annotate libmlk-rpg/rpg/battle-entity.c @ 298:196264679079

misc: remove usage of bool
author David Demelier <markand@malikania.fr>
date Wed, 10 Mar 2021 18:49:08 +0100
parents 6367b976112d
children d01e83210ca2
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1 /*
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2 * battle-entity.c -- in game battle entity
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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 #include <assert.h>
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20
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21 #include <core/sprite.h>
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22 #include <core/texture.h>
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23
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24 #include <ui/theme.h>
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25
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26 #include "battle.h"
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27 #include "battle-entity.h"
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28 #include "battle-entity-state.h"
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29 #include "character.h"
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30
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31 static void
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32 draw_name(const struct battle_entity *et, const struct battle *bt)
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33 {
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34 struct theme theme;
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35 struct label label = et->name;
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36
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37 if (et == bt->order_cur) {
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38 theme_shallow(&theme, bt->theme);
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39 label.theme = &theme;
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40 theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED];
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41 }
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42
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43 label_draw(&label);
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44 }
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45
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46 void
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47 battle_entity_init(struct battle_entity *et)
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48 {
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49 assert(et);
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50
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51 character_reset(et->ch);
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52 texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255);
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53
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54 battle_entity_state_normal(et);
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55 }
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56
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57 int
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58 battle_entity_ok(const struct battle_entity *et)
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59 {
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60 return et && character_ok(et->ch);
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61 }
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62
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63 void
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64 battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st)
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65 {
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66 assert(et);
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67 assert(st);
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68
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69 if (et->state)
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70 battle_entity_state_finish(et->state, et);
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71
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72 et->state = st;
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73 }
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74
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75 int
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76 battle_entity_update(struct battle_entity *et, unsigned int ticks)
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77 {
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78 assert(et);
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79
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80 return battle_entity_state_update(et->state, et, ticks);
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81 }
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82
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83 void
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84 battle_entity_draw_sprite(const struct battle_entity *et)
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85 {
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86 struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
230
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87 int row;
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88
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89 /*
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90 * Ennemies are usually defined with a single image as such the
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91 * sprite may contain only one cell/row. Otherwise if the user
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92 * have provided a structured sprite, use appropriate row.
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93 */
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94 if (sprite->nrows >= 6)
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95 row = 6;
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96 else
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97 row = 0;
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98
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99 sprite_draw(sprite, row, 0, et->x, et->y);
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100 }
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101
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102 void
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103 battle_entity_draw(const struct battle_entity *et, const struct battle *bt)
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104 {
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105 assert(et);
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106 assert(bt);
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107
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108 draw_name(et, bt);
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109 battle_entity_state_draw(et->state, et);
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110 }
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111
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112 void
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113 battle_entity_finish(struct battle_entity *et)
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114 {
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115 assert(et);
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116
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117 battle_entity_state_finish(et->state, et);
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118 }