mirror of
https://github.com/zoriya/ForecastingVillage.git
synced 2026-06-05 19:34:28 +00:00
Fixing attack timings
This commit is contained in:
@@ -20,6 +20,7 @@ struct dialog_line {
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char *text;
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int input_count;
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struct dialog_input *inputs;
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void (*callback)(gc_engine *engine);
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};
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struct dialog_holder {
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@@ -46,8 +47,8 @@ struct dialog_manager {
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const struct dialog_manager dialog_manager;
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void dialog_next(gc_engine *engine);
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void dialog_add_line(struct dialog_holder *this, char *name, char *text, \
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struct dialog_input *inputs);
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struct dialog_line *dialog_add_line(struct dialog_holder *this, char *name, \
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char *text, struct dialog_input *inputs);
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void show_dialog_if_hidden(gc_engine *engine);
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#endif //MY_RPG_DIALOG_HOLDER_H
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@@ -9,6 +9,7 @@
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#ifndef MY_RPG_COMBAT_MANAGER_H
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#define MY_RPG_COMBAT_MANAGER_H
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#include <components/attack_component.h>
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#include "system.h"
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#include "components/combat_holder.h"
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#include "components/dialog_holder.h"
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@@ -26,6 +27,7 @@ struct combat_manager {
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gc_system base;
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gc_scene *game_scene;
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struct enemy *current_enemy;
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struct attack_holder *next_enemy_attack;
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enum combat_state state;
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};
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@@ -65,7 +65,8 @@ struct dialog_line *dialog_parse_text(gc_scene *scene, node *n)
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return (NULL);
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txt->name = my_strdup(n->name);
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txt->text = xml_getproperty(n, "line");
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txt->input_count = xml_getchildcount_filtered(n, "input");;
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txt->input_count = xml_getchildcount_filtered(n, "input");
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txt->callback = NULL;
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txt->inputs = NULL;
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if (txt->input_count == 0)
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return (txt);
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@@ -9,25 +9,27 @@
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#include "utility.h"
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#include <malloc.h>
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void dialog_add_line(struct dialog_holder *this, char *name, char *text, \
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struct dialog_line *dialog_add_line(struct dialog_holder *this, char *name, char *text, \
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struct dialog_input *inputs)
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{
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struct dialog_line *line = malloc(sizeof(*line));
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int count = 0;
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if (!line)
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return;
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return (NULL);
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line->name = name;
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line->text = text;
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if (inputs)
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for (count = 0; inputs[count].text; count++);
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line->input_count = count;
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line->inputs = inputs;
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line->callback = NULL;
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for (count = 0; this->text[count]; count++);
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this->text = my_realloc(this->text, (count + 1) * sizeof(void *), \
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(count + 2) * sizeof(void *));
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if (!this->text)
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return;
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return (NULL);
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this->text[count] = line;
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this->text[count + 1] = NULL;
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return (line);
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}
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@@ -69,6 +69,8 @@ const struct gc_data attacks[] = {
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void load_attacks(gc_scene *scene)
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{
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gc_data *data;
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gc_list *li = scene->get_entity_by_cmp(scene, "attack_component");
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struct attack_component *attack;
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for (int i = 0; attacks[i].name; i++) {
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data = malloc(sizeof(*data));
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@@ -80,6 +82,12 @@ void load_attacks(gc_scene *scene)
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data->destroy = attacks[i].destroy;
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LISTADD(scene->data, data);
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}
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for (; li; li = li->next) {
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attack = GETCMP(li->data, attack_component);
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for (int i = 0; attack->attacks && attack->attacks[i].name; i++)
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attack->attacks[i].run = scene->get_data(scene, "attack", \
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attack->attacks[i].name);
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}
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}
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int register_customcmps(gc_engine *engine, bool map_editor)
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@@ -125,6 +125,19 @@ gc_scene *scene, gc_engine *engine)
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this->state = ATTACKING;
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}
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void defend_callback(gc_engine *engine)
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{
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struct combat_manager *this = GETSYS(engine, combat_manager);
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gc_entity *player = NULL;
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gc_entity *enemy = NULL;
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if (!get_player_and_enemy(engine->scene, &player, &enemy))
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return;
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if (this->next_enemy_attack->run)
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this->next_enemy_attack->run(engine, enemy, player);
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this->state = ATTACK;
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}
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void defend(struct combat_manager *this, struct dialog_holder *dialog, \
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gc_scene *scene, gc_engine *engine)
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{
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@@ -132,8 +145,8 @@ gc_scene *scene, gc_engine *engine)
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gc_entity *enemy = NULL;
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struct attack_component *enemy_attack;
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static char str[150];
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struct attack_holder *attack = NULL;
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int count;
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struct dialog_line *line;
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if (!get_player_and_enemy(scene, &player, &enemy))
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return;
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@@ -144,10 +157,10 @@ gc_scene *scene, gc_engine *engine)
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my_printf("No attack found for the enemy.\n");
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return;
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}
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attack = &enemy_attack->attacks[random() % count];
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snprintf(str, 150, "%s uses attack %s.", "The bee", attack->name);
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if (attack->run)
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attack->run(engine, enemy, player);
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dialog_add_line(dialog, NULL, str, NULL);
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this->state = ATTACK;
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this->next_enemy_attack = &enemy_attack->attacks[random() % count];
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snprintf(str, 150, "%s uses attack %s.", "The bee", \
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this->next_enemy_attack->name);
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if ((line = dialog_add_line(dialog, NULL, str, NULL)))
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line->callback = &defend_callback;
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this->state = DEFENDING;
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}
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@@ -42,27 +42,27 @@ my_strcmp(link->tile->type, "dialog"))
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}
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bool update_dialog(struct dialog_manager *this, gc_entity *text, \
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gc_entity *name)
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gc_entity *name, gc_engine *engine)
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{
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struct renderer *rend = GETCMP(name, renderer);
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struct renderer *name_rend = GETCMP(name, renderer);
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struct renderer *txt_rend = GETCMP(text, renderer);
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this->current_text = this->current_dialog->text[this->current_line];
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if (!rend || rend->type != GC_TXTREND || !rend->data)
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if (!name_rend || name_rend->type != GC_TXTREND || !name_rend->data
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|| !txt_rend || txt_rend->type != GC_TXTREND || !txt_rend->data)
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return (true);
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rend->destroy = &text_safe_destroy;
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if (this->current_text)
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((gc_text *)rend->data)->text = this->current_text->name;
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else
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((gc_text *)rend->data)->text = NULL;
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rend = GETCMP(text, renderer);
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if (!rend || rend->type != GC_TXTREND || !rend->data)
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return (true);
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rend->destroy = &text_safe_destroy;
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name_rend->destroy = &text_safe_destroy;
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txt_rend->destroy = &text_safe_destroy;
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if (this->current_text) {
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((gc_text *) rend->data)->text = this->current_text->text;
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((gc_text *)name_rend->data)->text = this->current_text->name;
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((gc_text *)txt_rend->data)->text = this->current_text->text;
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this->current_input = &this->current_text->inputs[0];
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} else
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((gc_text *)rend->data)->text = NULL;
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if (this->current_text->callback)
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this->current_text->callback(engine);
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} else {
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((gc_text *)txt_rend->data)->text = NULL;
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((gc_text *)name_rend->data)->text = NULL;
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}
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this->current_line++;
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return (!this->current_text);
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}
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@@ -116,8 +116,8 @@ void dialog_next(gc_engine *engine)
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controllable_set_can_move(scene, false);
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holder_name = scene->get_entity(scene, 1336);
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entity = scene->get_entity(scene, 1337);
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if (!entity || !holder_name ||
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(!update_dialog(this, entity, holder_name) && handle_input(engine, this)))
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if (!entity || !holder_name || (!update_dialog(this, entity, \
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holder_name, engine) && handle_input(engine, this)))
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return;
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prefab_destroy(scene, this->dialog_id);
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this->dialog_id = -1;
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