changeset 230:86b71e1f9dd5

rpg: add movements in battle
author David Demelier <markand@malikania.fr>
date Mon, 23 Nov 2020 17:05:07 +0100
parents e71039d820a7
children 1a8b81c91d7c
files examples/CMakeLists.txt examples/assets/images/battle-background.png examples/assets/maps/map-world.json examples/assets/maps/sprite-world.png examples/assets/sprites/john-sword.png examples/assets/sprites/john-sword.xcf examples/assets/sprites/john-walk.png examples/assets/sprites/john-walk.xcf examples/example-battle/main.c examples/example-battle/registry.c examples/example-battle/registry.h examples/example-battle/spell-fire.c librpg/CMakeLists.txt librpg/rpg/battle-entity-state-attacking.c librpg/rpg/battle-entity-state-attacking.h librpg/rpg/battle-entity-state-blinking.c librpg/rpg/battle-entity-state-blinking.h librpg/rpg/battle-entity-state-moving.c librpg/rpg/battle-entity-state-moving.h librpg/rpg/battle-entity-state-normal.c librpg/rpg/battle-entity-state-normal.h librpg/rpg/battle-entity-state.c librpg/rpg/battle-entity-state.h librpg/rpg/battle-entity.c librpg/rpg/battle-entity.h librpg/rpg/battle-state-ai.c librpg/rpg/battle-state-ai.h librpg/rpg/battle-state-attacking.c librpg/rpg/battle-state-attacking.h librpg/rpg/battle-state-check.c librpg/rpg/battle-state-check.h librpg/rpg/battle-state-closing.h librpg/rpg/battle-state-lost.h librpg/rpg/battle-state-menu.c librpg/rpg/battle-state-menu.h librpg/rpg/battle-state-opening.h librpg/rpg/battle-state-selection.c librpg/rpg/battle-state-selection.h librpg/rpg/battle-state-sub.h librpg/rpg/battle-state-victory.h librpg/rpg/battle.c librpg/rpg/battle.h librpg/rpg/character.c librpg/rpg/character.h librpg/rpg/walksprite.c librpg/rpg/walksprite.h
diffstat 46 files changed, 1320 insertions(+), 124 deletions(-) [+]
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
 )
Binary file examples/assets/images/battle-background.png has changed
--- 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":[
         {
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449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449, 449],
          "height":100,
          "id":1,
          "name":"background",
Binary file examples/assets/maps/sprite-world.png has changed
Binary file examples/assets/sprites/john-sword.png has changed
Binary file examples/assets/sprites/john-sword.xcf has changed
Binary file examples/assets/sprites/john-walk.png has changed
Binary file examples/assets/sprites/john-walk.xcf has changed
--- 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 = &registry_sprites[REGISTRY_TEXTURE_JOHN],
+		.sprites = {
+			[CHARACTER_SPRITE_WALK] = &registry_sprites[REGISTRY_TEXTURE_JOHN_WALK],
+			[CHARACTER_SPRITE_SWORD] = &registry_sprites[REGISTRY_TEXTURE_JOHN_SWORD],
+		},
 		.spells = {
 			&spell_fire
 		}
 	},
-	{
-		.name = "Fake Molko",
-		.type = "Adventurer",
-		.level = 1,
-		.hp = 120,
-		.mp = 50,
-		.reset = adventurer_reset,
-		.sprite = &registry_sprites[REGISTRY_TEXTURE_JOHN],
-		.spells = {
-			&spell_fire
-		}
-	}
 };
 
 static void
@@ -135,7 +126,9 @@
 	.type = "Wood",
 	.level = 30,
 	.reset = haunted_wood_reset,
-	.sprite = &registry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD],
+	.sprites = {
+		[CHARACTER_SPRITE_WALK] = &registry_sprites[REGISTRY_TEXTURE_HAUNTED_WOOD],
+	},
 	.exec = haunted_wood_strat
 };
 
@@ -144,7 +137,9 @@
 	.type = "Cat",
 	.level = 6,
 	.reset = black_cat_reset,
-	.sprite = &registry_sprites[REGISTRY_TEXTURE_BLACK_CAT],
+	.sprites = {
+		[CHARACTER_SPRITE_WALK] = &registry_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 = &registry_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 = &registry_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(&registry_images[i]);
 	for (size_t i = 0; i < NELEM(registry_textures); ++i)
 		texture_finish(&registry_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