Mercurial > molko
annotate libmlk-rpg/rpg/battle.c @ 286:3991779aaba9
adventure: initial test of spawn
author | David Demelier <markand@malikania.fr> |
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date | Wed, 23 Dec 2020 15:37:48 +0100 |
parents | bfde372bf152 |
children | 63d9fb56c609 |
rev | line source |
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1 /* |
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2 * battle.c -- battles |
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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 #include <stdio.h> |
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21 #include <stdlib.h> |
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22 #include <string.h> |
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23 |
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24 #include <core/alloc.h> |
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25 #include <core/event.h> |
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26 #include <core/font.h> |
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27 #include <core/music.h> |
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28 #include <core/painter.h> |
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29 #include <core/sprite.h> |
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30 #include <core/texture.h> |
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31 #include <core/util.h> |
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32 #include <core/window.h> |
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33 |
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34 #include <ui/align.h> |
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35 #include <ui/frame.h> |
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36 #include <ui/label.h> |
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37 #include <ui/theme.h> |
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38 |
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39 #include "battle.h" |
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40 #include "battle-indicator.h" |
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41 #include "battle-state.h" |
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42 #include "character.h" |
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43 #include "spell.h" |
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44 |
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45 struct indicator { |
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46 struct drawable dw; |
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47 struct battle_indicator bti; |
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48 }; |
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49 |
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50 static bool |
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51 indicator_update(struct drawable *dw, unsigned int ticks) |
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52 { |
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53 struct indicator *id = dw->data; |
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54 |
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55 return battle_indicator_update(&id->bti, ticks); |
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56 } |
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57 |
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58 static void |
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59 indicator_draw(struct drawable *dw) |
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60 { |
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61 const struct indicator *id = dw->data; |
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62 |
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63 battle_indicator_draw(&id->bti, dw->x, dw->y); |
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64 } |
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65 |
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66 static void |
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67 indicator_free(struct drawable *dw) |
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68 { |
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69 struct indicator *id = dw->data; |
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70 |
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71 battle_indicator_finish(&id->bti); |
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72 free(id); |
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73 } |
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74 |
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75 static struct battle_entity * |
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76 find(struct battle *bt, const struct character *ch) |
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77 { |
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78 struct battle_entity *et; |
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79 |
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80 BATTLE_TEAM_FOREACH(bt, et) |
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81 if (et->ch == ch) |
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82 return et; |
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83 BATTLE_ENEMY_FOREACH(bt, et) |
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84 if (et->ch == ch) |
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85 return et; |
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86 |
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87 return NULL; |
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88 } |
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89 |
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90 static struct battle_entity * |
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91 random_select(struct battle_entity *group, size_t groupsz) |
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92 { |
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93 struct battle_entity *ret = NULL, *et = NULL; |
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94 |
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95 do { |
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96 et = &group[util_nrand(0, groupsz - 1)]; |
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97 |
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98 if (et->ch) |
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99 ret = et; |
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100 } while (!ret); |
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101 |
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102 return ret; |
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103 } |
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104 |
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105 static int |
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106 cmp_order(const void *d1, const void *d2) |
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107 { |
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108 const struct battle_entity *et1 = *(const struct battle_entity **)d1; |
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109 const struct battle_entity *et2 = *(const struct battle_entity **)d2; |
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110 |
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111 return et1->ch->agt < et2->ch->agt; |
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112 } |
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113 |
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114 static bool |
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115 is_team(const struct battle *bt, const struct character *ch) |
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116 { |
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117 for (size_t i = 0; i < BATTLE_TEAM_MAX; ++i) |
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118 if (bt->team[i].ch == ch) |
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119 return true; |
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120 |
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121 return false; |
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122 } |
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123 |
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124 static void |
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125 positionate_name(struct battle_entity *et, const struct battle *bt) |
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126 { |
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127 unsigned int lw; |
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128 struct sprite *sprite; |
192
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129 |
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130 /* Show the character name below its sprite. */ |
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131 sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; |
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132 |
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133 et->name.text = et->ch->name; |
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134 et->name.flags = LABEL_FLAGS_SHADOW; |
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135 label_query(&et->name, &lw, NULL); |
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136 et->name.y = et->y + sprite->cellh + BATTLE_THEME(bt)->padding; |
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137 et->name.x = et->x + (sprite->cellw / 2) - (lw / 2); |
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138 } |
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139 |
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140 static void |
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141 positionate_names(struct battle *bt) |
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142 { |
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143 struct battle_entity *et; |
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144 |
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145 BATTLE_TEAM_FOREACH(bt, et) |
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146 if (character_ok(et->ch)) |
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147 positionate_name(et, bt); |
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148 BATTLE_ENEMY_FOREACH(bt, et) |
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149 if (character_ok(et->ch)) |
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150 positionate_name(et, bt); |
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151 } |
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152 |
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153 static void |
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154 positionate_team(struct battle *bt) |
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155 { |
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156 struct battle_entity *et; |
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157 unsigned int requirement = 0, nmemb = 0, spacing; |
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158 int x, y; |
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159 |
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160 BATTLE_TEAM_FOREACH(bt, et) { |
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161 /* Stop in case any member of the team has been positionated. */ |
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162 if (et->x != 0 || et->y != 0) |
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163 return; |
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164 |
230
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165 if (battle_entity_ok(&bt->team[i])) { |
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166 nmemb++; |
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167 requirement += et->ch->sprites[CHARACTER_SPRITE_NORMAL]->cellh; |
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168 } |
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169 } |
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170 |
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171 /* TODO: compute a correct x placement. */ |
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172 spacing = (window.h - requirement) / (nmemb + 1); |
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173 x = window.w - 200; |
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174 y = spacing; |
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175 |
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176 BATTLE_TEAM_FOREACH(bt, et) { |
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177 if (battle_entity_ok(et)) { |
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178 et->x = x; |
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179 et->y = y; |
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180 y += et->ch->sprites[CHARACTER_SPRITE_NORMAL]->cellh + spacing; |
192
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181 } |
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182 } |
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183 } |
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184 |
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185 static void |
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186 positionate_bar(struct battle *bt) |
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187 { |
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188 /* Bar is located at bottom. */ |
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189 bt->bar.w = window.w; |
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190 bt->bar.h = window.h * 0.12; |
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191 bt->bar.x = 0; |
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192 bt->bar.y = window.h - bt->bar.h; |
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193 |
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194 battle_bar_positionate(&bt->bar, bt); |
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195 } |
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196 |
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197 static void |
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198 draw_entities(const struct battle *bt, struct battle_entity *entities, size_t entitiesz) |
192
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199 { |
230
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200 for (size_t i = 0; i < entitiesz; ++i) { |
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201 if (battle_entity_ok(&entities[i])) |
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202 battle_entity_draw(&entities[i], bt); |
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203 } |
192
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204 } |
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205 |
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206 static void |
230
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207 update_entities(struct battle_entity *entities, size_t entitiesz, unsigned int ticks) |
192
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208 { |
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209 for (size_t i = 0; i < entitiesz; ++i) { |
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210 if (battle_entity_ok(&entities[i])) |
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211 battle_entity_update(&entities[i], ticks); |
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212 } |
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213 } |
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214 |
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215 void |
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216 battle_start(struct battle *bt) |
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217 { |
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218 struct battle_entity *et; |
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219 |
230
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220 BATTLE_TEAM_FOREACH(bt, et) |
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221 if (battle_entity_ok(et)) |
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222 battle_entity_init(et); |
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223 BATTLE_ENEMY_FOREACH(bt, et) |
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224 if (battle_entity_ok(et)) |
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225 battle_entity_init(et); |
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226 |
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227 positionate_team(bt); |
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228 positionate_bar(bt); |
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229 positionate_names(bt); |
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230 |
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231 /* Start the state "opening" animation. */ |
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232 battle_state_opening(bt); |
208
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233 |
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234 /* Play music if present. */ |
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235 if (bt->music[0]) |
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236 music_play(bt->music[0], MUSIC_LOOP, 0); |
192
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237 } |
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238 |
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239 void |
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240 battle_switch(struct battle *bt, struct battle_state *st) |
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241 { |
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242 assert(bt); |
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243 assert(st); |
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244 |
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245 if (bt->state) |
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246 battle_state_finish(bt->state, bt); |
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247 |
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248 bt->state = st; |
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249 } |
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250 |
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251 void |
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252 battle_order(struct battle *bt) |
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253 { |
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254 struct battle_entity *et, **porder; |
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255 |
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256 /* First, put a pointer for every enemy/team member. */ |
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257 porder = &bt->order[0]; |
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258 |
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259 BATTLE_TEAM_FOREACH(bt, et) |
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260 if (character_ok(et->ch)) |
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261 *porder++ = et; |
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262 BATTLE_ENEMY_FOREACH(bt, et) |
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263 if (character_ok(et->ch)) |
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264 *porder++ = et; |
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265 |
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266 /* Now sort. */ |
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267 qsort(bt->order, porder - bt->order, sizeof (*porder), cmp_order); |
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268 } |
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269 |
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270 void |
230
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271 battle_attack(struct battle *bt, |
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272 struct character *source, |
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273 struct character *target) |
192
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274 { |
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275 assert(bt); |
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276 assert(character_ok(source)); |
286
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277 |
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278 /* Target is empty? select randomly. */ |
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279 if (!target) { |
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280 if (is_team(bt, source)) |
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281 target = random_select(bt->enemies, BATTLE_ENEMY_MAX)->ch; |
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282 else |
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283 target = random_select(bt->team, BATTLE_TEAM_MAX)->ch; |
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284 } |
192
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285 |
230
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286 battle_state_attacking(bt, source, target); |
192
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287 } |
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288 |
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289 void |
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290 battle_cast(struct battle *bt, |
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291 struct character *source, |
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292 const struct spell *spell, |
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293 unsigned int selection) |
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294 { |
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295 assert(bt); |
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296 assert(source); |
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297 assert(spell); |
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298 assert((unsigned int)source->mp >= spell->mp); |
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299 |
230
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300 /* TODO: animate. */ |
192
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301 source->mp -= spell->mp; |
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302 spell_action(spell, bt, source, selection); |
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303 battle_state_check(bt); |
192
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304 } |
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305 |
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306 void |
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307 battle_next(struct battle *bt) |
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308 { |
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309 assert(bt); |
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310 |
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311 battle_bar_reset(&bt->bar); |
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312 |
232
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313 if (!bt->order_cur) { |
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314 battle_order(bt); |
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315 bt->order_cur = bt->order[bt->order_curindex = 0]; |
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316 } else { |
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317 /* End of turn. */ |
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318 if (++bt->order_curindex >= BATTLE_ENTITY_MAX || !bt->order[bt->order_curindex]) { |
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319 battle_order(bt); |
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320 bt->order_cur = bt->order[bt->order_curindex = 0]; |
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321 } else |
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322 bt->order_cur = bt->order[bt->order_curindex]; |
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323 } |
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324 |
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325 /* Change state depending on the kind of entity. */ |
286
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326 if (is_team(bt, bt->order_cur->ch)) { |
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327 battle_bar_open_menu(&bt->bar); |
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328 battle_state_menu(bt); |
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329 } else |
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330 battle_state_ai(bt); |
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331 } |
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332 |
230
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333 struct battle_entity * |
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334 battle_find(struct battle *bt, const struct character *ch) |
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335 { |
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336 assert(bt); |
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337 |
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338 return find(bt, ch); |
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339 } |
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340 |
192
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341 void |
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342 battle_indicator_hp(struct battle *bt, const struct character *target, unsigned int amount) |
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343 { |
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344 assert(bt); |
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345 assert(target); |
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346 |
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347 const struct battle_entity *et = find(bt, target); |
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348 struct indicator *id = alloc_new0(sizeof (*id)); |
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349 |
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350 id->bti.color = BATTLE_INDICATOR_HP_COLOR; |
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351 id->bti.amount = amount; |
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352 |
230
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353 /* TODO: positionate better. */ |
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354 id->dw.x = et->x + target->sprites[CHARACTER_SPRITE_NORMAL]->cellw; |
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355 id->dw.y = et->y + target->sprites[CHARACTER_SPRITE_NORMAL]->cellh; |
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356 id->dw.data = id; |
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357 id->dw.update = indicator_update; |
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358 id->dw.draw = indicator_draw; |
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359 id->dw.finish = indicator_free; |
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360 |
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361 battle_indicator_start(&id->bti); |
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362 |
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363 if (!drawable_stack_add(&bt->effects, &id->dw)) |
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364 drawable_finish(&id->dw); |
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365 } |
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366 |
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367 void |
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368 battle_handle(struct battle *bt, const union event *ev) |
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369 { |
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370 assert(bt && bt->state); |
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371 assert(ev); |
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372 |
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373 /* Handle actions. */ |
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374 action_stack_handle(&bt->actions[0], ev); |
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375 action_stack_handle(&bt->actions[1], ev); |
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376 |
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377 /* Handling of action is disallowed if there are pending actions. */ |
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378 if (action_stack_completed(&bt->actions[0])) |
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379 battle_state_handle(bt->state, bt, ev); |
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380 } |
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381 |
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382 bool |
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383 battle_update(struct battle *bt, unsigned int ticks) |
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384 { |
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385 assert(bt && bt->state); |
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386 |
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387 action_stack_update(&bt->actions[0], ticks); |
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388 action_stack_update(&bt->actions[1], ticks); |
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389 drawable_stack_update(&bt->effects, ticks); |
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390 |
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391 update_entities(bt->team, UTIL_SIZE(bt->team), ticks); |
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392 update_entities(bt->enemies, UTIL_SIZE(bt->enemies), ticks); |
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393 |
192
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394 /* Game cannot update if the actions[0] stack isn't completed. */ |
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395 if (!action_stack_completed(&bt->actions[0])) |
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396 return false; |
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397 |
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398 return battle_state_update(bt->state, bt, ticks); |
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399 } |
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400 |
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401 void |
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402 battle_draw(struct battle *bt) |
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403 { |
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404 assert(bt && bt->state); |
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405 |
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406 painter_set_color(0xffffffff); |
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407 painter_clear(); |
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408 |
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409 if (bt->background && texture_ok(bt->background)) |
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410 texture_scale(bt->background, |
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411 0, 0, bt->background->w, bt->background->h, |
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412 0, 0, window.w, window.h, |
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413 0.f); |
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414 |
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415 /* Draw entities. */ |
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416 draw_entities(bt, bt->team, UTIL_SIZE(bt->team)); |
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417 draw_entities(bt, bt->enemies, UTIL_SIZE(bt->enemies)); |
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418 |
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419 battle_bar_draw(&bt->bar, bt); |
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420 |
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421 action_stack_draw(&bt->actions[0]); |
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422 action_stack_draw(&bt->actions[1]); |
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423 |
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424 drawable_stack_draw(&bt->effects); |
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425 |
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426 return battle_state_draw(bt->state, bt); |
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427 } |
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428 |
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429 void |
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430 battle_finish(struct battle *bt) |
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431 { |
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432 assert(bt); |
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433 |
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434 if (bt->state) |
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435 battle_state_finish(bt->state, bt); |
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436 |
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437 drawable_stack_finish(&bt->effects); |
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438 |
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439 action_stack_finish(&bt->actions[0]); |
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440 action_stack_finish(&bt->actions[1]); |
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441 |
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442 memset(bt, 0, sizeof (*bt)); |
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443 } |