annotate libmlk-rpg/rpg/battle-bar.h @ 280:11c824a82e63

core: fix save_open functions
author David Demelier <markand@malikania.fr>
date Tue, 15 Dec 2020 22:07:18 +0100
parents 71b3b7036de7
children 3991779aaba9
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1 /*
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2 * battle-bar.h -- battle status bar and menu
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3 *
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #ifndef MOLKO_RPG_BATTLE_BAR_H
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20 #define MOLKO_RPG_BATTLE_BAR_H
192
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21
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22 /**
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23 * \file battle-bar.h
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24 * \brief Battle status bar and menu.
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25 *
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26 * This module is a view and user input for the game battle. It is used by the
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27 * \ref battle.h object.
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28 */
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29
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30 #include <stdbool.h>
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31
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32 #include <ui/frame.h>
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33 #include <ui/gridmenu.h>
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34
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35 struct battle;
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36 struct character;
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37
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38 union event;
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39
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40 /**
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41 * \brief Main menu selection.
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42 */
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43 enum battle_bar_menu {
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44 BATTLE_BAR_MENU_ATTACK = 0, /*!< Attack. */
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45 BATTLE_BAR_MENU_MAGIC = 1, /*!< Cast a spell. */
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46 BATTLE_BAR_MENU_OBJECTS = 2, /*!< Use an object*/
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47 BATTLE_BAR_MENU_SPECIAL = 3 /*!< Use a special character action. */
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48 };
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49
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50 /**
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51 * \brief Bar state.
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52 */
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53 enum battle_bar_state {
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54 BATTLE_BAR_STATE_NONE, /*!< No state yet. */
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55 BATTLE_BAR_STATE_MENU, /*!< Main menu selection. */
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56 BATTLE_BAR_STATE_SUB /*!< Sub grid menu opened. */
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57 };
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58
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59 /**
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60 * \brief Battle bar.
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61 *
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62 * The bar is split into three individual pieces.
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63 *
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64 * ```
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65 * +------------+--------+------------+
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66 * | Grid menu | Menu | Status |
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67 * +------------+--------+------------+
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68 * ```
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69 *
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70 * The left grid menu is only shown when member field state is set to \ref
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71 * BATTLE_BAR_STATE_SUB, it is usually opened when user select a magic or an
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72 * object.
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73 *
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74 * The menu in the middle is the main selection and contains the enumeration
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75 * \ref battle_bar_menu using top, right, bottom left edges for short selection.
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76 *
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77 * The last part on the right is the status pane where the team characters stats
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78 * are listed.
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79 *
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80 * By itself, the bar never modify the battle object, it is the responsability
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81 * of the battle object or the battle state to change the bar object and to
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82 * track change on events. As such, the battle object is always passed as const
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83 * parameter.
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84 */
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85 struct battle_bar {
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86 int x; /*!< (+) Position in x. */
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87 int y; /*!< (+) Position in y. */
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88 unsigned int w; /*!< (+) Width. */
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89 unsigned int h; /*!< (+) Height. */
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90 enum battle_bar_state state; /*!< (-) Current state. */
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91
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92 /* Right status frame. */
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93 struct frame status_frame; /*!< (-) Right status frame. */
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94
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95 /* Main menu selection. */
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96 struct frame menu_frame; /*!< (-) Main menu frame. */
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97 enum battle_bar_menu menu; /*!< (-) Main menu selection. */
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98
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99 /* Sub menu selection (spells/objects). */
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100 struct gridmenu sub_grid; /*!< (-) Sub menu object. */
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101 };
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102
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103 /**
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104 * Repositionate every elements in the bar.
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105 *
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106 * Call this function at least once, when you have set the x, y, w and h fields
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107 * of the bar.
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108 *
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109 * \pre bar != NULL
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110 * \pre bt != NULL
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111 * \param bar the bar to set
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112 * \param bt the current battle
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113 */
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114 void
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115 battle_bar_positionate(struct battle_bar *bar, const struct battle *bt);
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116
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117 /**
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118 * Handle an event.
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119 *
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120 * Depending on the current bar state, it will either update the main menu or
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121 * the sub menu if opened. The function returns true if an element is considered
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122 * activated (usually with the return key).
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123 *
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124 * You must not ignore the return value because the battle state should change.
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125 *
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126 * \pre bar != NULL
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127 * \pre bt != NULL
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128 * \pre ev != NULL
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129 * \param bar this bar
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130 * \param bt the current battle
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131 * \param ev the current event
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132 * \return True if an element has been activated.
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133 */
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134 bool
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135 battle_bar_handle(struct battle_bar *bar,
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136 const struct battle *bt,
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137 const union event *ev);
192
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138
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139 /**
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140 * Reset the battle bar selection, state and grid.
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141 *
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142 * Call this function each time a new player is selected.
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143 *
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144 * \pre bar != NULL
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145 * \param bar the bar to reset
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146 */
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147 void
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148 battle_bar_reset(struct battle_bar *bar);
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149
196
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150 /**
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151 * Open global menu.
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152 *
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153 * \pre bar != NULL
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154 * \param bar the bar
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155 */
192
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156 void
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157 battle_bar_open_menu(struct battle_bar *bar);
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158
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159 /**
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160 * Open the view to select a spell by opening the grid menu.
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161 *
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162 * \pre bar != NULL
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163 * \pre bt != NULL
192
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164 * \pre character_ok(ch)
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165 * \param bar this bar
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166 * \param bt the current battle
192
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167 * \param ch the owner of spells
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168 */
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169 void
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170 battle_bar_open_spells(struct battle_bar *bar, const struct battle *bt, struct character *ch);
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171
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172 /**
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173 * Draw the bar.
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174 *
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175 * \pre bar != NULL
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176 * \pre bt != NULL
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177 * \param bar the bar to draw
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178 * \param bt the current battle
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179 */
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180 void
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181 battle_bar_draw(const struct battle_bar *bar, const struct battle *bt);
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182
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183 /**
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184 * Close internal resources if necessary.
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185 *
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186 * \pre bar != NULL
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187 * \param bar the bar to clear
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188 */
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189 void
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190 battle_bar_finish(struct battle_bar *bar);
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191
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192 #endif /* !MOLKO_RPG_BATTLE_BAR_H */