTURE_EXPLOSION, sprites_explosion, 256, 256), - REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN, sprites_john, 48, 48), + REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_SWORD, sprites_john_sword, 256, 256), + REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_WALK, sprites_john_walk, 256, 256), REGISTRY_TEXTURE(REGISTRY_TEXTURE_HAUNTED_WOOD, images_haunted_wood, 0, 0), REGISTRY_TEXTURE(REGISTRY_TEXTURE_BLACK_CAT, images_black_cat, 0, 0) }; @@ -67,6 +81,17 @@ }; static void +load_images(void) +{ + for (size_t i = 0; i < NELEM(images); ++i) { + struct texture *texture = ®istry_images[images[i].index]; + + if (!image_openmem(texture, images[i].data, images[i].datasz)) + panic(); + } +} + +static void load_textures_and_sprites(void) { for (size_t i = 0; i < NELEM(textures); ++i) { @@ -97,6 +122,7 @@ void registry_init(void) { + load_images(); load_textures_and_sprites(); load_sounds(); } @@ -104,6 +130,8 @@ void registry_finish(void) { + for (size_t i = 0; i < NELEM(registry_images); ++i) + texture_finish(®istry_images[i]); for (size_t i = 0; i < NELEM(registry_textures); ++i) texture_finish(®istry_textures[i]); for (size_t i = 0; i < NELEM(registry_sounds); ++i)
--- a/examples/example-battle/registry.h Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/example-battle/registry.h Mon Nov 23 17:05:07 2020 +0100 @@ -31,7 +31,8 @@ REGISTRY_TEXTURE_EXPLOSION, /* Characters. */ - REGISTRY_TEXTURE_JOHN, + REGISTRY_TEXTURE_JOHN_WALK, + REGISTRY_TEXTURE_JOHN_SWORD, /* Enemies. */ REGISTRY_TEXTURE_HAUNTED_WOOD, @@ -41,11 +42,17 @@ REGISTRY_TEXTURE_NUM }; +enum registry_image { + REGISTRY_IMAGE_BATTLE_BACKGROUND, + REGISTRY_IMAGE_NUM +}; + enum registry_sound { REGISTRY_SOUND_FIRE, REGISTRY_SOUND_NUM }; +extern struct texture registry_images[REGISTRY_IMAGE_NUM]; extern struct texture registry_textures[REGISTRY_TEXTURE_NUM]; extern struct sprite registry_sprites[REGISTRY_TEXTURE_NUM]; extern struct sound registry_sounds[REGISTRY_SOUND_NUM];
--- a/examples/example-battle/spell-fire.c Thu Nov 19 16:46:26 2020 +0100 +++ b/examples/example-battle/spell-fire.c Mon Nov 23 17:05:07 2020 +0100 @@ -51,11 +51,12 @@ { const struct data *data = act->data; const struct battle_entity *et = &data->battle->enemies[data->selection]; + const struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_WALK]; int x, y; align(ALIGN_CENTER, &x, &y, data->animation.sprite->cellw, data->animation.sprite->cellh, - et->x, et->y, et->ch->sprite->cellw, et->ch->sprite->cellh); + et->x, et->y, sprite->cellw, sprite->cellh); animation_draw(&data->animation, x, y); }
--- a/librpg/CMakeLists.txt Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/CMakeLists.txt Mon Nov 23 17:05:07 2020 +0100 @@ -22,14 +22,28 @@ SOURCES ${librpg_SOURCE_DIR}/rpg/battle.c ${librpg_SOURCE_DIR}/rpg/battle.h + ${librpg_SOURCE_DIR}/rpg/battle-bar.c + ${librpg_SOURCE_DIR}/rpg/battle-bar.h + ${librpg_SOURCE_DIR}/rpg/battle-entity.c + ${librpg_SOURCE_DIR}/rpg/battle-entity.h + ${librpg_SOURCE_DIR}/rpg/battle-entity-state.c + ${librpg_SOURCE_DIR}/rpg/battle-entity-state.h + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-attacking.c + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-attacking.h + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-blinking.c + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-blinking.h + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-moving.c + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-moving.h + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-normal.c + ${librpg_SOURCE_DIR}/rpg/battle-entity-state-normal.h ${librpg_SOURCE_DIR}/rpg/battle-indicator.c ${librpg_SOURCE_DIR}/rpg/battle-indicator.h - ${librpg_SOURCE_DIR}/rpg/battle-bar.c - ${librpg_SOURCE_DIR}/rpg/battle-bar.h ${librpg_SOURCE_DIR}/rpg/battle-state.c ${librpg_SOURCE_DIR}/rpg/battle-state.h ${librpg_SOURCE_DIR}/rpg/battle-state-ai.c ${librpg_SOURCE_DIR}/rpg/battle-state-ai.h + ${librpg_SOURCE_DIR}/rpg/battle-state-attacking.c + ${librpg_SOURCE_DIR}/rpg/battle-state-attacking.h ${librpg_SOURCE_DIR}/rpg/battle-state-check.c ${librpg_SOURCE_DIR}/rpg/battle-state-check.h ${librpg_SOURCE_DIR}/rpg/battle-state-closing.c
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-attacking.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,83 @@ +/* + * battle-entity-state-attacking.h -- the entity is attacking + * + * 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 <stdlib.h> + +#include <core/alloc.h> +#include <core/animation.h> +#include <core/panic.h> +#include <core/sprite.h> + +#include "battle-entity.h" +#include "battle-entity-state-attacking.h" +#include "battle-entity-state.h" + +struct data { + struct battle_entity_state state; + struct animation anim; +}; + +static bool +update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) +{ + (void)et; + + struct data *data = st->data; + + return animation_update(&data->anim, ticks); +} + +static void +draw(const struct battle_entity_state *st, const struct battle_entity *et) +{ + const struct data *data = st->data; + + animation_draw(&data->anim, 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_attacking(struct battle_entity *et, struct sprite *which) +{ + assert(battle_entity_ok(et)); + assert(sprite_ok(which)); + + struct data *data; + + if (!(data = alloc_new0(sizeof (*data)))) + panic(); + + animation_init(&data->anim, which, 100); + animation_start(&data->anim); + + data->state.data = data; + data->state.update = update; + data->state.draw = draw; + data->state.finish = finish; + + battle_entity_switch(et, &data->state); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-attacking.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,48 @@ +/* + * battle-entity-state-attacking.h -- the entity is attacking + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_ATTACKING_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_ATTACKING_H + +/** + * \file battle-entity-state-attacking.h + * \brief The entity is attacking. + */ + +struct battle_entity; +struct sprite; + +/** + * Change battle entity state to attacking. + * + * This will animate the entity with the given sprite which should contain an + * animation with the player and its weapon. + * + * \pre battle_entity_ok(et) + * \pre sprite_ok(which) + * \param et the entity + * \param which the sprite to use as animation + * \post et->state->data is set to custom data + * \post et->state->draw is set + * \post et->state->update is set + * \post et->state->finish is set + */ +void +battle_entity_state_attacking(struct battle_entity *et, struct sprite *which); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_ATTACKING_H */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-blinking.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,87 @@ +/* + * battle-entity-state-blinking.c -- the entity is blinking + * + * 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/panic.h> +#include <core/sprite.h> +#include <core/texture.h> + +#include "battle-entity.h" +#include "battle-entity-state-blinking.h" +#include "battle-entity-state.h" +#include "character.h" + +#define TRANSPARENT (150) +#define OPAQUE (255) + +struct blink { + struct battle_entity_state state; + struct texture *tex; + unsigned int elapsed; + unsigned int count; +}; + +static bool +update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) +{ + (void)et; + + struct blink *blk = st->data; + + blk->elapsed += ticks; + + if (blk->elapsed >= 80) { + blk->count += 1; + blk->elapsed = 0; + } + + texture_set_alpha_mod(blk->tex, blk->count % 2 == 0 ? TRANSPARENT : OPAQUE); + + return blk->count >= 3; +} + +static void +finish(struct battle_entity_state *st, struct battle_entity *et) +{ + (void)et; + + free(st->data); +} + +void +battle_entity_state_blinking(struct battle_entity *et) +{ + assert(et); + + struct blink *blk; + + if (!(blk = alloc_new0(sizeof (*blk)))) + panic(); + + blk->tex = et->ch->sprites[CHARACTER_SPRITE_WALK]->texture; + texture_set_alpha_mod(blk->tex, TRANSPARENT); + + blk->state.data = blk; + blk->state.update = update; + blk->state.finish = finish; + + battle_entity_switch(et, &blk->state); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-blinking.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,45 @@ +/* + * battle-entity-state-blinking.h -- the entity is blinking + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H + +/** + * \file battle-entity-state-blinking.h + * \brief The entity is blinking. + */ + +struct battle_entity; + +/** + * Start blinking the entity. + * + * This state will blink two times the entity by reducing the alpha from it at + * two intervals. It is designed mostly for enemies since they don't have + * walking sprites. + * + * \pre battle_entity_ok(et) + * \param et the entity to change + * \post et->state->data is set to custom data + * \post et->state->update is set + * \post et->state->finish is set + */ +void +battle_entity_state_blinking(struct battle_entity *et); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-moving.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,112 @@ +/* + * battle-entity-state-moving.c -- the entity is moving + * + * 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 <math.h> +#include <stdlib.h> + +#include <core/alloc.h> +#include <core/panic.h> + +#include "battle-entity.h" +#include "battle-entity-state.h" +#include "battle-entity-state-moving.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 bool +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_WALK], 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); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-moving.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,45 @@ +/* + * battle-entity-state-moving.h -- the entity is moving + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_MOVING_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_MOVING_H + +/** + * \file battle-entity-state-moving.h + * \brief The entity is moving. + */ + +struct battle_entity; + +/** + * Starts moving the entity at the given destination. + * + * This will move the entity to the destination using a walking sprite. + * + * \pre battle_entity_ok(et) + * \param et the entity to move + * \param destx the destination in x + * \param desty the destination in y + * \post et->state->data is set to custom data + * \post et->state->update is set + * \post et->state->finish is set + */ +void +battle_entity_state_moving(struct battle_entity *et, int destx, int desty); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_MOVING_H */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-normal.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,34 @@ +/* + * battle-entity-state-normal.c -- the entity is normal + * + * 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 "battle-entity-state-normal.h" +#include "battle-entity-state.h" +#include "battle-entity.h" + +void +battle_entity_state_normal(struct battle_entity *et) +{ + assert(et); + + /* Not needed yet. */ + static struct battle_entity_state st; + + battle_entity_switch(et, &st); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state-normal.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,41 @@ +/* + * battle-entity-state-normal.h -- the entity is normal + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_NORMAL_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_NORMAL_H + +/** + * \file battle-entity-state-normal.h + * \brief The entity is normal. + */ + +struct battle_entity; + +/** + * Set normal state. + * + * The normal state does nothing except rendering the entity at its current + * position. + * + * \pre battle_entity_ok(et) + * \param et the entity to set + */ +void +battle_entity_state_normal(struct battle_entity *et); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_NORMAL_H */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,54 @@ +/* + * battle-entity-state.c -- abstract battle entity state + * + * 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 "battle-entity.h" +#include "battle-entity-state.h" + +bool +battle_entity_state_update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) +{ + assert(st); + assert(et); + + if (st->update) + return st->update(st, et, ticks); + + return true; +} + +void +battle_entity_state_draw(const struct battle_entity_state *st, const struct battle_entity *et) +{ + assert(st); + + if (st->draw) + st->draw(st, et); + else + battle_entity_draw_sprite(et); +} + +void +battle_entity_state_finish(struct battle_entity_state *st, struct battle_entity *et) +{ + assert(et); + + if (st->finish) + st->finish(st, et); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity-state.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,124 @@ +/* + * battle-entity-state.h -- abstract battle entity state + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_H + +/** + * \file battle-entity-state.h + * \brief Abstract battle entity state. + * + * To animate and update battle entities this structure help splitting the logic + * into differents parts. + * + * In contrast to battle states, battle entity states should not switch + * themselves into an other one because battle states may need to wait until the + * entity state has finished to continue their own work. + * + * \note Do not call pointer functions directly but use the functions from this + * file since they may do additional work. + */ + +#include <stdbool.h> + +struct battle_entity; + +/** + * \brief Abstract battle entity state. + */ +struct battle_entity_state { + /** + * (+&?) Optional state data. + */ + void *data; + + /** + * (+?) Update the entity. + * + * This function should understand a value of 0 as ticks to just request + * the state's status. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + * \param ticks elapsed milliseconds since last frame + * \return True if complete. + */ + bool (*update)(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); + + /** + * (+?) Draw the entity. + * + * If this function is NULL, the default behavior is to draw the entity + * sprite at its current position. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ + void (*draw)(const struct battle_entity_state *st, const struct battle_entity *et); + + /** + * (+?) Clear resources. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ + void (*finish)(struct battle_entity_state *st, struct battle_entity *et); +}; + +/** + * Shortcut for st->update (if not NULL). + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + * \param ticks elapsed milliseconds since last frame + * \return True if complete. + */ +bool +battle_entity_state_update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); + +/** + * Call st->draw or default implementation if NULL. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ +void +battle_entity_state_draw(const struct battle_entity_state *st, const struct battle_entity *et); + +/** + * Shortcut for st->finish (if not NULL). + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ +void +battle_entity_state_finish(struct battle_entity_state *st, struct battle_entity *et); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_H */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,119 @@ +/* + * battle-entity.c -- in game battle entity + * + * 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 <core/sprite.h> +#include <core/texture.h> + +#include <ui/theme.h> + +#include "battle.h" +#include "battle-entity.h" +#include "battle-entity-state.h" +#include "battle-entity-state-normal.h" +#include "character.h" + +static void +draw_name(const struct battle_entity *et, const struct battle *bt) +{ + struct theme theme; + struct label label = et->name; + + if (et == bt->order_cur) { + theme_shallow(&theme, bt->theme); + label.theme = &theme; + theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED]; + } + + label_draw(&label); +} + +void +battle_entity_init(struct battle_entity *et) +{ + assert(et); + + character_reset(et->ch); + texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_WALK]->texture, 255); + + battle_entity_state_normal(et); +} + +bool +battle_entity_ok(const struct battle_entity *et) +{ + return et && character_ok(et->ch); +} + +void +battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st) +{ + assert(et); + assert(st); + + if (et->state) + battle_entity_state_finish(et->state, et); + + et->state = st; +} + +bool +battle_entity_update(struct battle_entity *et, unsigned int ticks) +{ + assert(et); + + return battle_entity_state_update(et->state, et, ticks); +} + +void +battle_entity_draw_sprite(const struct battle_entity *et) +{ + struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_WALK]; + int row; + + /* + * Ennemies are usually defined with a single image as such the + * sprite may contain only one cell/row. Otherwise if the user + * have provided a structured sprite, use appropriate row. + */ + if (sprite->nrows >= 6) + row = 6; + else + row = 0; + + sprite_draw(sprite, row, 0, et->x, et->y); +} + +void +battle_entity_draw(const struct battle_entity *et, const struct battle *bt) +{ + assert(et); + assert(bt); + + draw_name(et, bt); + battle_entity_state_draw(et->state, et); +} + +void +battle_entity_finish(struct battle_entity *et) +{ + assert(et); + + battle_entity_state_finish(et->state, et); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-entity.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,62 @@ +/* + * battle-entity.h -- in game battle entity + * + * 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. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_H +#define MOLKO_RPG_BATTLE_ENTITY_H + +#include <stdbool.h> + +#include <ui/label.h> + +struct battle; +struct battle_entity_state; +struct character; + +/** + * \brief In battle entity. + */ +struct battle_entity { + struct character *ch; /*!< (+&?) Character to use. */ + int x; /*!< (+) Position on screen. */ + int y; /*!< (+) Position on screen. */ + struct label name; /*!< (*) Where its name label is located. */ + struct battle_entity_state *state; /*!< (+&) Update/draw state. */ +}; + +void +battle_entity_init(struct battle_entity *et); + +bool +battle_entity_ok(const struct battle_entity *et); + +void +battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st); + +bool +battle_entity_update(struct battle_entity *et, unsigned int ticks); + +void +battle_entity_draw(const struct battle_entity *et, const struct battle *bt); + +void +battle_entity_draw_sprite(const struct battle_entity *et); + +void +battle_entity_finish(struct battle_entity *et); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_H */
--- a/librpg/rpg/battle-state-ai.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-ai.c Mon Nov 23 17:05:07 2020 +0100 @@ -37,7 +37,6 @@ * to check. */ character_exec(ch, bt); - battle_state_check(bt); return false; }
--- a/librpg/rpg/battle-state-ai.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-ai.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_AI_H #define MOLKO_BATTLE_STATE_AI_H +/** + * \file battle-state-ai.h + * \brief Battle state (enemy is playing). + */ + struct battle; /**
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-state-attacking.c Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,158 @@ +/* + * battle-state-attacking.h -- battle state (entity is moving for attacking) + * + * 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/panic.h> +#include <core/sprite.h> + +#include "battle-state-check.h" +#include "battle-entity-state-attacking.h" +#include "battle-entity-state-blinking.h" +#include "battle-entity-state-moving.h" +#include "battle-entity-state-normal.h" +#include "battle-state-attacking.h" +#include "battle.h" +#include "battle-state.h" +#include "character.h" + +enum substate { + /* For team. */ + SUBSTATE_ADVANCING, + SUBSTATE_ATTACKING, + SUBSTATE_RETURNING, + + /* For enemies. */ + SUBSTATE_BLINKING, +}; + +/* + * This state is split into three parts: + * + * 1. entity walks a bit in front of its original position. + * 2. entity animate itself while attacking. + * 3. entity goes back to its original position. + */ +struct data { + enum substate substate; + struct battle_entity *source; + struct battle_entity *target; + struct battle_state state; + int origin_x; + int origin_y; +}; + +static void +damage(const struct battle_entity *source, struct battle_entity *target, struct battle *bt) +{ + (void)source; + + /* TODO: math calculation here.*/ + target->ch->hp -= 50; + + if (target->ch->hp < 0) + target->ch->hp = 0; + + battle_indicator_hp(bt, target->ch, 50); +} + +static bool +update(struct battle_state *st, struct battle *bt, unsigned int ticks) +{ + (void)bt; + (void)ticks; + + struct data *data = st->data; + + if (!battle_entity_update(data->source, 0)) + return false; + + switch (data->substate) { + case SUBSTATE_ADVANCING: + /* + * Current entity state is battle-entity-state-moving but it is + * already updated from the game itself so pass 0 just to check + * if it has finished moving. + */ + data->substate = SUBSTATE_ATTACKING; + /* TODO: determine sprite to use about equipment. */ + battle_entity_state_attacking(data->source, data->source->ch->sprites[CHARACTER_SPRITE_SWORD]); + break; + case SUBSTATE_ATTACKING: + /* Move back to original position. */ + data->substate = SUBSTATE_RETURNING; + damage(data->source, data->target, bt); + battle_entity_state_moving(data->source, data->origin_x, data->origin_y); + break; + case SUBSTATE_RETURNING: + case SUBSTATE_BLINKING: + /* Just wait. */ + battle_entity_state_normal(data->source); + battle_state_check(bt); + break; + default: + break; + } + + return false; +} + +static void +finish(struct battle_state *st, struct battle *bt) +{ + (void)bt; + + free(st->data); +} + +void +battle_state_attacking(struct battle *bt, struct character *source, struct character *target) +{ + assert(bt); + + struct data *data; + int x, y; + + if (!(data = alloc_new0(sizeof (*data)))) + panic(); + + /* Starts this state with advancing. */ + data->source = battle_find(bt, source); + data->target = battle_find(bt, target); + data->origin_x = data->source->x; + data->origin_y = data->source->y; + + /* We go to the enemy. */ + x = data->target->x + data->target->ch->sprites[CHARACTER_SPRITE_WALK]->cellw; + y = data->target->y; + + /* If it is an enemy we don't move it but blink instead. */ + if (data->source->ch->exec) { + data->substate = SUBSTATE_BLINKING; + battle_entity_state_blinking(data->source); + } else + battle_entity_state_moving(data->source, x, y); + + data->state.data = data; + data->state.update = update; + data->state.finish = finish; + + battle_switch(bt, &data->state); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/librpg/rpg/battle-state-attacking.h Mon Nov 23 17:05:07 2020 +0100 @@ -0,0 +1,50 @@ +/* + * battle-state-attacking.h -- battle state (entity is moving for attacking) + * + * 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. + */ + +#ifndef MOLKO_BATTLE_STATE_ATTACKING_H +#define MOLKO_BATTLE_STATE_ATTACKING_H + +/** + * \file battle-state-attacking.h + * \brief Battle state (entity is moving for attacking). + * + * This state will move the entity source to the target if it is a member of + * team or will blink the enemy. Then it computes damage and change state to + * check. + */ + +struct battle; +struct character; + +/** + * Switch to battle state attacking. + * + * \pre battle_ok(bt) + * \pre character_ok(source) + * \pre character_ok(target) + * \param bt the battle to change state + * \param source the entity attacking + * \param target the target to damage + * \post bt->state->data is set to a custom data type + * \post bt->state->update is set + * \post bt->state->finish is set + */ +void +battle_state_attacking(struct battle *bt, struct character *source, struct character *target); + +#endif /* !MOLKO_BATTLE_STATE_CHECK_H */
--- a/librpg/rpg/battle-state-check.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-check.c Mon Nov 23 17:05:07 2020 +0100 @@ -52,12 +52,11 @@ if (fade->elapsed >= 8) { fade->elapsed = 0; - if (fade->alpha == 0) { + if (fade->alpha == 0) return true; - } fade->alpha -= 10; - texture_set_alpha_mod(ch->sprite->texture, fade->alpha); + texture_set_alpha_mod(ch->sprites[CHARACTER_SPRITE_WALK]->texture, fade->alpha); } return false; @@ -68,7 +67,7 @@ { const struct fadeout *fade = act->data; - sprite_draw(fade->ch->sprite, 0, 0, fade->x, fade->y); + sprite_draw(fade->ch->sprites[CHARACTER_SPRITE_WALK], 0, 0, fade->x, fade->y); } static void
--- a/librpg/rpg/battle-state-check.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-check.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_CHECK_H #define MOLKO_BATTLE_STATE_CHECK_H +/** + * \file battle-state-check.h + * \brief Battle state (check status). + */ + struct battle; /**
--- a/librpg/rpg/battle-state-closing.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-closing.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_CLOSING_H #define MOLKO_BATTLE_STATE_CLOSING_H +/** + * \file battle-state-closing.h + * \brief Battle state (closing). + */ + struct battle; /**
--- a/librpg/rpg/battle-state-lost.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-lost.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_LOST_H #define MOLKO_BATTLE_STATE_LOST_H +/** + * \file battle-state-lost.h + * \brief Battle state (lost) + */ + struct battle; /**
--- a/librpg/rpg/battle-state-menu.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-menu.c Mon Nov 23 17:05:07 2020 +0100 @@ -22,6 +22,7 @@ #include "battle.h" #include "battle-bar.h" #include "battle-state-menu.h" +#include "battle-state-selection.h" #include "battle-state-sub.h" #include "battle-state.h" #include "character.h" @@ -35,6 +36,22 @@ } static void +open_attack(struct battle *bt) +{ + unsigned int selection = 0; + + /* Find first enemy to attack. */ + for (size_t i = 0; i < BATTLE_ENEMY_MAX; ++i) { + if (character_ok(bt->enemies[i].ch)) { + selection = i; + break; + } + } + + battle_state_selection(bt, SELECTION_ENEMY_ONE, selection); +} + +static void handle(struct battle_state *st, struct battle *bt, const union event *ev) { (void)st; @@ -42,7 +59,7 @@ if (battle_bar_handle(&bt->bar, bt, ev)) { switch (bt->bar.menu) { case BATTLE_BAR_MENU_ATTACK: - /* TODO: do selection for attacking. */ + open_attack(bt); break; case BATTLE_BAR_MENU_MAGIC: open_spells(bt);
--- a/librpg/rpg/battle-state-menu.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-menu.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_MENU_H #define MOLKO_BATTLE_STATE_MENU_H +/** + * \file battle-state-menu.h + * \brief Battle state (menu). + */ + struct battle; /**
--- a/librpg/rpg/battle-state-opening.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-opening.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_OPENING_H #define MOLKO_BATTLE_STATE_OPENING_H +/** + * \file battle-state-opening.h + * \brief Battle state (opening). + */ + struct battle; /**
--- a/librpg/rpg/battle-state-selection.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-selection.c Mon Nov 23 17:05:07 2020 +0100 @@ -97,8 +97,16 @@ battle_state_sub(bt); break; case KEY_ENTER: - battle_cast(bt, source, sp, select->selection); - battle_state_check(bt); + 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:
--- a/librpg/rpg/battle-state-selection.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-selection.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_SELECTION_H #define MOLKO_BATTLE_STATE_SELECTION_H +/** + * \file battle-state-selection.h + * \brief Battle state (selection). + */ + #include "selection.h" struct battle;
--- a/librpg/rpg/battle-state-sub.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-sub.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_SUB_H #define MOLKO_BATTLE_STATE_SUB_H +/** + * \file battle-state-sub.h + * \brief Battle state (sub). + */ + struct battle; /**
--- a/librpg/rpg/battle-state-victory.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle-state-victory.h Mon Nov 23 17:05:07 2020 +0100 @@ -19,6 +19,11 @@ #ifndef MOLKO_BATTLE_STATE_VICTORY_H #define MOLKO_BATTLE_STATE_VICTORY_H +/** + * \file battle-state-victory.h + * \brief Battle state (victory). + */ + struct battle; /**
--- a/librpg/rpg/battle.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle.c Mon Nov 23 17:05:07 2020 +0100 @@ -39,6 +39,7 @@ #include "battle.h" #include "battle-indicator.h" #include "battle-state.h" +#include "battle-state-attacking.h" #include "battle-state-opening.h" #include "battle-state-menu.h" #include "battle-state-ai.h" @@ -113,13 +114,16 @@ positionate_name(struct battle_entity *et, const struct battle *bt) { unsigned int lw; + struct sprite *sprite; /* Show the character name below its sprite. */ + sprite = et->ch->sprites[CHARACTER_SPRITE_WALK]; + et->name.text = et->ch->name; et->name.flags = LABEL_FLAGS_SHADOW; label_query(&et->name, &lw, NULL); - et->name.y = et->y + et->ch->sprite->cellh + BATTLE_THEME(bt)->padding; - et->name.x = et->x + (et->ch->sprite->cellw / 2) - (lw / 2); + et->name.y = et->y + sprite->cellh + BATTLE_THEME(bt)->padding; + et->name.x = et->x + (sprite->cellw / 2) - (lw / 2); } static void @@ -147,9 +151,9 @@ if (et->x != 0 || et->y != 0) return; - if (character_ok(et->ch) && sprite_ok(et->ch->sprite)) { + if (battle_entity_ok(&bt->team[i])) { nmemb++; - requirement += et->ch->sprite->cellh; + requirement += et->ch->sprites[CHARACTER_SPRITE_WALK]->cellh; } } @@ -159,10 +163,10 @@ y = spacing; BATTLE_TEAM_FOREACH(bt, et) { - if (character_ok(et->ch) && sprite_ok(et->ch->sprite)) { + if (battle_entity_ok(et)) { et->x = x; et->y = y; - y += et->ch->sprite->cellh + spacing; + y += et->ch->sprites[CHARACTER_SPRITE_WALK]->cellh + spacing; } } } @@ -180,52 +184,20 @@ } static void -draw_entity_sprite(const struct battle_entity *et) +draw_entities(const struct battle *bt, struct battle_entity *entities, size_t entitiesz) { - struct sprite *sprite = et->ch->sprite; - int row; - - /* - * Ennemies are usually defined with a single image as such the - * sprite may contain only one cell/row. Otherwise if the user - * have provided a structured sprite, use appropriate row. - */ - if (sprite->nrows >= 6) - row = 6; - else - row = 0; - - sprite_draw(et->ch->sprite, row, 0, et->x, et->y); + for (size_t i = 0; i < entitiesz; ++i) { + if (battle_entity_ok(&entities[i])) + battle_entity_draw(&entities[i], bt); + } } static void -draw_entity_name(const struct battle_entity *et, const struct battle *bt) -{ - struct theme theme; - struct label label = et->name; - - if (et == bt->order_cur) { - theme_shallow(&theme, bt->theme); - label.theme = &theme; - theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED]; - } - - label_draw(&label); -} - -static void -draw_entity(const struct battle_entity *et, const struct battle *bt) -{ - draw_entity_sprite(et); - draw_entity_name(et, bt); -} - -static void -draw_entities(const struct battle *bt, struct battle_entity *entities, size_t entitiesz) +update_entities(struct battle_entity *entities, size_t entitiesz, unsigned int ticks) { for (size_t i = 0; i < entitiesz; ++i) { - if (character_ok(entities[i].ch) && sprite_ok(entities[i].ch->sprite)) - draw_entity(&entities[i], bt); + if (battle_entity_ok(&entities[i])) + battle_entity_update(&entities[i], ticks); } } @@ -234,18 +206,12 @@ { struct battle_entity *et; - BATTLE_TEAM_FOREACH(bt, et) { - if (character_ok(et->ch)) { - character_reset(et->ch); - texture_set_alpha_mod(et->ch->sprite->texture, 255); - } - } - BATTLE_ENEMY_FOREACH(bt, et) { - if (character_ok(et->ch)) { - character_reset(et->ch); - texture_set_alpha_mod(et->ch->sprite->texture, 255); - } - } + BATTLE_TEAM_FOREACH(bt, et) + if (battle_entity_ok(et)) + battle_entity_init(et); + BATTLE_ENEMY_FOREACH(bt, et) + if (battle_entity_ok(et)) + battle_entity_init(et); positionate_team(bt); positionate_bar(bt); @@ -291,7 +257,9 @@ } void -battle_attack(struct battle *bt, struct character *source, struct character *target) +battle_attack(struct battle *bt, + struct character *source, + struct character *target) { (void)source; @@ -299,15 +267,7 @@ assert(character_ok(source)); assert(character_ok(target)); - /* TODO: Extreme computation of damage. */ - unsigned int count = 10; - - if (count > (unsigned int)target->hp) - target->hp = 0; - else - target->hp -= count; - - battle_indicator_hp(bt, target, count); + battle_state_attacking(bt, source, target); } void @@ -321,6 +281,7 @@ assert(spell); assert((unsigned int)source->mp >= spell->mp); + /* TODO: animate. */ source->mp -= spell->mp; spell_action(spell, bt, source, selection); } @@ -351,6 +312,14 @@ battle_state_ai(bt); } +struct battle_entity * +battle_find(struct battle *bt, const struct character *ch) +{ + assert(bt); + + return find(bt, ch); +} + void battle_indicator_hp(struct battle *bt, const struct character *target, unsigned int amount) { @@ -363,8 +332,9 @@ id->bti.color = BATTLE_INDICATOR_HP_COLOR; id->bti.amount = amount; - id->dw.x = et->x + target->sprite->cellw; - id->dw.y = et->y + target->sprite->cellh; + /* TODO: positionate better. */ + id->dw.x = et->x + target->sprites[CHARACTER_SPRITE_WALK]->cellw; + id->dw.y = et->y + target->sprites[CHARACTER_SPRITE_WALK]->cellh; id->dw.data = id; id->dw.update = indicator_update; id->dw.draw = indicator_draw; @@ -400,6 +370,9 @@ action_stack_update(&bt->actions[1], ticks); drawable_stack_update(&bt->effects, ticks); + update_entities(bt->team, NELEM(bt->team), ticks); + update_entities(bt->enemies, NELEM(bt->enemies), ticks); + /* Game cannot update if the actions[0] stack isn't completed. */ if (!action_stack_completed(&bt->actions[0])) return false; @@ -416,7 +389,10 @@ painter_clear(); if (bt->background && texture_ok(bt->background)) - texture_draw(bt->background, 0, 0); + texture_scale(bt->background, + 0, 0, bt->background->w, bt->background->h, + 0, 0, window.w, window.h, + 0.f); /* Draw entities. */ draw_entities(bt, bt->team, NELEM(bt->team));
--- a/librpg/rpg/battle.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/battle.h Mon Nov 23 17:05:07 2020 +0100 @@ -25,10 +25,10 @@ #include <core/drawable.h> #include <ui/frame.h> -#include <ui/label.h> #include <ui/gridmenu.h> #include "battle-bar.h" +#include "battle-entity.h" #include "battle-state.h" #include "selection.h" #include "spell.h" @@ -53,16 +53,6 @@ #define BATTLE_THEME(bt) ((bt)->theme ? (bt)->theme : theme_default()) /** - * \brief In battle entity. - */ -struct battle_entity { - struct character *ch; /*!< (+&?) Character to use. */ - int x; /*!< (+) Position on screen. */ - int y; /*!< (+) Position on screen. */ - struct label name; /*!< (*) Where its name label is located. */ -}; - -/** * \brief Generic battle status. */ enum battle_status { @@ -173,7 +163,7 @@ battle_start(struct battle *bt); /** - * Select next member in team. + * Select next member in battle. * * \pre bt != NULL * \param bt the battle object @@ -181,6 +171,9 @@ void battle_next(struct battle *bt); +struct battle_entity * +battle_find(struct battle *bt, const struct character *ch); + /** * Change battle state. * @@ -204,8 +197,19 @@ battle_order(struct battle *bt); /** - * Default function to calculate damage calculation from the source to the - * given target and then add an amount indicator as a drawable. + * All in one function to animate and compute damage. + * + * Use this function from the character AI or when a character from the team + * should attack an enemy. + * + * This will do the following in order: + * + * 1. Change battle state to "attacking" + * 2. Change battle entity state to "moving" or "blinking" if source is member of + * team or enemies respectively. + * 3. Wait until animations complete. + * 4. Compute and produce damage. + * 5. Change battle state to "check" * * \pre bt != NULL * \pre source != NULL @@ -215,7 +219,9 @@ * \param target the target entity */ void -battle_attack(struct battle *bt, struct character *source, struct character *target); +battle_attack(struct battle *bt, + struct character *source, + struct character *target); /** * Default function to cast a spell.
--- a/librpg/rpg/character.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/character.c Mon Nov 23 17:05:07 2020 +0100 @@ -18,12 +18,14 @@ #include <assert.h> +#include <core/sprite.h> + #include "character.h" bool character_ok(struct character *ch) { - return ch && ch->name && ch->type && ch->reset; + return ch && ch->name && ch->type && ch->reset && sprite_ok(ch->sprites[CHARACTER_SPRITE_WALK]); } const char *
--- a/librpg/rpg/character.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/character.h Mon Nov 23 17:05:07 2020 +0100 @@ -44,6 +44,15 @@ }; /** + * \brief Sprites per action. + */ +enum character_sprite { + CHARACTER_SPRITE_WALK, /*!< Sprite for walking. */ + CHARACTER_SPRITE_SWORD, /*!< Attacking with sword. */ + CHARACTER_SPRITE_NUM /*!< Total number of sprites. */ +}; + +/** * \brief Character object * * This structure owns the current character statistics used in battle. @@ -67,7 +76,11 @@ unsigned int agtbonus; /*!< (+) User agility bonus. */ int luck; /*!< (+) Current luck points (increase */ unsigned int luckbonus; /*!< (+) User luck bonus. */ - struct sprite *sprite; /*!< (+&) Sprite to use. */ + + /** + * (+&) Sprites to use. + */ + struct sprite *sprites[CHARACTER_SPRITE_NUM]; /** * (+&?) List of spells for this character.
--- a/librpg/rpg/walksprite.c Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/walksprite.c Mon Nov 23 17:05:07 2020 +0100 @@ -29,12 +29,20 @@ assert(ws); assert(sprite); - memset(ws, 0, sizeof (struct walksprite)); + memset(ws, 0, sizeof (*ws)); ws->sprite = sprite; ws->delay = delay; } void +walksprite_reset(struct walksprite *ws) +{ + assert(ws); + + ws->index = 0; +} + +void walksprite_update(struct walksprite *ws, unsigned int ticks) { assert(ws);
--- a/librpg/rpg/walksprite.h Thu Nov 19 16:46:26 2020 +0100 +++ b/librpg/rpg/walksprite.h Mon Nov 23 17:05:07 2020 +0100 @@ -77,6 +77,15 @@ walksprite_init(struct walksprite *ws, struct sprite *sprite, unsigned int delay); /** + * Reset current column to inactive (aka no longer walking). + * + * \pre ws != NULL + * \param ws the walking sprite + */ +void +walksprite_reset(struct walksprite *ws); + +/** * Update the walking sprite * * \pre ws != NULL